Academic literature on the topic 'Online video game'
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Journal articles on the topic "Online video game"
Hokroh, Mohammed, and Gill Green. "Online Video Games Adoption: Toward an Online Game Adoption Model." International Journal of Research in Business and Social Science (2147-4478) 8, no. 4 (July 3, 2019): 163–71. http://dx.doi.org/10.20525/ijrbs.v8i4.268.
Full textEden, Allison, Erin Maloney, and Nicholas David Bowman. "Gender Attribution in Online Video Games." Journal of Media Psychology 22, no. 3 (January 2010): 114–24. http://dx.doi.org/10.1027/1864-1105/a000016.
Full textSari, Dinar Ayu Mirunggan, Murtono Murtono, and Irfai Fathurohman. "Pengembangan Media Video Animasi 3D Dalam Permainan Tradisional Petak Benteng Untuk Keterampilan Motorik." Risenologi 6, no. 1 (April 30, 2021): 8–12. http://dx.doi.org/10.47028/j.risenologi.2021.61.147.
Full textSteinkuehler, Constance. "Massively Multiplayer Online Gaming as a Constellation of Literacy Practices." E-Learning and Digital Media 4, no. 3 (September 2007): 297–318. http://dx.doi.org/10.2304/elea.2007.4.3.297.
Full textWerning, Stefan. "Disrupting video game distribution." Nordic Journal of Media Studies 1, no. 1 (June 1, 2019): 103–24. http://dx.doi.org/10.2478/njms-2019-0007.
Full textHamlen, Karla R. "General Problem-Solving Styles and Problem-Solving Approaches in Video Games." Journal of Educational Computing Research 56, no. 4 (September 12, 2017): 467–84. http://dx.doi.org/10.1177/0735633117729221.
Full textPutra Perkasa, Sastradwija, and Dedi Rahman Nur. "Effectiveness of Player Unknown Battleground (PUBG) Video Game in Improving Vocabulary." Borneo Educational Journal (Borju) 2, no. 2 (August 29, 2020): 73–77. http://dx.doi.org/10.24903/bej.v2i2.629.
Full textEskasasnanda, I. Dewa Putu. "Causes and Effects of Online Video Game Playing among Junior-Senior High School Students in Malang East Java." KOMUNITAS: International Journal of Indonesian Society and Culture 9, no. 2 (August 15, 2017): 191–202. http://dx.doi.org/10.15294/komunitas.v9i2.9565.
Full textHuang, Yan, Stefanus Jasin, and Puneet Manchanda. "“Level Up”: Leveraging Skill and Engagement to Maximize Player Game-Play in Online Video Games." Information Systems Research 30, no. 3 (September 2019): 927–47. http://dx.doi.org/10.1287/isre.2019.0839.
Full textOrtiz, Luz, Héctor Tillerias, Christian Chimbo, and Veronica Toaza. "Impact on the video game industry during the COVID-19 pandemic." Athenea 1, no. 1 (September 25, 2020): 5–13. http://dx.doi.org/10.47460/athenea.v1i1.1.
Full textDissertations / Theses on the topic "Online video game"
Monjezizadeh, Ladbon, and Alex Untoro. "How the Online Disinhibition Effect Affects the Online Video Game Industry." Thesis, Uppsala universitet, Institutionen för speldesign, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-297939.
Full textHess, Taryn. "COMPARISON OF LEARNING EXPERIENCES AND OUTCOMES BETWEEN A SERIOUS GAME-BASED AND NON-GAME-BASED ONLINE AMERICAN HISTORY COURSE." Doctoral diss., University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2108.
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Westerlund, Anton. "Using Video Communication in Online Multiplayer Games : The effects of adding a video chat overlay on the game experience in online multiplayer video games - a quasi-experimental design." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-105928.
Full textMcLean, David Parsons. "It's in the Game: The effect of Competition and Cooperation on Anti-Social Behavior in Online Video Games." Thesis, Virginia Tech, 2016. http://hdl.handle.net/10919/71667.
