Journal articles on the topic 'Playing video games'
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Ćwil, Małgorzata, and William T. Howe. "Cross-Cultural Analysis of Gamer Identity: A Comparison of the United States and Poland." Simulation & Gaming 51, no. 6 (2020): 785–801. http://dx.doi.org/10.1177/1046878120945735.
Full textLee, Chiawen, Kirk Damon Aiken, and Huang Chia Hung. "Effects of College Students' Video Gaming Behavior on Self-Concept Clarity and Flow." Social Behavior and Personality: an international journal 40, no. 4 (2012): 673–79. http://dx.doi.org/10.2224/sbp.2012.40.4.673.
Full textSu, Nathan N. "Single and Multiplayer Video Gamers: Looking at Their Experiences and Psychosocial Well-Being During the COVID-19 Pandemic." International Journal of Psychological Studies 13, no. 4 (2021): 51. http://dx.doi.org/10.5539/ijps.v13n4p51.
Full textDesainte-Catherine, Myriam, Gyorgy Kurtag, Sylvain Marchand, Catherine Semal, and Pierre Hanna. "Playing with sounds as playing video games." Computers in Entertainment 2, no. 2 (2004): 16. http://dx.doi.org/10.1145/1008213.1008239.
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 textMalek, Andrej, Marjan Ninčević, and Dunja Jurić Vukelić. "The Role of Playing Video Games on School Achievement." Communication Management Review 03, no. 02 (2019): 54–71. http://dx.doi.org/10.22522/cmr20180234.
Full textHoroszkiewicz, Krzysztof, Bartosz Horoszkiewicz, and Grzegorz Załęski. "Psychomotor performance in video games." Journal of Education, Health and Sport 12, no. 7 (2022): 667–82. http://dx.doi.org/10.12775/jehs.2022.12.07.067.
Full textSuliswati, Suliswati, and Indriana Rakhmawati. "Hubungan Kebiasaan Bermain Video Game dengan Perkembangan Sosial Anak Sekolah Dasar (SD)." JKEP 3, no. 1 (2018): 66–80. http://dx.doi.org/10.32668/jkep.v3i1.202.
Full textGranic, Isabela, Adam Lobel, and Rutger C. M. E. Engels. "The benefits of playing video games." American Psychologist 69, no. 1 (2014): 66–78. http://dx.doi.org/10.1037/a0034857.
Full textDonohue, S. E., M. G. Woldorff, and S. R. Mitroff. "Multisensory benefits of playing video games." Journal of Vision 9, no. 8 (2010): 720. http://dx.doi.org/10.1167/9.8.720.
Full textMukherjee, Souvik. "Playing Subaltern." Games and Culture 13, no. 5 (2016): 504–20. http://dx.doi.org/10.1177/1555412015627258.
Full textDing, Yixin. "Playing Action Video Games Affects Cognitive Ability." Journal of Education, Humanities and Social Sciences 5 (November 23, 2022): 266–71. http://dx.doi.org/10.54097/ehss.v5i.2911.
Full textAshraf, Mujeeba. "Violent Video Games and Their Relation to Aggressive Behaviour in Late Childhood in Pakistan." International Journal of Cyber Behavior, Psychology and Learning 10, no. 3 (2020): 47–59. http://dx.doi.org/10.4018/ijcbpl.2020070104.
Full textEmes, Craig E. "Is Mr Pac Man Eating Our Children? A Review of the Effect of Video Games on Children." Canadian Journal of Psychiatry 42, no. 4 (1997): 409–14. http://dx.doi.org/10.1177/070674379704200408.
Full textGreitemeyer, Tobias. "Playing Video Games Cooperatively Increases Empathic Concern." Social Psychology 44, no. 6 (2013): 408–13. http://dx.doi.org/10.1027/1864-9335/a000154.
Full textKristanto, Damar. "The Impact of Game Avatar Customization in Improving User Experience and Gamer Loyalty: Experiment in Role Playing Game (RPG) Based Video Game." TIJAB (The International Journal of Applied Business) 2, no. 2 (2019): 86. http://dx.doi.org/10.20473/tijab.v2.i2.2018.86-106.
Full textDoi, Satomi, Aya Isumi, and Takeo Fujiwara. "Association between Adverse Childhood Experiences and Time Spent Playing Video Games in Adolescents: Results from A-CHILD Study." International Journal of Environmental Research and Public Health 18, no. 19 (2021): 10377. http://dx.doi.org/10.3390/ijerph181910377.
Full textMillamena, Kian, Alvin Kwan, and Nicolei Panlilio. "University Students’ Video Gaming - Reasons, Preferences, and Behavioural Effects." European Conference on Games Based Learning 16, no. 1 (2022): 732–41. http://dx.doi.org/10.34190/ecgbl.16.1.856.
