Journal articles on the topic 'Online video game'
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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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (2020): 5–13. http://dx.doi.org/10.47460/athenea.v1i1.1.
Full textMcDaniel, Rudy, and Peter Telep. "Game Design Tactics for Teaching Technical Communication in Online Courses." Journal of Technical Writing and Communication 51, no. 1 (2020): 70–92. http://dx.doi.org/10.1177/0047281620977163.
Full textMadran, H., and Eda Cakilci. "The relationship between aggression and online video game addiction: a study on massively multiplayer online video game players." Anatolian Journal of Psychiatry 15, no. 2 (2014): 99. http://dx.doi.org/10.5455/apd.39828.
Full textSöbke, Heinrich, and Thomas Bröker. "A browser-based advergame as communication catalyst: types of communication in video games." Comunicação e Sociedade 27 (June 29, 2015): 75–94. http://dx.doi.org/10.17231/comsoc.27(2015).2090.
Full textWarner, Dorothy E., and Mike Raiter. "Social Context in Massively-Multiplayer Online Games (MMOGs):." International Review of Information Ethics 4 (December 1, 2005): 46–52. http://dx.doi.org/10.29173/irie172.
Full textPrena, Kelsey, and John L. Sherry. "Parental perspectives on video game genre preferences and motivations of children with Down syndrome." Journal of Enabling Technologies 12, no. 1 (2018): 1–9. http://dx.doi.org/10.1108/jet-08-2017-0034.
Full textShihab, Kusvihawan Muhammad, Sussi Sussi, Rendy Munadi, Rahmat Ramadan Prasojoe, and Nurwulan Fitriyanti. "Pembuatan Game Online BoMCleaN sebagai Media Pembelajaran Kebersihan Lingkungan." Jurnal Edukasi dan Penelitian Informatika (JEPIN) 5, no. 1 (2019): 113. http://dx.doi.org/10.26418/jp.v5i1.29874.
Full textLawrence, Anne M., and Michael B. Sherry. "How Feedback From an Online Video Game Teaches Argument Writing for Environmental Action." Journal of Literacy Research 53, no. 1 (2021): 29–52. http://dx.doi.org/10.1177/1086296x20986598.
Full textHamlen, Karla R. "Understanding Children’s Choices and Cognition in Video Game Play." Zeitschrift für Psychologie 221, no. 2 (2013): 107–14. http://dx.doi.org/10.1027/2151-2604/a000136.
Full textCallens, Hanna. "Kidfluencer marketing in the video game industry." Interactive Entertainment Law Review 3, no. 1 (2020): 44–54. http://dx.doi.org/10.4337/ielr.2020.01.04.
Full textGuermazi, F., N. Halouani, K. Yaich, et al. "Video and Internet Gaming Addiction Among Young Adults." European Psychiatry 41, S1 (2017): S203—S204. http://dx.doi.org/10.1016/j.eurpsy.2017.01.2158.
Full textWang, Bingqing, Laramie Taylor, and Qiusi Sun. "Families that play together stay together: Investigating family bonding through video games." New Media & Society 20, no. 11 (2018): 4074–94. http://dx.doi.org/10.1177/1461444818767667.
Full textRamos, Pedro, Pierre Funderburk, and Jennifer Gebelein. "Social Media and Online Gaming." International Journal of Cyber Warfare and Terrorism 8, no. 1 (2018): 25–42. http://dx.doi.org/10.4018/ijcwt.2018010103.
Full textMašić, Adela, and Aida Tarabar. "The Influence of Online Games on Learning English Vocabulary in High Schools in Bosnia and Herzegovina." MAP Education and Humanities 1, no. 1 (2021): 28–37. http://dx.doi.org/10.53880/2744-2373.2021.1.1.28.
Full textDickmeis, Anne, and Keith Roe. "Genres matter: Video games as predictors of physical aggression among adolescents." Communications 44, no. 1 (2019): 105–29. http://dx.doi.org/10.1515/commun-2018-2011.
Full textFindley, Michael R. "The Relationship between Student Learning Styles and Motivation during Educational Video Game Play." International Journal of Online Pedagogy and Course Design 1, no. 3 (2011): 63–73. http://dx.doi.org/10.4018/ijopcd.2011070105.
Full textMirowski, Alexander, and Brian P. Harper. "Elements of Infrastructure Demand in Multiplayer Video Games." Media and Communication 7, no. 4 (2019): 237–46. http://dx.doi.org/10.17645/mac.v7i4.2337.
Full textLiu, Tingting. "Video Games as Dating Platforms: Exploring Digital Intimacies through a Chinese Online Dancing Video Game." Television & New Media 20, no. 1 (2017): 36–55. http://dx.doi.org/10.1177/1527476417736614.
Full textSeok, Soonhwa, and Boaventura DaCosta. "The Cyber Awareness of Online Video Game Players." International Journal of Cyber Research and Education 1, no. 1 (2019): 69–77. http://dx.doi.org/10.4018/ijcre.2019010108.
Full textFelczak, Mateusz. "Live Streaming Platforms and the Critical Discourse About Video Games." Replay. The Polish Journal of Game Studies 4, no. 1 (2017): 19–37. http://dx.doi.org/10.18778/2391-8551.04.02.
Full textGabbiadini, Alessandro, Silvia Mari, Chiara Volpato, and Maria Grazia Monaci. "Identification Processes in Online Groups." Journal of Media Psychology 26, no. 3 (2014): 141–52. http://dx.doi.org/10.1027/1864-1105/a000119.