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Tran, Chris Wang Zuoming. "What's real anymore a comparison of World of Warcraft, secondlife and online experiences /." [Denton, Tex.] : University of North Texas, 2009. http://digital.library.unt.edu/permalink/meta-dc-10976.
Full textVonderlind, Chris J. "Twitch TV Uncovered – Interactivity and Community in Video Game Live Streams." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1566367310448623.
Full textKubik, Erica. "From girlfriend to gamer negotiating place in the hardcore/casual divide of online video game communities /." Bowling Green, Ohio : Bowling Green State University, 2010. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=bgsu1260391480.
Full textKubik, Erica. "From Girlfriend to Gamer: Negotiating Place in the Hardcore/Casual Divide of Online Video Game Communities." Bowling Green State University / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1260391480.
Full textChan, Pauline B. "Narrative participation within game environments: role-playing in massively multiplayer online games." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/37126.
Full textBullock, Katherine Mary. "The Reproduction of Hypermasculinity, Misogyny and Rape Culture in Online Video Game Interactions." Thesis, North Dakota State University, 2017. https://hdl.handle.net/10365/28667.
Full textBooks on the topic "Online video game"
Nintendo Wii Flash game creator's guide: Design, develop, and share your games online. New York: McGraw-Hill, 2008.
Find full textPerkins, Todd. Nintendo Wii Flash game creator's guide: Design, develop, and share your games online. San Francisco: McGraw-Hill, 2008.
Find full textMcQuade, Samuel C. Internet addiction and online gaming. Edited by Gentry Sarah, Colt James P, and Rogers Marcus K. New York: Chelsea House, 2011.
Find full textAvatars, personnages et acteurs virtuels. Québec (Québec): Presses de l'Université du Québec, 2013.
Find full textXian shang you xi kai fa yu jing ying zhi zhu zuo quan wen ti: Copyright issues of online game development and management. Tai bei shi: Jing ji bu zhi hui cai chan ju, 2008.
Find full textChin, Elliott. Phantasy Star Online episode III: C.A.R.D. revolution : Prima's official strategy guide. Roseville, CA: Prima Games, 2004.
Find full textFrase, Tuesday. The official guide to Ultima Online. Austin, TX: Origin Systems, 1997.
Find full textBook chapters on the topic "Online video game"
Hussain, Ali, Ding Hooi Ting, Helmut Hlavacs, and Amir Zaib Abbasi. "In-Game Virtual Consumption and Online Video Game Addiction: A Conceptual Model." In Lecture Notes in Computer Science, 210–18. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-77277-2_17.
Full textRuggles, Christopher, Greg Wadley, and Martin R. Gibbs. "Online Community Building Techniques Used by Video Game Developers." In Entertainment Computing - ICEC 2005, 114–25. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11558651_12.
Full textMorelli, Tony. "Haptic Relay - Including Haptic Feedback in Online Video Game Streams." In Human-Computer Interaction. Novel User Experiences, 396–405. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-39513-5_37.
Full textKwak, Haewoon, and Jeremy Blackburn. "Linguistic Analysis of Toxic Behavior in an Online Video Game." In Lecture Notes in Computer Science, 209–17. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-15168-7_26.
Full textJost, Patrick, and Monica Divitini. "From Paper to Online: Digitizing Card Based Co-creation of Games for Privacy Education." In Technology-Enhanced Learning for a Free, Safe, and Sustainable World, 178–92. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-86436-1_14.
Full textDixon, Shanly, and Sandra Weber. "Playspaces, Childhood, and Video games." In Growing Up Online, 17–36. New York: Palgrave Macmillan US, 2007. http://dx.doi.org/10.1057/9780230607019_2.
Full textCesar, Pablo, and David Geerts. "Social Interaction Design for Online Video and Television." In Handbook of Digital Games and Entertainment Technologies, 1157–93. Singapore: Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-4560-50-4_39.
