Academic literature on the topic 'Porting of Video Games'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Porting of Video Games.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Porting of Video Games"

1

Cox, Ashley D., Cassie A. Eno, and Rosanna E. Guadagno. "Beauty in the Background." International Journal of Interactive Communication Systems and Technologies 2, no. 2 (2012): 49–62. http://dx.doi.org/10.4018/ijicst.2012070104.

Full text
Abstract:
This content analysis examined the representation of females in top selling console video games. Based on prior content analyses, the study hypothesized that female characters would be more likely to appear in supporting roles and would be represented as suggestively dressed with sexualized portions of their bodies exposed. It was predicted that female characters would be less likely to engage in violence relative to male characters. The results of the analysis of 538 characters from 48 interactive video game systems supported these predictions and suggest that video games portray stereotypic depictions of women consistent with traditional gender roles. The implications of these findings are presented in the context of social learning theory. Furthermore, the unique features of video game play that may heighten their socializing impact are discussed.
APA, Harvard, Vancouver, ISO, and other styles
2

Koch, 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 text
Abstract:
Purpose The purpose of this paper is to focus on user innovation strategies and their stability in the video game industry. The main research questions addressed are whether a significant portion of video game companies employ user innovation, and how these strategies are showing signs of success and evolve over time. Design/methodology/approach From various online data sources, information was extracted for 2,003 video game companies and 3,923 video games and analyzed using quantitative statistical approaches. Findings The analysed data show that a significant proportion of video game companies rely on user innovation-related strategies. If user innovation possibilities are provided, user ratings also tend to be higher. Over time, this strategy of enabling user innovation becomes more prevalent, but companies do also abandon such strategies or use them selectively. Especially, never employing them is associated with decreased company lifespan. Originality/value This is the first paper providing a large-scale insight into the evolution of user innovation strategies in an industry.
APA, Harvard, Vancouver, ISO, and other styles
3

Böttcher, Niels, Héctor P. Martínez, and Stefania Serafin. "Procedural Audio in Computer Games Using Motion Controllers: An Evaluation on the Effect and Perception." International Journal of Computer Games Technology 2013 (2013): 1–16. http://dx.doi.org/10.1155/2013/371374.

Full text
Abstract:
A study has been conducted into whether the use of procedural audio affects players in computer games using motion controllers. It was investigated whether or not (1) players perceive a difference between detailed and interactive procedural audio and prerecorded audio, (2) the use of procedural audio affects their motor-behavior, and (3) procedural audio affects their perception of control. Three experimental surveys were devised, two consisting of game sessions and the third consisting of watching videos of gameplay. A skiing game controlled by a Nintendo Wii balance board and a sword-fighting game controlled by a Wii remote were implemented with two versions of sound, one sample based and the other procedural based. The procedural models were designed using a perceptual approach and by alternative combinations of well-known synthesis techniques. The experimental results showed that, when being actively involved in playing or purely observing a video recording of a game, the majority of participants did not notice any difference in sound. Additionally, it was not possible to show that the use of procedural audio caused any consistent change in the motor behavior. In the skiing experiment, a portion of players perceived the control of the procedural version as being more sensitive.
APA, Harvard, Vancouver, ISO, and other styles
4

Rudolf, Kevin, Peter Bickmann, Ingo Froböse, Chuck Tholl, Konstantin Wechsler, and Christopher Grieben. "Demographics and Health Behavior of Video Game and eSports Players in Germany: The eSports Study 2019." International Journal of Environmental Research and Public Health 17, no. 6 (2020): 1870. http://dx.doi.org/10.3390/ijerph17061870.

