Journal articles on the topic 'Online gaming'
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Schneider, Sue. "Social Gaming and Online Gambling." Gaming Law Review and Economics 16, no. 12 (December 2012): 711–12. http://dx.doi.org/10.1089/glre.2012.16123.
Full textKaumanns, Ralf, Veit A. Siegenheim, and Andreas Neus. "Online-Gaming." MedienWirtschaft 4, no. 2 (2007): 28–39. http://dx.doi.org/10.15358/1613-0669-2007-2-28.
Full textCurran, Kevin, Paul Canning, Martin Laughlin, Ciaran McGowan, and Rory Carlin. "Online Gaming." American Journal of Applied Sciences 2, no. 3 (March 1, 2005): 622–25. http://dx.doi.org/10.3844/ajassp.2005.622.625.
Full textTucker, H. "Gaming Online." ITNOW 53, no. 5 (August 31, 2011): 12–14. http://dx.doi.org/10.1093/itnow/bwr036.
Full textPalansky, Seth, Laura Mcallister Cox, Elizabeth Lanza, and Stewart Groumoutis. "Responsible Gaming for online Gaming." Gaming Law Review 25, no. 9 (November 1, 2021): 405–11. http://dx.doi.org/10.1089/glr2.2021.29044.sle.
Full textClose, James, Stuart Gordon Spicer, Laura Louise Nicklin, Joanne Lloyd, Ben Whalley, and Helen Lloyd. "Gambling and Gaming in the United Kingdom during the COVID-19 Lockdown." COVID 2, no. 2 (January 18, 2022): 87–101. http://dx.doi.org/10.3390/covid2020007.
Full textIde, Soichiro, Miharu Nakanishi, Syudo Yamasaki, Kazutaka Ikeda, Shuntaro Ando, Mariko Hiraiwa-Hasegawa, Kiyoto Kasai, and Atsushi Nishida. "Adolescent Problem Gaming and Loot Box Purchasing in Video Games: Cross-sectional Observational Study Using Population-Based Cohort Data." JMIR Serious Games 9, no. 1 (February 9, 2021): e23886. http://dx.doi.org/10.2196/23886.
Full textMarshall, Murray. "Online Gaming in Kahnawá:ke." Gaming Law Review and Economics 15, no. 6 (June 2011): 335–41. http://dx.doi.org/10.1089/glre.2011.15604.
Full textSchneider, Sue. "Online Gaming in France." Gaming Law Review and Economics 17, no. 4 (May 2013): 260–61. http://dx.doi.org/10.1089/glre.2013.1743.
Full textHeineman, David S. "Korea’s Online Gaming Empire." New Media & Society 15, no. 3 (April 26, 2013): 440–41. http://dx.doi.org/10.1177/1461444812474972.
Full textTang, Wai Yen, Felix Reer, and Thorsten Quandt. "The interplay of gaming disorder, gaming motivations, and the dark triad." Journal of Behavioral Addictions 9, no. 2 (June 2020): 491–96. http://dx.doi.org/10.1556/2006.2020.00013.
Full textKisch, Mark, and Anders Håkansson. "Associations Between Addictive Behaviors, Individual Characteristics, and the Use of Gambling Services Within the World of Gaming: Cross-sectional Survey Study." JMIR Serious Games 10, no. 2 (April 22, 2022): e29077. http://dx.doi.org/10.2196/29077.
Full textJouhki, Hannu, Iina Savolainen, Anu Sirola, and Atte Oksanen. "Escapism and Excessive Online Behaviors: A Three-Wave Longitudinal Study in Finland during the COVID-19 Pandemic." International Journal of Environmental Research and Public Health 19, no. 19 (September 30, 2022): 12491. http://dx.doi.org/10.3390/ijerph191912491.
Full textFreeman, Guo, Karen Wu, Nicholas Nower, and Donghee Yvette Wohn. "Pay to Win or Pay to Cheat: How Players of Competitive Online Games Perceive Fairness of In-Game Purchases." Proceedings of the ACM on Human-Computer Interaction 6, CHI PLAY (October 25, 2022): 1–24. http://dx.doi.org/10.1145/3549510.
Full textSuh, Eunju, Matt Alhaery, Brett Abarbanel, and Andrew McKenna. "Examining millennials’ online gambling behavior: a comparison of generational differences." Journal of Hospitality and Tourism Technology 8, no. 3 (October 2, 2017): 314–36. http://dx.doi.org/10.1108/jhtt-03-2017-0024.
Full textEmond, Alan M., and Mark D. Griffiths. "Gambling in children and adolescents." British Medical Bulletin 136, no. 1 (September 15, 2020): 21–29. http://dx.doi.org/10.1093/bmb/ldaa027.
Full textGriffiths, Mark, Zaheer Hussain, Sabine M. Grüsser, Ralf Thalemann, Helena Cole, Mark N. O. Davies, and Darren Chappell. "Social Interactions in Online Gaming." International Journal of Game-Based Learning 1, no. 4 (October 2011): 20–36. http://dx.doi.org/10.4018/ijgbl.2011100103.
