Journal articles on the topic 'Phenomenon of computer games'
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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 textBoichuk, Oleh. "Relationship Between the Problem of Computer Dependence and Social Exclusion in the Process of Youth Socialization." Digital Platform: Information Technologies in Sociocultural Sphere 3, no. 1 (2020): 69–78. https://doi.org/10.31866/2617-796x.3.1.2020.206110.
Full textKirichenko, Vladislav V. "Speedrunner as a Virtual Naturalist." Galactica Media: Journal of Media Studies 4, no. 4 (2022): 223–43. http://dx.doi.org/10.46539/gmd.v4i4.299.
Full textBudnik, Ruslan A., and Maksim O. Zverev. "Legal Analysis of Play-To-Earn Videogames." Zakon 21, no. 10 (2024): 119–39. http://dx.doi.org/10.37239/0869-4400-2024-21-10-119-139.
Full textHofman-Kohlmeyer, Magdalena. "SOCIAL COMPUTER GAMES AS A MARKETING CHANNEL FOR CREATING AND MEETING VIRTUAL NEEDS. AN EXAMPLE OF SECOND LIFE." Zeszyty Naukowe Wyższej Szkoły Humanitas Zarządzanie 19, no. 4 (2018): 115–25. http://dx.doi.org/10.5604/01.3001.0013.1649.
Full textJohansson, Barbro. "Virtuella lekkamrater." Kulturella Perspektiv – Svensk etnologisk tidskrift 5, no. 4 (1996): 28–40. http://dx.doi.org/10.54807/kp.v5.31945.
Full textTrach, Yuliia. "COMPUTER GAMES AS A COMPONENT OF CULTURE AND A SUBJECT OF CULTURAL RESEARCH." National Academy of Managerial Staff of Culture and Arts Herald, no. 2 (September 17, 2021): 61–64. http://dx.doi.org/10.32461/2226-3209.2.2021.239932.
Full textZagała, Kacper, and Artur Strzelecki. "eSports Evolution in Football Game Series." Physical Culture and Sport. Studies and Research 83, no. 1 (2019): 50–62. http://dx.doi.org/10.2478/pcssr-2019-0020.
Full textJankowski, Filip. "Fikcja interaktywności. Filmy partycypacyjne i ich ograniczenia." Panoptikum, no. 24 (October 20, 2020): 45–55. http://dx.doi.org/10.26881/pan.2020.24.01.
Full textŁukasiak, Anna. "Gry komputerowe jako narzędzie resocjalizacji – wprowadzenie do problematyki i perspektywy badawcze." Kultura-Społeczeństwo-Edukacja 23, no. 1 (2023): 191–208. http://dx.doi.org/10.14746/kse.2023.23.1.14.
Full textKudryashova, Elizaveta M., Ekaterina M. Lyubimtseva, Vera M. Yushchenko, and Sof’ya G. Barinova. "COMPUTER SIMULATOR GAME IN YOUTH CULTURE." Russian Studies in Culture and Society 6, no. 4 (2022): 100–113. http://dx.doi.org/10.12731/2576-9782-2022-4-100-113.
Full textNeiva, Eduardo, and Carlo Romano. "The Semiotic Immersion of Video Games, Gaming Technology and Interactive Strategies." Public Journal of Semiotics 1, no. 2 (2007): 31–49. http://dx.doi.org/10.37693/pjos.2007.1.8819.
Full textGrimshaw, Mark, John Charlton, and Richard Jagger. "First-Person Shooters: Immersion and Attention." Eludamos: Journal for Computer Game Culture 5, no. 1 (2011): 29–44. http://dx.doi.org/10.7557/23.6125.
Full textCÂRNAȚ, Teodor, and Ana-Maria AMBROSĂ. "Administration and the Bureaucratic Phenomenon." Anuarul Universitatii "Petre Andrei" din Iasi - Fascicula: Drept, Stiinte Economice, Stiinte Politice 28 (December 10, 2021): 61–72. http://dx.doi.org/10.18662/upalaw/66.