Full text
Abstract:
The number of video game and eSports players is steadily rising. Since little is known about their health behavior to date, the present study examines the demographics and health behavior of video game and eSports players. In this cross-sectional study, data on demographics, health status, physical activity, nutrition, sleep, and video game usage were assessed via a web-based survey of n = 1066 players (91.9% male; 22.9 ± 5.9 years; body mass index (BMI): 24.6 ± 4.8 kg/m²) in Germany in 2018. The majority of respondents (95%) reported a good to excellent health status. Two thirds (66.9%) engaged in moderate to vigorous physical activity for more than 2.5 h/week. The average duration of sitting and sleep time was 7.7 ± 3.6 h/day and 7.1 ± 1.3 h/day, respectively. Mean fruit and vegetable consumption was 2.7 ± 1.8 portions/day. Video games were played for 24.4 ± 15.9 h/week on average. Partial Spearman correlations revealed poor positive associations of video game play time to sedentary behavior (rho = 0.15; p < 0.01) and BMI (rho = 0.11; p < 0.01), as well as a poor negative association to self-reported health status (rho = −0.14; p < 0.01). These results indicate the good subjective health of this target group. Nevertheless, the high amount of video game play time and its poor negative association to health status indicate a need for specific health promotion strategies for this target group.
APA, Harvard, Vancouver, ISO, and other styles
5

Prot, Sara, Katelyn A. McDonald, Craig A. Anderson, and Douglas A. Gentile. "Video Games:." Pediatric Clinics of North America 59, no. 3 (2012): 647–58. http://dx.doi.org/10.1016/j.pcl.2012.03.016.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Flaherty, N. "Video games." Electronics Systems and Software 3, no. 5 (2005): 12–15. http://dx.doi.org/10.1049/ess:20050501.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

&NA;. "Video Games." Journal of Developmental & Behavioral Pediatrics 13, no. 1 (1992): 53???54. http://dx.doi.org/10.1097/00004703-199202000-00011.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Schueren, Betty. "Video Games." Activities, Adaptation & Aging 8, no. 1 (1986): 49–58. http://dx.doi.org/10.1300/j016v08n01_07.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

FUNK, J. "Video Games." Adolescent Medicine Clinics 16, no. 2 (2005): 395–411. http://dx.doi.org/10.1016/j.admecli.2005.02.007.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Primack, Brian A. "Video Games." American Journal of Preventive Medicine 37, no. 4 (2009): 379–80. http://dx.doi.org/10.1016/j.amepre.2009.07.001.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Dissertations / Theses on the topic "Porting of Video Games"

1

Casanova, Vilela Alexis Agustin, Márquez Alex Javier León, Infante Cynthia Bertila Mosqueira, and Canales Erick Dyan Pflucker. "Video Games Xchange." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/626325.

Full text
Abstract:
Video Games Xchange (VGX) se crea con la finalidad de interactuar y conectar a aquellos usuarios que gustan de los videojuegos en nuestro país; ya que dicha industria en el Perú, en estos últimos años, mueve 138 millones de dólares cada año; que nos ubica en el puesto 49 a nivel mundial en este rubro. Nuestra empresa se inicia con un estudio de mercado en los diversos sectores del país donde haya más demanda de videojuegos, y poder ver el comportamiento de los usuarios tanto en la variedad que pueda existir en nuestro mercado interior como en el exterior. En la actualidad en el Perú el 76% de Gamers son hombres a diferencia del 24% que son mujeres, de los cuales el 32% juega en plataformas de consolas como el Play Station, XBOX, Nintendo 64, entre otros. Como dato a resaltar en Latinoamérica se genera el 3.6% del total de 137, 900 billones de dólares en el mundo por ingresos de videojuegos. Para llevar a cabo nuestro proyecto se va requerir una inversión inicial de S/ 92,580.00, financiado un 40% de inversionistas y un 60% con el aporte los socios, que se estima recuperarlo en el tercer año de su operación.<br>Video Games Xchange (VGX) was created with the idea of implementing a platform that allows people, who enjoy video games in our country, to connect and interact, given that such industry (video gaming) in Peru has generated about $138 million dollars in last the year, placing Peru in 49th place worldwide in this industry. The idea of the business starts with a market study of the gaming industry in the different sectors of the Peruvian population, segregated by the different regions, given that the preferences vary based on the local culture. Furthermore, we have analyzed and compared the local and international market to fully understand and forecast the development of our gaming platform and their futures grow in the global market. Nowadays and while reviewing the statistical data, we have identified that in Peru about 76% of gamers are men and 24%, are women. Of this population, approximately 32% use video consoles such as Play Station, XBOX and Nintendo Switch. This information is key for our project since it shows that a there is a solid gaming market in Perú. For the execution our business project, we will require funds in the sum of S/92,000, part of this will be financed, with an initially structured to be 40% funded by investors and 60% with paid in capital from our shareholders. The return of the invested capital is estimated to be fulfilled in the second year of operations, as it is reflected in the cash flow of our business plan.<br>Trabajo de investigación
APA, Harvard, Vancouver, ISO, and other styles
2

Jensen, Remy. "Video Games: Game AI." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-11994.