Full textDubois, Louis-Etienne, and Chris Gibbs. "Video game–induced tourism: a new frontier for destination marketers." Tourism Review 73, no. 2 (2018): 186–98. http://dx.doi.org/10.1108/tr-07-2017-0115.
Full textHanindar, Muthia, and Irwansyah Irwansyah. "PEMANFAATAN TEKNOLOGI VOICE OVER INTERNET PROTOCOL (VoIP) DALAM ONLINE MOBILE GAMES." Jurnal Common 5, no. 1 (2021): 25–38. http://dx.doi.org/10.34010/common.v5i1.2863.
Full textJohnson, Mark R., and Jamie Woodcock. "The impacts of live streaming and Twitch.tv on the video game industry." Media, Culture & Society 41, no. 5 (2018): 670–88. http://dx.doi.org/10.1177/0163443718818363.
Full textPampi, Mudang, and Md Asghar. "A Blur Line Between Hobby and Addiction: Online Video Gaming Among the Youth of Arunachal Pradesh." Oriental Anthropologist: A Bi-annual International Journal of the Science of Man 21, no. 1 (2021): 116–24. http://dx.doi.org/10.1177/0972558x21994249.
Full textGrieman, Keri. "Lakitu's world: proactive and reactive regulation in video games." Interactive Entertainment Law Review 2, no. 2 (2019): 67–77. http://dx.doi.org/10.4337/ielr.2019.02.02.
Full textSimon, O., R. Chebbi, A. Ochoa Godall, J. Eicher, C. Zumwald, and C. Dickson. "Clinical and demographic characteristics of treatment seeking online video game players." European Psychiatry 33, S1 (2016): S318. http://dx.doi.org/10.1016/j.eurpsy.2016.01.1086.
Full textAndrejevic, Mark. "Productive Play 2.0: The Logic of In-Game Advertising." Media International Australia 130, no. 1 (2009): 66–76. http://dx.doi.org/10.1177/1329878x0913000109.
Full textElutina, Marina E., and Anton A. Nerush. "Structural foundation for interactions in online games." Izvestia of Saratov University. New Series. Series: Sociology. Politology 21, no. 3 (2021): 289–94. http://dx.doi.org/10.18500/1818-9601-2021-21-3-289-294.
Full textDunn, Robert Andrew, and Rosanna Guadagno. "Who Are You Online?" International Journal of Cyber Behavior, Psychology and Learning 9, no. 3 (2019): 15–31. http://dx.doi.org/10.4018/ijcbpl.2019070102.
Full textIvory, James D. "Still a Man's Game: Gender Representation in Online Reviews of Video Games." Mass Communication and Society 9, no. 1 (2006): 103–14. http://dx.doi.org/10.1207/s15327825mcs0901_6.
Full textNorthrup, Jason C., and Sterling Shumway. "Gamer Widow: A Phenomenological Study of Spouses of Online Video Game Addicts." American Journal of Family Therapy 42, no. 4 (2014): 269–81. http://dx.doi.org/10.1080/01926187.2013.847705.
Full textTang, Wai Yen, and Jesse Fox. "Men's harassment behavior in online video games: Personality traits and game factors." Aggressive Behavior 42, no. 6 (2016): 513–21. http://dx.doi.org/10.1002/ab.21646.
Full textKerttula, Tero. "“What an Eccentric Performance”: Storytelling in Online Let’s Plays." Games and Culture 14, no. 3 (2016): 236–55. http://dx.doi.org/10.1177/1555412016678724.
Full textWibowo, Tony, and Kelfia Limanda. "Penggunaan Naratif Dalam Video Game Sebagai Media Edukasi Isu Dunia: Studi Kasus Detroit Become Human." Pixel :Jurnal Ilmiah Komputer Grafis 13, no. 2 (2020): 1–7. http://dx.doi.org/10.51903/pixel.v13i2.224.
Full textKoch, Stefan, and Philipp Artmayr. "Stability and development of user innovation strategies for video game producers." European Journal of Innovation Management 23, no. 5 (2019): 753–64. http://dx.doi.org/10.1108/ejim-05-2019-0117.
Full textZhang, Jiahao. "Analysis on the Share Price and Forecasting Calculation Data of Activision Blizzard, Inc. Based on SWOT-Model." E3S Web of Conferences 214 (2020): 02015. http://dx.doi.org/10.1051/e3sconf/202021402015.
Full textEsqueda, Marileide Dias, and Érika Nogueira de Andrade Stupiello. "Teaching video game translation: first steps, systems and hands-on experience / Ensinando tradução de videogame: primeiros passos, sistemas e experiência prática." Texto Livre: Linguagem e Tecnologia 11, no. 1 (2018): 103–20. http://dx.doi.org/10.17851/1983-3652.11.1.103-120.
Full textKorpak, Klaudia, Aneta Bac, and Anna Ścisłowska-Czarnecka. "Spinal pain syndromes among video game players." Health Promotion & Physical Activity 11, no. 2 (2020): 15–20. http://dx.doi.org/10.5604/01.3001.0014.2636.
Full textWood, Richard T. A., Mark D. Griffiths, and Virginia Eatough. "Online Data Collection from Video Game Players: Methodological Issues." CyberPsychology & Behavior 7, no. 5 (2004): 511–18. http://dx.doi.org/10.1089/cpb.2004.7.511.
Full textVan Rooij, Antonius J., Tim M. Schoenmakers, Ad A. Vermulst, Regina J. J. M. Van Den Eijnden, and Dike Van De Mheen. "Online video game addiction: identification of addicted adolescent gamers." Addiction 106, no. 1 (2010): 205–12. http://dx.doi.org/10.1111/j.1360-0443.2010.03104.x.
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