Journal articles on the topic 'Popular Games'
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Pampi, 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 textTeng, Ching-I., Shih-Ping Jeng, Henry Ker-Chang Chang, and Soushan Wu. "Who Plays Games Online?" International Journal of E-Business Research 8, no. 4 (2012): 1–14. http://dx.doi.org/10.4018/jebr.2012100101.
Full textFabian, Tom. "The Populism in Popular Games." Journal of Sport History 50, no. 2 (2023): 271–89. http://dx.doi.org/10.5406/21558450.50.2.09.
Full textAnowra, Khan, and Muqtadir2 Rabia. "Online Gaming in Pakistan: Demographic Characteristics and Gaming Preferences." International Journal of Case Studies 3, no. 6 (2014): 25–32. https://doi.org/10.5281/zenodo.3522649.
Full textS, Sudharsan. "UNIVERSAL REAL-TIME STRATEGY GAME IN UNREAL ENGINE." International Journal of Engineering Applied Sciences and Technology 6, no. 9 (2022): 243–48. http://dx.doi.org/10.33564/ijeast.2022.v06i09.035.
Full textCiszek, Przemysław. "Polish Thematic Media on Video Games 1990–2020." Media Biznes Kultura, no. 1 (10) (2021): 103–14. http://dx.doi.org/10.4467/25442554.mbk.21.006.13972.
Full textS, Sudharsan. "Universal Real-Time Strategy Game in Unreal Engine." International Journal for Research in Applied Science and Engineering Technology 10, no. 3 (2022): 1061–67. http://dx.doi.org/10.22214/ijraset.2022.40800.
Full textBrandt, Felix, and Martin Bullinger. "Finding and Recognizing Popular Coalition Structures." Journal of Artificial Intelligence Research 74 (June 7, 2022): 569–626. http://dx.doi.org/10.1613/jair.1.13470.
Full textS., T. Magdum. "Studies on Popular Games in the Kolhapur Geographical Region." International Journal of Advance and Applied Research S6, no. 6 (2025): 382–84. https://doi.org/10.5281/zenodo.15067406.
Full textStokes, Benjamin, and Dmitri Williams. "Gamers Who Protest." Games and Culture 13, no. 4 (2015): 327–48. http://dx.doi.org/10.1177/1555412015615770.
Full textHeredia-Arias, G. J., D. Galeano-Rojas, J. Campo-Ansotegi, and M. Ortíz-Franco. "Gamification Learning Situation: Popular and Traditional Games of the Basque Country." ESHPA - Education, Sport, Health and Physical Activity 8, no. 2 (2024): 31–54. https://doi.org/10.5281/zenodo.10804277.
Full textGomes Machado, Renata, Jocelma Almeida Rios, and Marcelo Vera Cruz Diniz. "A cultura popular nos jogos educacionais digitais." Educação Online 18, no. 42 (2023): e231806. http://dx.doi.org/10.36556/eol.v18i42.1351.
Full textLe, Huy Cuong, and Thi Huong Giang Nguyen. "Designing Digital Educational Games by Integrating Teaching Process into the Technology Platform of Entertainment Games." International Journal of Current Science Research and Review 07, no. 03 (2024): 1479–88. https://doi.org/10.5281/zenodo.10799084.
Full textGluck, Aaron, Kwajo Boateng, and Julian Brinkley. "Racing in the Dark: Exploring Accessible Virtual Reality by Developing a Racing Game for People who are Blind." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 65, no. 1 (2021): 1114–18. http://dx.doi.org/10.1177/1071181321651224.
Full textKolkunova, Ksenia. "Religiosity and videogames." St. Tikhons' University Review 111 (February 29, 2024): 110–25. http://dx.doi.org/10.15382/sturi2024111.110-125.
Full textRianto, Fathanaditya. "Exploring the Role of Video Games in Shaping Global South Narratives: A Study of Far Cry 2, Far Cry 3, and Mobile Legends hrough the Popular Culture and World Politics (PCWP) Framework." Global South Review 6, no. 2 (2024): 36. https://doi.org/10.22146/globalsouth.95778.
Full textPrušević Sadović, Filduza, Esma Demirović, Alma Trtovac Dedeić, and Hana Karaahmetović. "Quality and Educational Value of Popular Digital Games in Younger School Age." Društvene i humanističke studije (Online) 9, no. 2(26) (2024): 1119–32. https://doi.org/10.51558/2490-3647.2024.9.2.1119.
Full textIp, Barry, and Xianhui Che. "A Primer Survey of Chinese Mobile Games." Asiascape: Digital Asia 3, no. 1-2 (2016): 17–37. http://dx.doi.org/10.1163/22142312-12340046.