Full text
Abstract:
The goals of this project was to learn the industry standards of what good and challenging game AI was. The author reviewed literature on the topic and had personal correspondence where the research questions was answered by professionals within the field. The availability of open literature and the openness of the professionals really helped with understanding the industry standards to game AI.Using the information from the research a prototype system adhering to the industry standard was made with the intention of expanding it into an experimental prototype using unorthodox techniques to achieve the appearance of intelligence. By practical application of the methods learned it became apparent certain theoretical ideas was not optimally compatible with the provided framework. And a redesign of the conflicting module was nescecary.The system implemented performed well within the industry standards. But no experimental prototyping of unorthodox methods could be made with the system due to lack of time to implement such features. A couple of optimality tweaks been discovered since the end of the implementation phase of the project and the author will keep theese in mind when continuing work on the system in the future.
APA, Harvard, Vancouver, ISO, and other styles
3

Stinson, Samuel D. "Writing with Video Games." Ohio University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1525803463021262.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Tisa, Lynda Giselle. "Adolescents and video games what I discovered about authentic learning and video games /." Access to citation, abstract and download form provided by ProQuest Information and Learning Company; downloadable PDF file 0.87Mb, 99 p, 2005. http://wwwlib.umi.com/dissertations/fullcit/3181865.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Afiouni, Einar Nour, and Leif Julian Ovrelid. "Negotiation for Strategic Video Games." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-23166.

Full text
Abstract:
This project aims to examine the possibilities of using game theoretic concepts and multi-agent systems in modern video games with real time demands. We have implemented a multi-issue negotiation system for the strategic video game Civilization IV, evaluating different negotiation techniques with a focus on the use of opponent modeling to improve negotiation results.
APA, Harvard, Vancouver, ISO, and other styles
6

Stone, William Bruce. "Violent video games and forgiveness." [Ames, Iowa : Iowa State University], 2010. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1476353.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Shoemaker, Broderick James. "Competitive multi-player video games." Thesis, Boston University, 2006. https://hdl.handle.net/2144/27769.

Full text
Abstract:
Boston University. University Professors Program Senior theses.<br>PLEASE NOTE: Boston University Libraries did not receive an Authorization To Manage form for this thesis. It is therefore not openly accessible, though it may be available by request. If you are the author or principal advisor of this work and would like to request open access for it, please contact us at open-help@bu.edu. Thank you.<br>2031-01-02
APA, Harvard, Vancouver, ISO, and other styles
8

Edlund, Joar, and Jack Jönsson. "Reinforcement Learning for Video Games." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-239363.

Full text
Abstract:
We present an implementation of a specific type of deep reinforcement learning algorithm known as deep Qlearning. With a Convolutional Neural Network (CNN) combined with our Q-learning algorithm, we trained an agent to play the game of Snake. The input to the CNN is the raw pixel values from the Snake environment and the output is a value function which estimates future rewards for different actions. We implemented the Q-learning algorithm on a grid based and a pixel based representation of the Snake environment and found that the algorithm can perform at human level on smaller grid based representation whilst the performance on the pixel based representation was fairly limited.
APA, Harvard, Vancouver, ISO, and other styles
9

Hardy, Robert Stafford. "Cheating in Multiplayer Video Games." Thesis, Virginia Tech, 2009. http://hdl.handle.net/10919/31881.