Full textSunnatova, Ranno I. "The phenomenon of laziness as a risk factor of high school students' fascination with gadgets." Vestnik of Samara State Technical University Psychological and Pedagogical Sciences 18, no. 3 (2021): 181–91. http://dx.doi.org/10.17673/vsgtu-pps.2021.3.13.
Full textIlmi Sabrina Khoirunnisa. "Membentuk Karakter Anak Usia Dini Melalui Permainan Tradisional." JECED : Journal of Early Childhood Education and Development 3, no. 2 (2021): 77–83. http://dx.doi.org/10.15642/jeced.v3i2.960.
Full textBulaienko, M., and D. Pisariev. "MODELING AND DEVELOPMENT OF THE INTERACTIVE GAME." Municipal economy of cities 6, no. 166 (2021): 15–19. http://dx.doi.org/10.33042/2522-1809-2021-6-166-15-19.
Full textDzhydzhora, Yevgen. "КАК СОЗДАЕТСЯ „КАЧЕСТВЕННОЕ ВРЕМЯ” В СОВРЕМЕННОЙ МАССОВОЙ КУЛЬТУРЕ". Studia Interkulturowe Europy Środkowo-Wschodniej, № 15 (1 грудня 2022): 161–73. http://dx.doi.org/10.31338/2544-3143.si.2021-15.8.
Full textHøiseth, Marikken, Ole Andreas Alsos, Sindre Holme, Sondre Ek, and Charlotte Tendenes Gabrielsen. "Serious Game Design to Support Children Struggling with School Refusal." International Journal of Serious Games 8, no. 2 (2021): 109–28. http://dx.doi.org/10.17083/ijsg.v8i2.416.
Full textNikitin, Grigory M. "Gaming as a sociocultural phenomenon in modern pedagogical science." Pedagogy: history, prospects 3, no. 5 (2020): 42–55. http://dx.doi.org/10.17748/2686-9969-2020-3-5-42-55.
Full textKozoriz, O. "Influence of MMORPG on modern culture: historiographical aspect." Culture of Ukraine, no. 88 (March 20, 2025): 26–37. https://doi.org/10.31516/2410-5325.088.03.
Full textMalik, Aqdas, Kari Hiekkanen, Zaheer Hussain, Juho Hamari, and Aditya Johri. "How players across gender and age experience Pokémon Go?" Universal Access in the Information Society 19, no. 4 (2019): 799–812. http://dx.doi.org/10.1007/s10209-019-00694-7.
Full textNormanskaya, Anzhela V. "A VIDEO GAME AS A MECHANISM FOR BROADCASTING THE NATIONAL CULTURAL HERITAGE." Russian Studies in Culture and Society 9, no. 1 (2025): 20–37. https://doi.org/10.12731/2576-9782-2025-9-1-275.
Full textMusa, Mohammad Aqmal Hafidz, Wan Hurani Osman, Anna Lynn Abu Bakar, and Bernadette Tobi. "AN INTERVIEW ABOUT USING ONLINE GAMES IN VOCABULARY ACQUISITION AMONG THE SECOND YEAR STUDENTS OF UNIVERSITY COLLEGE SABAH FOUNDATION." International Journal of Education, Psychology and Counseling 6, no. 41 (2021): 199–215. http://dx.doi.org/10.35631/ijepc.641015.
Full textŠiljak, Violeta, Saša Vajić, Igor Mihailović, and Zvezdan Savić. "The wheel of games and entertainment history." Fizicko vaspitanje i sport kroz vekove 10, no. 2 (2023): 1–31. http://dx.doi.org/10.5937/spes2302001s.
Full textShaev, Yury M. "Topoi of the Narrative of Computer Games and Features of the Gender Images Representation." Общество: философия, история, культура, no. 12 (December 20, 2023): 134–41. http://dx.doi.org/10.24158/fik.2023.12.18.
Full textMikolajewska, Izabela, and Agata Mikolajewska. "(Un)safe screen time? Critical theoretical-empirical analysis." International Journal of Pedagogy, Innovation and New Technologies 3, no. 2 (2016): 47–52. http://dx.doi.org/10.5604/01.3001.0009.5099.