Full textLee, Jin Ha, Rachel Ivy Clarke, and Stephanie Rossi. "A qualitative investigation of users’ discovery, access, and organization of video games as information objects." Journal of Information Science 42, no. 6 (2016): 833–50. http://dx.doi.org/10.1177/0165551515618594.
Full textHall, Mark A. "Games of Character: The Role of Board, Dice & Card Games in Popular Cinema." Board Game Studies Journal 16, no. 2 (2022): 17–46. http://dx.doi.org/10.2478/bgs-2022-0018.
Full textRizka, Haira. "The Orizing Online Game Applications With Islamic Content To Foster Youth’s Willingness To Learn Islam." TADRIS AL-ARABIYAT: Jurnal Kajian Ilmu Pendidikan Bahasa Arab 2, no. 1 (2022): 36–46. http://dx.doi.org/10.30739/arabiyat.v2i1.1311.
Full textErkan, Mert, Kerem Yıldırım Şimşek, and Eyüp Furkan Gümüş. "Study on the Effect of Popular Culture on Digital Game Motivation." Journal of Educational Issues 8, no. 2 (2022): 783. http://dx.doi.org/10.5296/jei.v8i2.20452.
Full textGÖKSU, İdris, Alper ASLAN, and Türkan KARAKUŞ. "CHANGES IN SOCIOCULTURAL REPRESENTATIONS IN POPULAR DIGITAL GAMES." TURKISH ONLINE JOURNAL OF DESIGN, ART AND COMMUNICATION 6, no. 1 (2016): 21–35. http://dx.doi.org/10.7456/10601100/002.
Full textWu-chang Feng, F. Chang, Wu-chi Feng, and J. Walpole. "A traffic characterization of popular on-line games." IEEE/ACM Transactions on Networking 13, no. 3 (2005): 488–500. http://dx.doi.org/10.1109/tnet.2005.850221.
Full textGuzdial, Mark, and Judy Robertson. "CS and popular culture; learning from console games." Communications of the ACM 55, no. 7 (2012): 10–11. http://dx.doi.org/10.1145/2209249.2209253.
Full textGhattas, Fady, and Lilia Reyes. "Positive and Negative Themes in Popular Video Games Based on Entertainment Software Review Board Ratings." Global Pediatric Health 6 (January 2019): 2333794X1985974. http://dx.doi.org/10.1177/2333794x19859740.
Full textChang, Qingxian. "Beautiful, Sexual, and Unimportant: The Situation of Female Inside and Outside the Game." Art and Society 3, no. 6 (2024): 36–42. https://doi.org/10.56397/as.2024.12.05.
Full textChess, Shira. "A time for play: Interstitial time, Invest/Express games, and feminine leisure style." New Media & Society 20, no. 1 (2016): 105–21. http://dx.doi.org/10.1177/1461444816660729.
Full textPardayev, Bahram Pulatovich. "HISTORY OF NATIONAL MOVEMENT GAMES." CURRENT RESEARCH JOURNAL OF PEDAGOGICS 02, no. 11 (2021): 197–202. http://dx.doi.org/10.37547/pedagogics-crjp-02-11-36.
Full textLala, Yohanes Brian Caesaryano, Raymond Sunardi Oetama, and Kimberly Lvina. "The Effect of Video Games Towards the Students' Academic Performance." IJNMT (International Journal of New Media Technology) 11, no. 2 (2025): 49–55. https://doi.org/10.31937/ijnmt.v11i2.3638.
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 textFernanda, Adwita, Abid Renata Fadri Geovanni, and Miftahul Huda. "Application of Artificial Intelligence to the Development of Playing Ability in the Valorant Game." IAIC Transactions on Sustainable Digital Innovation (ITSDI) 4, no. 1 (2022): 22–31. http://dx.doi.org/10.34306/itsdi.v4i1.566.
Full textAmaruddin, Hidar, Achmad Dardiri, Ariefa Efianingrum, and Sutiyono Sutiyono. "Popular Culture in Social Media & Online Games: Between Morality, Fear, and Expectations from Families and Schools." Journal of Education Culture and Society 15, no. 2 (2024): 617–32. http://dx.doi.org/10.15503/jecs2024.2.617.632.
Full textPilkevych, Andrii. "US popular culture in the mirror of video game industry conventions." Ethnic History of European Nations, no. 64 (2021): 97–101. http://dx.doi.org/10.17721/2518-1270.2021.64.13.
Full textZhao, Junqi, and Peiyuan Li. "Randomized algorithm: An advanced algorithm for modern video games." Theoretical and Natural Science 43, no. 1 (2024): 168–83. http://dx.doi.org/10.54254/2753-8818/43/20240856.