Full textTolić, Ivan, Vanja Šimunec, and Dijana Vuković. "Video game consumer profiles." Zbornik sveučilišta Libertas 5, no. 5 (2020): 51–66. http://dx.doi.org/10.46672/zsl.5.5.4.
Full textŚwiechowski, Maciej, HyunSoo Park, Jacek Mańdziuk, and Kyung-Joong Kim. "Recent Advances in General Game Playing." Scientific World Journal 2015 (2015): 1–22. http://dx.doi.org/10.1155/2015/986262.
Full textMcLean, Lavinia, and Mark D. Griffiths. "Gamers’ Attitudes towards Victims of Crime." International Journal of Cyber Behavior, Psychology and Learning 3, no. 2 (2013): 13–33. http://dx.doi.org/10.4018/ijcbpl.2013040102.
Full textYuwono, Ardian Indro, Gabriel Roosmargo Lono Lastoro Simatupang, and Aprinus Salam. "The Unconscious Self in Role Playing Video Game’s Avatar." Jurnal Ilmu Komunikasi 16, no. 2 (2019): 115. http://dx.doi.org/10.31315/jik.v16i2.2687.
Full textFullerton, Simon, Anne W. Taylor, Eleonora Dal Grande, and Narelle Berry. "Measuring Physical Inactivity: Do Current Measures Provide an Accurate View of “Sedentary” Video Game Time?" Journal of Obesity 2014 (2014): 1–5. http://dx.doi.org/10.1155/2014/287013.
Full textČábelková, Inna, Wadim Strielkowski, Anna Rybakova, and Alla Molchanovа. "Does Playing Video Games Increase Emotional Creativity?" International Journal of Environmental Research and Public Health 17, no. 7 (2020): 2177. http://dx.doi.org/10.3390/ijerph17072177.
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 textMatsangas, Panagiotis, Nita Shattuck, Lawrence Shattuck, et al. "0021 The effect of video gaming on the sleep patterns and well-being of U.S. Marines." Sleep 45, Supplement_1 (2022): A9. http://dx.doi.org/10.1093/sleep/zsac079.020.
Full textGreitemeyer, Tobias. "Playing Violent Video Games Increases Intergroup Bias." Personality and Social Psychology Bulletin 40, no. 1 (2013): 70–78. http://dx.doi.org/10.1177/0146167213505872.
Full textLi, Li, Rongrong Chen, and Jing Chen. "Playing Action Video Games Improves Visuomotor Control." Psychological Science 27, no. 8 (2016): 1092–108. http://dx.doi.org/10.1177/0956797616650300.
Full textLi, R., U. Polat, and D. Bavelier. "Playing action video games enhance visual sensitivity." Journal of Vision 8, no. 6 (2010): 472. http://dx.doi.org/10.1167/8.6.472.
Full textToś, M., E. Wilk, A. Myszczuk, A. Bratek, and K. Krzysztof. "Playing Video Games – Psychical Threat to Adults?" European Psychiatry 41, S1 (2017): S108. http://dx.doi.org/10.1016/j.eurpsy.2017.01.1877.
Full textGumulak, Sabina, and Sheila Webber. "Playing video games: learning and information literacy." Aslib Proceedings 63, no. 2/3 (2011): 241–55. http://dx.doi.org/10.1108/00012531111135682.
Full textOu, Yanwen, Emma Rose McGlone, Christian Fielder Camm, and Omar A. Khan. "Does playing video games improve laparoscopic skills?" International Journal of Surgery 11, no. 5 (2013): 365–69. http://dx.doi.org/10.1016/j.ijsu.2013.02.020.
Full textOrtiz de Gortari, Angelica B., Karin Aronsson, and Mark Griffiths. "Game Transfer Phenomena in Video Game Playing." International Journal of Cyber Behavior, Psychology and Learning 1, no. 3 (2011): 15–33. http://dx.doi.org/10.4018/ijcbpl.2011070102.
Full textSattar, Sumera, Dr Shahzaman Khan, and Rehan Yousaf. "IMPACT OF PLAYING VIDEO GAMES ON COGNITIVE FUNCTIONING AND LEARNING STYLES." Sukkur IBA Journal of Computing and Mathematical Sciences 5, no. 2 (2021): 49–59. http://dx.doi.org/10.30537/sjcms.v5i2.885.
Full textVerheijen, Geert P., William J. Burk, Sabine E. M. J. Stoltz, Yvonne H. M. van den Berg, and Antonius H. N. Cillessen. "Associations Between Different Aspects of Video Game Play Behavior and Adolescent Adjustment." Journal of Media Psychology 32, no. 1 (2020): 27–39. http://dx.doi.org/10.1027/1864-1105/a000253.