Full text
Abstract:
Cheating in video games has been prevalent ever since the days of Pong. Games have evolved much since then and the ways in which people play together have changed as well. Older systems required people to play together in the same room, but with the advent of the internet, gaming consoles allow us to play games together with people located all over the globe. Cheating has evolved as well, since gamers no longer have the luxury of monitoring the person sitting next to them; anti-cheating mechanisms are built into most online systems and suspicious behavior is monitored by gaming companies. Most of the current research has surrounded ways in which players cheat and their reasoning for doing so. This is only half of the equation however, what happens after a gamer is caught cheating? What are the repercussions for being caught cheating and how does being caught influence future decisions to cheat? By putting gamers in a situation where they are caught cheating, three different responses were revealed: those who are determined to cheat no matter what, those who scale back their cheating in the hopes of remaining undetected, and those who stopped cheating altogether.<br>Master of Science
APA, Harvard, Vancouver, ISO, and other styles
10

Ossege, Jennifer M. "Violent Video Games and Aggression." Xavier University / OhioLINK, 2003. http://rave.ohiolink.edu/etdc/view?acc_num=xavier1382971482.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Books on the topic "Porting of Video Games"

1

McCoy, Lisa. Video Games. Infobase Pub., 2010.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

Video games. Lucent Books, 2009.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

McCoy, Lisa. Video games. Ferguson, 2010.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

1977-, Espejo Roman, ed. Video games. Greenhaven Press, 2003.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
5

Pratchett, Rhianna. Video games. Crabtree Pub., 2009.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
6

Video games. Ferguson, 2010.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
7

Video games. Random House, 1994.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
8

Hile, Kevin. Video games. Lucent Books, 2009.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
9

Jozefowicz, Chris. Video games. Gareth Stevens Pub., 2010.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
10

Amoroso, Paolo. Video games. Derbyshire College of Higher Education, 1991.

Find full text
APA, Harvard, Vancouver, ISO, and other styles

Book chapters on the topic "Porting of Video Games"

1

Ferguson, Christopher J. "Video Games." In Encyclopedia of Adolescence. Springer New York, 2011. http://dx.doi.org/10.1007/978-1-4419-1695-2_71.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Watson, Steuart T., and Darrell Davis. "Video Games." In Encyclopedia of Child Behavior and Development. Springer US, 2011. http://dx.doi.org/10.1007/978-0-387-79061-9_3025.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Ferguson, Christopher J., and Sven Smith. "Video Games." In Encyclopedia of Adolescence. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-33228-4_71.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Bryant, Jay. "Video Games." In Java 7 for Absolute Beginners. Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-3687-0_12.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Klimmt, Christoph, and Daniel Possler. "Video Games." In Media Effects. Routledge, 2019. http://dx.doi.org/10.4324/9780429491146-22.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Andringa, Ronald, and Walter R. Boot. "Video Games." In Theory-Driven Approaches to Cognitive Enhancement. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-57505-6_14.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Sheinkop, Eric. "Video Games." In Return of the Hustle. Palgrave Macmillan UK, 2016. http://dx.doi.org/10.1007/978-1-137-58202-7_4.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Ferguson, Christopher J., and Sven Smith. "Video Games." In Encyclopedia of Adolescence. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-32132-5_71-2.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Corona, Antonio. "Video games." In The Routledge Handbook to the Culture and Media of the Americas. Routledge, 2020. http://dx.doi.org/10.4324/9781351064705-44.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Leick, Karen. "Video Games." In Parents, Media and Panic through the Years. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-98319-6_5.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Porting of Video Games"