Full textRamos, Pedro, Pierre Funderburk, and Jennifer Gebelein. "Social Media and Online Gaming." International Journal of Cyber Warfare and Terrorism 8, no. 1 (January 2018): 25–42. http://dx.doi.org/10.4018/ijcwt.2018010103.
Full textClinton, Miriam G. "Online Gaming as Digital Heuristics." Studies in Digital Heritage 4, no. 2 (April 10, 2021): 160–84. http://dx.doi.org/10.14434/sdh.v4i2.30580.
Full textGerwin, Roslyn. "31.2 Online Gaming and Romance." Journal of the American Academy of Child & Adolescent Psychiatry 56, no. 10 (October 2017): S47. http://dx.doi.org/10.1016/j.jaac.2017.07.185.
Full textKelley, James B. "Gay Naming in Online Gaming." Names 60, no. 4 (December 2012): 193–200. http://dx.doi.org/10.1179/0027773812z.00000000030.
Full textFreddolino, Paul P., and Christina M. Blaschke. "Therapeutic Applications of Online Gaming." Journal of Technology in Human Services 26, no. 2-4 (July 3, 2008): 423–46. http://dx.doi.org/10.1080/15228830802099998.
Full textSahi, Mahima, and Dr Geeta Bhagat. "Relationship between Online Games and Aggression amongst Adolescents." YMER Digital 20, no. 10 (October 12, 2021): 49–54. http://dx.doi.org/10.37896/ymer20.10/6.
Full textClaesdotter-Knutsson, Emma, Frida André, and Anders Håkansson. "Gaming Activity and Possible Changes in Gaming Behavior Among Young People During the COVID-19 Pandemic: Cross-sectional Online Survey Study." JMIR Serious Games 10, no. 1 (January 25, 2022): e33059. http://dx.doi.org/10.2196/33059.
Full textSONG, RONGGONG, LARRY KORBA, GEORGE YEE, and YING-CHIEH CHEN. "PROTECT VIRTUAL PROPERTY IN ONLINE GAMING SYSTEM." International Journal of Software Engineering and Knowledge Engineering 17, no. 04 (August 2007): 483–96. http://dx.doi.org/10.1142/s0218194007003367.
Full textPham, Thi Tuan Linh, Han-Chung Huang, Fan-Chen Tseng, T. C. E. Cheng, and Ching-I. Teng. "For whom does flow not enhance online gamer loyalty?" Industrial Management & Data Systems 122, no. 1 (October 27, 2021): 215–34. http://dx.doi.org/10.1108/imds-05-2021-0338.
Full textMurdaca, Anna Maria, and Oliva Patrizia. "Dysfunctional Use of Online Gaming and Socio-Emotional Adaptation at School." International Journal of Digital Literacy and Digital Competence 9, no. 1 (January 2018): 32–41. http://dx.doi.org/10.4018/ijdldc.2018010103.
Full textU. Bicholkar, Abhishek, Amit Dias, and Von Mascarenhas. "Prevalence of problematic online gaming among undergraduate medical students and its relation to well-being, self-esteem and depressive mood in Goa, India." International Journal Of Community Medicine And Public Health 6, no. 3 (February 22, 2019): 1133. http://dx.doi.org/10.18203/2394-6040.ijcmph20190598.
Full textKo, Chih-Hung, Gin-Chung Liu, Sigmund Hsiao, Ju-Yu Yen, Ming-Jen Yang, Wei-Chen Lin, Cheng-Fang Yen, and Cheng-Sheng Chen. "Brain activities associated with gaming urge of online gaming addiction." Journal of Psychiatric Research 43, no. 7 (April 2009): 739–47. http://dx.doi.org/10.1016/j.jpsychires.2008.09.012.
Full textMiers, David. "THE RELATIONSHIP BETWEEN THE REGULATORY ENVIRONMENT GOVERNING COMMERCIAL GAMBLING AND THE SHAPE OF THE MARKET IN THE SUPPLY AND GAME PARAMETERS OF GAMING MACHINES." Journal of Gambling Business and Economics 7, no. 3 (December 9, 2013): 111–49. http://dx.doi.org/10.5750/jgbe.v7i3.820.
Full textKing, Daniel L., Paul H. Delfabbro, Joel Billieux, and Marc N. Potenza. "Problematic online gaming and the COVID-19 pandemic." Journal of Behavioral Addictions 9, no. 2 (June 2020): 184–86. http://dx.doi.org/10.1556/2006.2020.00016.
Full textTripoli, Lori. "The Post-Unlawful Internet Gambling Enforcement Act Online-Gaming Surge?" Gaming Law Review 11, no. 1 (February 2007): 18–20. http://dx.doi.org/10.1089/glr.2006.11104.
Full textZul Kamal, Nur Shazreen, and Saodah Wok. "THE IMPACT OF ONLINE GAMING ADDICTION ON MENTAL HEALTH AMONG IIUM STUDENTS." International Journal of Heritage, Art and Multimedia 3, no. 11 (December 1, 2020): 01–20. http://dx.doi.org/10.35631/ijham.311001.