Full textWahyuono, Jusuf Ariz, and Ardian Indro Yuwono. "RECEPTION ANALYSIS OF PORNOGRAPHY IN VIDEO GAME PLAYER." INJECT (Interdisciplinary Journal of Communication) 4, no. 2 (2019): 137–52. http://dx.doi.org/10.18326/inject.v4i2.137-152.
Full textGoldstein, Jeffrey, Lara Cajko, Mark Oosterbroek, Moniek Michielsen, Oscar Van Houten, and Femke Salverda. "VIDEO GAMES AND THE ELDERLY." Social Behavior and Personality: an international journal 25, no. 4 (1997): 345–52. http://dx.doi.org/10.2224/sbp.1997.25.4.345.
Full textMalhotra, Varun M., Pratyush R. Kabra, and Ritika Malhotra. "Attitudes and practices of medical students regarding video-games: should community medicine educationists get serious about serious games." International Journal Of Community Medicine And Public Health 4, no. 3 (2017): 729. http://dx.doi.org/10.18203/2394-6040.ijcmph20170748.
Full textSusanto, Iwan, Sayu Aryantari Putri Thanaya, Nila Wahyuni, and I. Putu Yudi Pramana Putra. "CORRELATION BETWEEN DURATION OF PLAYING VIDEO GAMES AND UPPER TRAPEZIUS MYOFASCIAL PAIN SYNDROME IN ADOLESCENTS." Sport and Fitness Journal 10, no. 3 (2022): 223. http://dx.doi.org/10.24843/spj.2022.v10.i03.p07.
Full textFassone, Ricardo. "This is video game play: video games, authority and metacommunication." Comunicação e Sociedade 27 (June 29, 2015): 37–52. http://dx.doi.org/10.17231/comsoc.27(2015).2088.
Full textGarcía Raso, Daniel. "Watching video games. Playing with Archaeology and Prehistory." AP: Online Journal in Public Archaeology 1, no. 2 (2016): 73. http://dx.doi.org/10.23914/ap.v1i2.8.
Full textBontrager, Philip, Ahmed Khalifa, Andre Mendes, and Julian Togelius. "Matching Games and Algorithms for General Video Game Playing." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 12, no. 1 (2021): 122–28. http://dx.doi.org/10.1609/aiide.v12i1.12884.
Full textSevin, Rebecca, and Whitney Decamp. "From Playing to Programming: The Effect of Video Game Play on Confidence with Computers and an Interest in Computer Science." Sociological Research Online 21, no. 3 (2016): 14–23. http://dx.doi.org/10.5153/sro.4082.
Full textRidley, Kate, and Tim Olds. "Video Center Games: Energy Cost and Children’s Behaviors." Pediatric Exercise Science 13, no. 4 (2001): 413–21. http://dx.doi.org/10.1123/pes.13.4.413.
Full textMaddison, Ralph, Cliona Ni Mhurchu, Andrew Jull, Yannan Jiang, Harry Prapavessis, and Anthony Rodgers. "Energy Expended Playing Video Console Games: An Opportunity to Increase Children’s Physical Activity?" Pediatric Exercise Science 19, no. 3 (2007): 334–43. http://dx.doi.org/10.1123/pes.19.3.334.
Full textCostello, Robert, and Jodie Donovan. "How Game Designers Can Account for Those With Autism Spectrum Disorder (ASD) When Designing Game Experiences." International Journal of End-User Computing and Development 8, no. 2 (2019): 29–55. http://dx.doi.org/10.4018/ijeucd.20190701.oa1.
Full textBogacheva, N. V., and A. E. Voiskounsky. "Computer games and creativity: the positive aspects and negative trends." Современная зарубежная психология 6, no. 4 (2017): 29–40. http://dx.doi.org/10.17759/jmfp.2017060403.
Full textEngelhardt, Christopher R., Micah O. Mazurek, and Joseph Hilgard. "Pathological game use in adults with and without Autism Spectrum Disorder." PeerJ 5 (June 26, 2017): e3393. http://dx.doi.org/10.7717/peerj.3393.
Full textBean, Anthony. "Therapeutic Use of Video Games in the Treatment of Posttraumatic Stress Disorder (PTSD): A Case Study of an Immersed 10-Year-Old Boy." Journal of Psychology and Psychotherapy Research 9 (December 22, 2022): 158–69. http://dx.doi.org/10.12974/2313-1047.2022.09.9.
Full textBoric, Sandra, and Christine Strauss. "What Makes a Freemium Game Player Become a Paying Player." Journal of Data Intelligence 3, no. 2 (2022): 201–17. http://dx.doi.org/10.26421/jdi3.2-1.
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