Academic literature on the topic 'Phenomenon of computer games'
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Journal articles on the topic "Phenomenon of computer games"
Stolbova, Polina Alexeevna. "STEAMPUNK AS A VISUAL PHENOMENON IN COMPUTER GAMES." Вестник Восточно-Сибирского государственного института культуры 134 (April 24, 2025): 89–101. https://doi.org/10.31443/2541-8874-2025-1-33-89-101.
Full textArtamonova, Viktoriia. "The phenomenon of flow state in the motivation of computer gamers." Социодинамика, no. 2 (February 2020): 93–103. http://dx.doi.org/10.25136/2409-7144.2020.2.32040.
Full textWARZECHA, KATARZYNA. "COMPUTER GAMES FOR ENTERTAINMENT OF CONTEMPORARY YOUTH – SOCIO-ECONOMIC ASPECTS." sj-economics scientific journal 26, no. 3 (2017): 345–64. http://dx.doi.org/10.58246/sjeconomics.v26i3.180.
Full textHumphreys, Sal. "Computer Games: Co-Creation and Regulation." Media International Australia 130, no. 1 (2009): 50–52. http://dx.doi.org/10.1177/1329878x0913000107.
Full textFilewod, Alan. "The Cybertheatre of Computer Games." Canadian Theatre Review 81 (December 1994): 24–28. http://dx.doi.org/10.3138/ctr.81.005.
Full textLickhardt, Maren. "Game Logic in the TV Series The Walking Dead: On Transmedial Plot Structures and Character Layouts." Open Cultural Studies 1, no. 1 (2017): 359–68. http://dx.doi.org/10.1515/culture-2017-0033.
Full textVasiliev, A. A., and Yu V. Pechatnova. "COMPUTER GAMES AS A SUBJECT OF INTERDISCIPLINARY RESEARCH." Russian-Asian Legal Journal, no. 3 (October 18, 2022): 16–21. http://dx.doi.org/10.14258/ralj(2022)3.3.
Full textBarbu Mihai, Constantin Răzvan, George Bogdan Burcea, Dragoş Laurenţiu Diaconescu, Marius Catalin Popescu, Ioan Turcu, and Paula Apostu. "Considerations Regarding the Development of the eSports Phenomenon." Studia Universitatis Babeş-Bolyai Educatio Artis Gymnasticae 65, no. 4 (2020): 109–18. http://dx.doi.org/10.24193/subbeag.65(4).36.
Full textAnisimova, A. T. "Phenomenon of computer game in translation discourse." Scientific bulletin of the Southern Institute of Management, no. 2 (August 2, 2018): 82–86. http://dx.doi.org/10.31775/2305-3100-2018-2-82-86.
Full textViktorovna Grishina, Anna, and Elena Nikolaevna Volkova. "Personal Agency Features of Younger Adolescents with A High Degree Of Passion for Computer Games." International Journal of Engineering & Technology 7, no. 3.14 (2018): 331. http://dx.doi.org/10.14419/ijet.v7i3.14.17020.
Full textDissertations / Theses on the topic "Phenomenon of computer games"
Калагурка, Б. О. "Компьютерные игры как психологический феномен". Thesis, Сумский государственный университет, 2018. http://essuir.sumdu.edu.ua/handle/123456789/67158.
Full textFranklin, Adam Christopher. "Headshot! An exploration of the phenomenon of violent video games /." Bowling Green, Ohio : Bowling Green State University, 2007. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=bgsu1182264608.
Full textFranklin, Adam C. "Headshot!: An Exploration of the Phenomenon of Violent Video Games." Bowling Green State University / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1182264608.
Full textVedrashko, Ilya. "Advertising in computer games." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/39144.
Full textПлохута, Тетяна Миколаївна, Татьяна Николаевна Плохута, Tetiana Mykolaivna Plokhuta, and B. S. Ilchyshyn. "Computer games and reality." Thesis, Вид-во СумДУ, 2007. http://essuir.sumdu.edu.ua/handle/123456789/17551.
Full textYan, Jingjing. "Gender and computer games / video games : girls’ perspective orientation." Thesis, Gotland University, Institutionen för humaniora och samhällsvetenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-575.
Full textRihan, Jonathan. "Computer vision based interfaces for computer games." Thesis, Oxford Brookes University, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.579554.
Full textLøland, Karl Syvert. "Intelligent agents in computer games." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2008. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9759.
Full textNordvall, Mathias. "SIGHTLENCE : Haptics for Computer Games." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-73873.
Full textThomson, Matthew Ian Malcolm. "Military computer games and the new American militarism : what computer games teach us about war." Thesis, University of Nottingham, 2009. http://eprints.nottingham.ac.uk/10672/.