Full textSantesteban-Echarri, Olga, Andreas Goreis, Johanna X. Kafka, Christian Scharinger, Jean Addington, Anna Felnhofer, Nilufar Mossaheb, Paul L. Plener, and Oswald D. Kothgassner. "T104. PSYCHOTIC-LIKE EXPERIENCES AND PROBLEMATIC GAMING BEHAVIOR IN ONLINE GAME FORUMS." Schizophrenia Bulletin 46, Supplement_1 (April 2020): S270. http://dx.doi.org/10.1093/schbul/sbaa029.664.
Full textMisra, Richa, Sonali Singh, and Nidhi Singh. "Assessing Behavioral Patterns for Online Gaming Addiction." International Journal of Cyber Behavior, Psychology and Learning 10, no. 2 (April 2020): 43–64. http://dx.doi.org/10.4018/ijcbpl.2020040104.
Full textToft-Nielsen, Claus. "Gaming Expertise." Nordicom Review 37, s1 (July 7, 2020): 71–83. http://dx.doi.org/10.1515/nor-2016-0024.
Full textGong, Xiang, Christy M. K. Cheung, Kem Z. K. Zhang, Chongyang Chen, and Matthew K. O. Lee. "A Dual-Identity Perspective of Obsessive Online Social Gaming." Journal of the Association for Information Systems 22, no. 5 (2021): 1245–84. http://dx.doi.org/10.17705/1jais.00693.
Full textStrizek, Julian, Josefine Atzendorf, Ludwig Kraus, Karin Monshouwer, Alexandra Puhm, and Alfred Uhl. "Perceived problems with adolescent online gaming: National differences and correlations with substance use." Journal of Behavioral Addictions 9, no. 3 (October 12, 2020): 629–41. http://dx.doi.org/10.1556/2006.2020.00061.
Full textHou, Chun-Yin, Ru Rutherford, Hsi Chang, Fong-Ching Chang, Liu Shumei, Chiung-Hui Chiu, Ping-Hung Chen, et al. "Children’s mobile-gaming preferences, online risks, and mental health." PLOS ONE 17, no. 12 (December 1, 2022): e0278290. http://dx.doi.org/10.1371/journal.pone.0278290.
Full textLambert Graham, Sage. "Impoliteness and the moral order in online gaming." (Im)politeness and Moral Order in Online Interactions 1, no. 2 (December 31, 2018): 303–28. http://dx.doi.org/10.1075/ip.00014.lam.
Full textKelly, Joseph M. "U.S. Online Gaming Conference: States and Stakeholders in I-Gaming Regulation." Gaming Law Review and Economics 19, no. 4 (May 2015): 279–88. http://dx.doi.org/10.1089/glre.2015.1947.
Full textKim, Jee Yeon, and Young Yim Doh. "Parental Mediation Strategies on Online Gaming." Journal of Korea Game Society 15, no. 3 (June 20, 2015): 63–78. http://dx.doi.org/10.7583/jkgs.2015.15.3.63.
Full textSemenov, N. S. "SOME ISSUES OF ONLINE GAMING SERVICES." Vestnik of the Kyrgyz-Russian Slavic University 21, no. 7 (2021): 116–23. http://dx.doi.org/10.36979/1694-500x-2021-21-7-116-123.
Full textŠkařupová, Kateřina, and Lukas Blinka. "Interpersonal dependency and online gaming addiction." Journal of Behavioral Addictions 5, no. 1 (March 2016): 108–14. http://dx.doi.org/10.1556/2006.5.2016.002.
Full textLisk, Timothy C., Ugur T. Kaplancali, and Ronald E. Riggio. "Leadership in Multiplayer Online Gaming Environments." Simulation & Gaming 43, no. 1 (January 19, 2011): 133–49. http://dx.doi.org/10.1177/1046878110391975.
Full textHussain, Zaheer, and Mark D. Griffiths. "A Qualitative Analysis of Online Gaming." International Journal of Cyber Behavior, Psychology and Learning 4, no. 2 (April 2014): 41–57. http://dx.doi.org/10.4018/ijcbpl.2014040104.
Full textBurrill, Derek A. "Value Theory and Online Video Gaming." Advances in Journalism and Communication 02, no. 03 (2014): 93–100. http://dx.doi.org/10.4236/ajc.2014.23010.
Full textCox, T. "Online and multiplayer gaming ? An overview." Virtual Reality 5, no. 4 (December 2000): 215–22. http://dx.doi.org/10.1007/bf01408520.
Full textDasgupta, Dr Debastuti, and Soumyadeep Sarkar. "Privacy: A myth in online gaming?" International Journal of Advanced Mass Communication and Journalism 3, no. 2 (July 1, 2022): 38–47. http://dx.doi.org/10.22271/27084450.2022.v3.i2a.49.
Full textStone, Bessie G., Kathy A. Mills, and Beth Saggers. "Multiplayer Games: Multimodal Features That Support Friendships of Students With Autism Spectrum Disorder." Australasian Journal of Special and Inclusive Education 43, no. 2 (August 1, 2019): 69–82. http://dx.doi.org/10.1017/jsi.2019.6.
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