Full textHaryadi, Rofiq Noorman. "Social Interaction of PUBG Mobile Gamers in the "Eden Esports" Community from A Dramaturgic Perspective." COMMUSTY Journal of Communication Studies and Society 2, no. 2 (2023): 43–48. http://dx.doi.org/10.38043/commusty.v2i2.4980.
Full textHassan, Haslina, Ramlah Mailok, and Mashitoh Hashim. "Gender and Game Genres Differences in Playing Online Games." Journal Of ICT In Education 6 (June 30, 2019): 1–15. http://dx.doi.org/10.37134/jictie.vol6.1.2019.
Full textHalim, Zahid, Abdul Rauf Baig, and Kashif Zafar. "Evolutionary Search in the Space of Rules for Creation of New Two-Player Board Games." International Journal on Artificial Intelligence Tools 23, no. 02 (2014): 1350028. http://dx.doi.org/10.1142/s0218213013500280.
Full textDr. Milankumar Bhatt. "Indigenous Sports of India: Connecting Past to the Present." International Journal of Scientific Research in Science, Engineering and Technology 12, no. 2 (2025): 227–31. https://doi.org/10.32628/ijsrset25122121.
Full textNugroho, Yohanes Padmo Adi. "Orang-Orang Neurosis Obsesif yang Menghayati Hidup di Antara Dua Alam: Dunia Real Sehari-hari dan Dunia Virtual Artifisial <em>Game</em>." Retorik: Jurnal Ilmu Humaniora 11, no. 1 (2023): 53–74. http://dx.doi.org/10.24071/ret.v11i1.6288.
Full textCiszek, Przemysław. "Polsat Games – the new approach to a speciality channel." Media Biznes Kultura, no. 2 (9) (2020): 193–205. http://dx.doi.org/10.4467/25442554.mbk.20.025.13189.
Full textCiszek, Przemysław. "Polsat Games – the new approach to a speciality channel." Media Biznes Kultura, no. 2 (9) (2020): 193–205. http://dx.doi.org/10.4467/25442554.mbk.20.025.13189.
Full textLickiewicz, Jakub, Patricia Paulsen Hughes, and Marta Makara-Studzińska. "Serious Games and Board Games Versus Cultural Changes." Perspektywy Kultury 30, no. 3 (2020): 257–70. http://dx.doi.org/10.35765/pk.2020.3003.17.
Full textDing, Luanqun. "Research on the Relationship Between the Ratings of Game App and Its Factors." Advances in Economics, Management and Political Sciences 11, no. 1 (2023): 314–23. http://dx.doi.org/10.54254/2754-1169/11/20230560.
Full textPérez-Latorre, Óliver, Víctor Navarro-Remesal, Antonio José Planells de la Maza, and Cristina Sánchez-Serradilla. "Recessionary games: Video games and the social imaginary of the Great Recession (2009–2015)." Convergence: The International Journal of Research into New Media Technologies 25, no. 5-6 (2017): 884–900. http://dx.doi.org/10.1177/1354856517744489.
Full textRhonnel S. Paculanan., Rejan L. Tadeo., Maricar T. Caliliw., Christina P. Atal., and Joy N. Sadol. "Cyberverse: A Game-Based Learning Application for Cyber Security." International Journal of Latest Technology in Engineering Management & Applied Science 13, no. 10 (2024): 1–6. http://dx.doi.org/10.51583/ijltemas.2024.131001.
Full textGazis, Alexandros, and Eleftheria Katsiri. "Serious Games in Digital Gaming: A Comprehensive Review of Applications, Game Engines and Advancements." WSEAS TRANSACTIONS ON COMPUTER RESEARCH 11 (March 22, 2023): 10–22. http://dx.doi.org/10.37394/232018.2023.11.2.
Full textCiorbă, Constantin. "Basketball Elements in Physical Education Lessons for Primary School Students." ACROSS - A Comprehensive Review of Societal Studies 6/2022, no. 3 (2022): 16–20. https://doi.org/10.5281/zenodo.7852754.
Full textHenderson, Lyn, Yoram Eshet-Alkalai, and Joel Klemes. "Digital Gaming: A Comparative International Study of Youth Culture in a Peaceful and War Zone Country." Eludamos: Journal for Computer Game Culture 2, no. 1 (2008): 73–103. http://dx.doi.org/10.7557/23.5973.
Full textLiang, Shano, Michelle V. Cormier, Phoebe O. Toups Dugas, and Rose Bohrer. "Analyzing Trans (Mis)Representation in Video Games to Remediate Gender Dysphoria Triggers." Proceedings of the ACM on Human-Computer Interaction 7, CHI PLAY (2023): 369–401. http://dx.doi.org/10.1145/3611034.
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