Full textBooks on the topic "Phenomenon of computer games"
Jahn-Sudmann, Andreas, and Ralf Stockmann, eds. Computer Games as a Sociocultural Phenomenon. Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230583306.
Full text1974-, Jahn-Sudmann Andreas, and Stockmann Ralf 1973-, eds. Computer games as a sociocultural phenomenon: Games without frontiers, war without tears. Palgrave Macmillan, 2007.
Find full textCoupland, Douglas. Lara's Book: Lara Croft and the Tomb Raider Phenomenon. Prima Publishing, 1998.
Find full textCazenave, Tristan, Mark H. M. Winands, and Hiroyuki Iida, eds. Computer Games. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-05428-5.
Full textCazenave, Tristan, Mark H. M. Winands, and Abdallah Saffidine, eds. Computer Games. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-75931-9.
Full textCazenave, Tristan, Mark H. M. Winands, and Yngvi Björnsson, eds. Computer Games. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-14923-3.
Full textCazenave, Tristan, Mark H. M. Winands, Stefan Edelkamp, Stephan Schiffel, Michael Thielscher, and Julian Togelius, eds. Computer Games. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-57969-6.
Full textCazenave, Tristan, Abdallah Saffidine, and Nathan Sturtevant, eds. Computer Games. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-24337-1.
Full textCazenave, Tristan, Mark H. M. Winands, Stefan Edelkamp, Stephan Schiffel, Michael Thielscher, and Julian Togelius, eds. Computer Games. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-39402-2.
Full textBook chapters on the topic "Phenomenon of computer games"
Bogost, Ian, and Cindy Poremba. "Can Games Get Real? A Closer Look at ‘Documentary’ Digital Games." In Computer Games as a Sociocultural Phenomenon. Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230583306_2.
Full textLockwood, Dean, and Tony Richards. "Presence-Play: The Hauntology of the Computer Game." In Computer Games as a Sociocultural Phenomenon. Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230583306_17.
Full textRusch, Doris C. "Emotional Design of Computer Games and Fiction Films." In Computer Games as a Sociocultural Phenomenon. Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230583306_3.
Full textCavalcanti, Sven O. "Preconscious Apocalypse: The Failure of Capitalism in Computer Games." In Computer Games as a Sociocultural Phenomenon. Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230583306_13.
Full textLowood, Henry. "Impotence and Agency: Computer Games as a Post-9/11 Battlefield." In Computer Games as a Sociocultural Phenomenon. Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230583306_8.
Full textvan Dreunen, Joost. "The Aesthetic Vocabulary of Video Games." In Computer Games as a Sociocultural Phenomenon. Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230583306_1.
Full textChan, Dean. "Negotiating Online Computer Games in East Asia: Manufacturing Asian MMORPGs and Marketing ‘Asianness’." In Computer Games as a Sociocultural Phenomenon. Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230583306_18.
Full textMaietti, Massimo. "Player in Fabula: Ethics of Interaction as Semiotic Negotiation Between Authorship and Readership." In Computer Games as a Sociocultural Phenomenon. Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230583306_10.
Full textKlimmt, Christoph, Hannah Schmid, Andreas Nosper, Tilo Hartmann, and Peter Vorderer. "‘Moral Management’: Dealing with Moral Concerns to Maintain Enjoyment of Violent Video Games." In Computer Games as a Sociocultural Phenomenon. Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230583306_11.
Full textSlocombe, Will. "Beyond Good and Evil: The Inhuman Ethics of Redemption and Bloodlines." In Computer Games as a Sociocultural Phenomenon. Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230583306_12.
Full textConference papers on the topic "Phenomenon of computer games"
Krone, David, Erik Esche, Mirko Skiborowski, and Jens-Uwe Repke. "Optimal Process Synthesis Implementing Phenomena-based Building Blocks and Structural Screening." In Foundations of Computer-Aided Process Design. PSE Press, 2024. http://dx.doi.org/10.69997/sct.146347.
Full textKoscianski, André, Guilherme T. S. Abreu, and Luiz G. M. Padilha. "Integrating a simulation model as an architectural component of a game." In Anais Estendidos do Simpósio Brasileiro de Jogos e Entretenimento Digital. Sociedade Brasileira de Computação, 2022. http://dx.doi.org/10.5753/sbgames_estendido.2022.225424.
Full textOLIZKO, N. S., and K. V. YUDINA. "SPECIFICS OF PRECEDENT PHENOMENA TRANSLATION IN VIDEO GAMES (ON THE EXAMPLE OF THE GAME “ATOMIC HEART”)." In СЛОВО, ВЫСКАЗЫВАНИЕ, ТЕКСТ В КОГНИТИВНОМ, ПРАГМАТИЧЕСКОМ И КУЛЬТУРОЛОГИЧЕСКОМ АСПЕКТАХ. Chelyabinsk State University Publishing House, 2024. http://dx.doi.org/10.47475/9785727119631_440.