Full textKoenitz, Hartmut, and Noam Knoller. "Interactive Digital Narratives for iTV and Online Video." In Handbook of Digital Games and Entertainment Technologies, 1097–126. Singapore: Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-4560-50-4_44.
Full textCesar, Pablo, and David Geerts. "Social Interaction Design for Online Video and Television." In Handbook of Digital Games and Entertainment Technologies, 1–37. Singapore: Springer Singapore, 2015. http://dx.doi.org/10.1007/978-981-4560-52-8_39-1.
Full textKoenitz, Hartmut, and Noam Knoller. "Interactive Digital Narratives for iTV and Online Video." In Handbook of Digital Games and Entertainment Technologies, 1–30. Singapore: Springer Singapore, 2015. http://dx.doi.org/10.1007/978-981-4560-52-8_44-1.
Full textConference papers on the topic "Online video game"
Farhana, Mosarrat, and Daniel Swietlicki. "Digitalization as a Game-Changer: A Study on Swedish Video Game Industry." In The 2st Linnaeus Student Conference on Information Technology: Digital Transformation in the Contemporary World. Lnu Press, 2021. http://dx.doi.org/10.15626/lscit2020.01.
Full textHsu, Chia-chun A., Jim Ling, Qing Li, and C. C. J. Kuo. "The design of multiplayer online video game systems." In ITCom 2003, edited by Andrew G. Tescher, Bhaskaran Vasudev, V. Michael Bove, Jr., and Ajay Divakaran. SPIE, 2003. http://dx.doi.org/10.1117/12.512201.
Full textSilva, Pedro, Yasmin Amer, William Tsikerdanos, Jesse Shedd, Isabel Restrepo, and Janet Murray. "A Game of Thrones Companion." In TVX'15: ACM International Conference on Interactive Experiences for TV and Online Video. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2745197.2755519.
Full textGrinblate, Elizabete. "Tiešsaistes un bezsaistes sadalījums videospēļu kopienās." In LU Studentu zinātniskā konference "Mundus et". LU Akadēmiskais apgāds, 2021. http://dx.doi.org/10.22364/lu.szk.2.rk.07.
Full textCheuque, Germán, José Guzmán, and Denis Parra. "Recommender Systems for Online Video Game Platforms: the Case of STEAM." In WWW '19: The Web Conference. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3308560.3316457.
Full text"The use of Visualisations and Video Productions in Online Game-Based Learning." In 18th European Conference on e-Learning. ACPI, 2019. http://dx.doi.org/10.34190/eel.19.094.
Full textNeto, Joaquim A. M., Kazuki M. Yokoyama, and Karin Becker. "Studying toxic behavior influence and player chat in an online video game." In WI '17: International Conference on Web Intelligence 2017. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3106426.3106452.
Full textFoderaro, Greg, Vikram Raju, and Silvia Ferrari. "A cell decomposition approach to online evasive path planning and the video game Ms. Pac-Man." In Control (MSC). IEEE, 2011. http://dx.doi.org/10.1109/isic.2011.6045414.
Full textSaputra, Rendy, Billy Muhamad Iqbal, and Komarudin. "Stress Emotion Evaluation in Multiplayer Online Battle Arena (MOBA) Video Game Related to Gaming Rules Using Electroencephalogram (EEG)." In ICBBE 2017: 2017 4th International Conference on Biomedical and Bioinformatics Engineering. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3168776.3168797.
Full textBharadwaj, Abhishek, and Kavita Vemuri. "An online game of Carrom with live video feed of co-player and face-to-face: Effect on strike response time." In 2012 IEEE International Games Innovation Conference (IGIC). IEEE, 2012. http://dx.doi.org/10.1109/igic.2012.6329854.
Full textReports on the topic "Online video game"
Rodríguez Chatruc, Marisol, and Sandra V. Rozo. How Does it Feel to Be Part of the Minority?: Impacts of Perspective Taking on Prosocial Behavio. Inter-American Development Bank, September 2021. http://dx.doi.org/10.18235/0003612.
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