Full textDuguleană, Andreea Raluca, Cristina Roxana Tănăsescu, and Mihai Duguleană. "Emerging Trends in Play-to-Earn (P2E) Games." Journal of Theoretical and Applied Electronic Commerce Research 19, no. 1 (2024): 486–506. http://dx.doi.org/10.3390/jtaer19010026.
Full textKim, Kyung-Joong, and Sung-Bae Cho. "A Comprehensive Overview of the Applications of Artificial Life." Artificial Life 12, no. 1 (2006): 153–82. http://dx.doi.org/10.1162/106454606775186455.
Full textШибанова, Е. В. "“GAME STUDIES”: THE PROBLEM OF STUDYING." Вестник Тверского государственного университета. Серия: Филология, no. 1(76) (April 17, 2023): 220–24. http://dx.doi.org/10.26456/vtfilol/2023.1.220.
Full textShokirzhon, Shermirzaevich Maksudov, and Mamasidikovich Mirzakhmedov Abdirashid. "GAMING DEPENDENCE AS A SUBJECT OF RESEARCH." Globus: human sciences 8, no. 2(40) (2022): 22–24. http://dx.doi.org/10.52013/2713-3087-40-2-6.
Full textStenros, Jaakko, and Annakaisa Kultima. "On the Expanding Ludosphere." Simulation & Gaming 49, no. 3 (2018): 338–55. http://dx.doi.org/10.1177/1046878118779640.
Full textAndreev, N. Yu, V. V. Arkhipov, A. A. Vasiliev, and Yu V. Pechatnova. "Legal aspects of ways to monetize rights in the computer games industry." Law Enforcement Review 7, no. 1 (2023): 83–92. http://dx.doi.org/10.52468/2542-1514.2023.7(1).83-92.
Full textSmirnova, E. O., N. Y. Matushkina, and S. Y. Smirnova. "Virtual Reality in Early and Preschool Childhood." Психологическая наука и образование 23, no. 3 (2018): 42–53. http://dx.doi.org/10.17759/pse.2018230304.
Full textFells, R. E., and J. R. Weaver. "Computer-Assisted Instruction in Industrial Relations Teaching." Journal of Industrial Relations 30, no. 2 (1988): 215–29. http://dx.doi.org/10.1177/002218568803000202.
Full textLuoto, Tim, Raija Korpelainen, Juha Röning, et al. "Gamified Persuasion." International Journal of Sociotechnology and Knowledge Development 6, no. 4 (2014): 1–17. http://dx.doi.org/10.4018/ijskd.2014100101.
Full textde Almeida, Luis Camillo M. O. "User-Design: An Enabling Method of Video Game Making." British Journal of Mass Communication and Media Research 3, no. 1 (2023): 89–96. http://dx.doi.org/10.52589/bjmcmr-qrmerr3t.
Full textHofman-Kohlmeyer, Magdalena Hofman-Kohlmeyer. "DETERMINANTS OF EFFECTIVE PRODUCT PLACEMENT IN COMPUTER GAMES – LITERATURE REVIEW." CBU International Conference Proceedings 6 (September 24, 2018): 181–86. http://dx.doi.org/10.12955/cbup.v6.1153.
Full textVukojević, Borislav, and Dalibor Savić. "MEDIA CONVERGENCE OF ROLE-PLAYING GAMES (1974-2024): FROM PARTICIPATION TO COMMODIFICATION AND BACK AGAIN." MEDIA STUDIES AND APPLIED ETHICS 5, no. 2 (2024): 7–21. https://doi.org/10.46630/msae.2.2024.01.
Full textKorolev, Cyril. "“Tell it to Harry Potter, would you suddenly meet him”: Sf&F Fan Fiction as a Post-Folklore Genre of the WWW Age." Children's Readings: Studies in Children's Literature 19, no. 1 (2021): 281–300. http://dx.doi.org/10.31860/2304-5817-2021-1-19-281-300.
Full textСапицька, О. М. "The role of video games in obtaining and disseminating historical knowledge." ВІСНИК СХІДНОУКРАЇНСЬКОГО НАЦІОНАЛЬНОГО УНІВЕРСИТЕТУ імені Володимира Даля, no. 3(259) (February 18, 2020): 62–70. http://dx.doi.org/10.33216/1998-7927-2020-259-3-62-70.
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