Full textSunnatova, R. I., M. O. Mdivani, and E. V. Lidskaya. "Personal resource as a factor of deviant behaviour prevention among students of digital generation." In INTERNATIONAL SCIENTIFIC AND PRACTICAL ONLINE CONFERENCE. Знание-М, 2020. http://dx.doi.org/10.38006/907345-50-8.2020.264.276.
Full textSchumann, Hans, Louis Rosenberg, and Gregg Willcox. "'"Human Swarms” of novice sports fans beat professional handicappers when forecasting NFL football games." In 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1003287.
Full textArlitt, Ryan, Friederich Berthelsdorf, Sebastian Immel, and Robert Stone. "Using Human Computation to Assist Biologically Inspired Design: Evaluating a Game-With-a-Purpose." In ASME 2014 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/detc2014-34796.
Full textBarbosa de Morais, Renan, Mário César San Felice, Pedro Henrique Del Bianco Hokama, and Gabriel Ávila Casalecchi. "O Problema do Poder Efetivo na Câmara dos Deputados." In Computer on the Beach. Universidade do Vale do Itajaí, 2021. http://dx.doi.org/10.14210/cotb.v12.p125-132.
Full textRichard, Christopher, Allison M. Okamura, and Mark R. Cutkosky. "Getting a Feel for Dynamics: Using Haptic Interface Kits for Teaching Dynamics and Controls." In ASME 1997 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 1997. http://dx.doi.org/10.1115/imece1997-0390.
Full textRai, Rahul, Uriel Tekunoff, Carson Schafer, Peter Sandborn, and Janis Terpenny. "Mitigating E-Waste: A Product Service System (PSS) Based Design Approach to Create Obsolescence Resistant Products." In ASME 2010 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2010. http://dx.doi.org/10.1115/detc2010-28796.
Full textEpurescu, Elena oliviana. "EDUCATIONAL SOFTWARE." In eLSE 2016. Carol I National Defence University Publishing House, 2016. http://dx.doi.org/10.12753/2066-026x-16-140.
Full textReports on the topic "Phenomenon of computer games"
Lily Gullion, Lily Gullion. Understanding Teamwork Using Computer Games. Experiment, 2015. http://dx.doi.org/10.18258/4913.
Full textJane Hornickel, Jane Hornickel. Educational computer games: How long do benefits last? Experiment, 2014. http://dx.doi.org/10.18258/2780.
Full textMay, John W., and Jr. Computer Simulations and the Army War College, Where Are the Games. Defense Technical Information Center, 1990. http://dx.doi.org/10.21236/ada223289.
Full textLažetić, Marina. Migration, Extremism, & Dangerous Blame Games: Developments & Dynamics in Serbia. RESOLVE Network, 2021. http://dx.doi.org/10.37805/wb2021.1.
Full textFriedrich, Jörg. Response II: How Much Have We Really Moved On From Those Earlier Days When Holocaust Computer Games Were Forbidden? Landecker Digital Memory Lab, 2025. https://doi.org/10.20919/oyhd7385.
Full textZimmerman, Daniel M., Brian Rothstein, Yevgeniy Kaganovich, and Khai Pahm. Constructing Client-Server Multi-Player Asynchronous Networked Games Using a Single-Computer Model. Defense Technical Information Center, 1997. http://dx.doi.org/10.21236/ada446104.
Full textRuchotzke, Ethan. Building Computer Literacy Through Games: A Game Design Resource Compendium for the Innovate-IT Program. Iowa State University, 2024. http://dx.doi.org/10.31274/cc-20240624-327.
Full textAleksandrov, Pavlo. NEWS GAMES IN THE UKRAINIAN MEDIA SPACE DURING THE FULL-SCALE RUSSIAN INVASION. Ivan Franko National University of Lviv, 2024. http://dx.doi.org/10.30970/vjo.2024.54-55.12140.
Full textLewis, Jeremy R. Using Commercial-off-the-Shelf Computer Games to Train and Educate Complexity and Complex Decision-Making. Defense Technical Information Center, 2008. http://dx.doi.org/10.21236/ada510008.
Full textBothe, Dr Alina. Response IV: How Much Have We Learnt So Far About Holocaust History and Computer Games, and Why Do We Often Feel the Need to Legitimate Games About Holocaust History? Landecker Digital Memory Lab, 2025. https://doi.org/10.20919/jcwg5927.
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