1

Alves, V., I. Cardim, H. Vital, et al. "Comparative analysis of porting strategies in J2ME games." In 21st IEEE International Conference on Software Maintenance (ICSM'05). IEEE, 2005. http://dx.doi.org/10.1109/icsm.2005.30.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Xiang, Yin, Ng Kian Bee, and Roberto Dillon. "Porting and optimizing Music and Emotion Driven Game Engine from PC platform to PS 3 platform." In Serious Games (CGAMES). IEEE, 2011. http://dx.doi.org/10.1109/cgames.2011.6000320.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Porter III, John, Matthew Boyer, and Andrew Robb. "Guidelines on Successfully Porting Non-Immersive Games to Virtual Reality." In CHI PLAY '18: The annual symposium on Computer-Human Interaction in Play. ACM, 2018. http://dx.doi.org/10.1145/3242671.3242677.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Hui, Jason K., and Mark W. Baer. "Interactive Video Games." In 2017 IEEE HISTory of ELectrotechnolgy CONference (HISTELCON). IEEE, 2017. http://dx.doi.org/10.1109/histelcon.2017.8535654.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Samuel, Benix, and Vincent Theogaraj. "Optimal porting of MPEG2 video decoding algorithm on DSP." In 2014 IEEE International Conference on Consumer Electronics – China. IEEE, 2014. http://dx.doi.org/10.1109/icce-china.2014.7029897.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Bhowmik, Tanmay, Vander Alves, and Nan Niu. "Porting mobile games in an aspect-oriented way: An industrial case study." In 2013 IEEE 14th International Conference on Information Reuse & Integration (IRI). IEEE, 2013. http://dx.doi.org/10.1109/iri.2013.6642506.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Shelomi, Matan. "Insects in Video Games." In 2016 International Congress of Entomology. Entomological Society of America, 2016. http://dx.doi.org/10.1603/ice.2016.118289.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Vella, Kellie, and Daniel Johnson. "Flourishing and video games." In The 8th Australasian Conference. ACM Press, 2012. http://dx.doi.org/10.1145/2336727.2336746.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Pillias, Clément, Raphaël Robert-Bouchard, and Guillaume Levieux. "Designing tangible video games." In CHI '14: CHI Conference on Human Factors in Computing Systems. ACM, 2014. http://dx.doi.org/10.1145/2556288.2556991.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Ang, Dennis. "Difficulty in Video Games." In C&C '17: Creativity and Cognition. ACM, 2017. http://dx.doi.org/10.1145/3059454.3078706.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Reports on the topic "Porting of Video Games"

1

Wilken, Michael. Wounded Warrior Games (Video). Defense Technical Information Center, 2011. http://dx.doi.org/10.21236/ada543110.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Anderson, G. Oscar. Video Games and Americans Age 50-Plus. AARP Research, 2016. http://dx.doi.org/10.26419/res.00125.002.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Anderson, G. Oscar. Video Games: Attitudes and Habits of Adults Age 50-Plus. AARP Research, 2016. http://dx.doi.org/10.26419/res.00125.001.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Sinde, J., C. Medrano, and JI Martínez. Transmission of values in adolescents: an analysis with video games. Revista Latina de Comunicación Social, 2015. http://dx.doi.org/10.4185/rlcs-2015-1044en.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Muñoz González, JM, and B. Segovia Aguilar. How do teenagers interact with video games? Preferences and performative skills. Revista Latina de Comunicación Social, 2019. http://dx.doi.org/10.4185/rlcs-2019-1335en.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Martínez-Cano, FJ, R. Cifuentes-Albeza, and B. Ivars Nicolás. Prosocial video games as a transitional space for peace: the case of Reconstrucción. Revista Latina de Comunicación Social, 2019. http://dx.doi.org/10.4185/rlcs-2019-1394en.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Herr, Christopher, and Dennis Allen. Video Games as a Training Tool to Prepare the Next Generation of Cyber Warriors. Defense Technical Information Center, 2014. http://dx.doi.org/10.21236/ada610664.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Pallavicini, Federica, Alessandro Pepe, and Fabrizia Mantovani. Commercial Off-The-Shelves Video Games for Reducing Stress and Anxiety: A PRISMA Systematic Review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, 2021. http://dx.doi.org/10.37766/inplasy2021.3.0081.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Jiménez Alcázar, Juan Francisco. Factions and nations: identity and identification in the historical video games set in the middle ages. Edicions de la Universitat de Lleida, 2021. http://dx.doi.org/10.21001/itma.2021.15.15.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Pallavicini, Federica, Alessandro Pepe, and Fabrizia Mantovani. The Role of Video Games in Supporting Mental and Physical Health During the COVID-19 Pandemic: PRISMA Systematic Review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, 2021. http://dx.doi.org/10.37766/inplasy2021.8.0053.

Full text
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography