Journal articles on the topic 'Video game classification'
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Clarke, Rachel Ivy, Jin Ha Lee, and Neils Clark. "Why Video Game Genres Fail." Games and Culture 12, no. 5 (July 6, 2015): 445–65. http://dx.doi.org/10.1177/1555412015591900.
Full textTunnel, Raimond-Hendrik, and Ulrich Norbisrath. "Classification of Video Games Bachelor’s Curricula." Journal of Education and Learning 12, no. 2 (February 13, 2023): 39. http://dx.doi.org/10.5539/jel.v12n2p39.
Full textLi, Xiaozhou, Zheying Zhang, and Kostas Stefanidis. "A Data-Driven Approach for Video Game Playability Analysis Based on Players’ Reviews." Information 12, no. 3 (March 17, 2021): 129. http://dx.doi.org/10.3390/info12030129.
Full textHafeez, Tehmina, Sanay Muhammad Umar Saeed, Aamir Arsalan, Syed Muhammad Anwar, Muhammad Usman Ashraf, and Khalid Alsubhi. "EEG in game user analysis: A framework for expertise classification during gameplay." PLOS ONE 16, no. 6 (June 18, 2021): e0246913. http://dx.doi.org/10.1371/journal.pone.0246913.
Full textAndreu-Perez, Ana R., Mehrin Kiani, Javier Andreu-Perez, Pratusha Reddy, Jaime Andreu-Abela, Maria Pinto, and Kurtulus Izzetoglu. "Single-Trial Recognition of Video Gamer’s Expertise from Brain Haemodynamic and Facial Emotion Responses." Brain Sciences 11, no. 1 (January 14, 2021): 106. http://dx.doi.org/10.3390/brainsci11010106.
Full textChądzyńska, Dominika, and Dariusz Gotlib. "Maps in video games – range of applications." Polish Cartographical Review 47, no. 3 (September 1, 2015): 137–45. http://dx.doi.org/10.1515/pcr-2015-0011.
Full textHollett, Ross, Sian Tomkinson, Sam Illingworth, Brad Power, and Tauel Harper. "Evidence that digital game players neglect age classification systems when deciding which games to play." PLOS ONE 17, no. 2 (February 22, 2022): e0263560. http://dx.doi.org/10.1371/journal.pone.0263560.
Full textMitrović, Biljana. "Ludology and narratology: Legend about the battle." Kultura, no. 168 (2020): 263–80. http://dx.doi.org/10.5937/kultura2068263m.
Full textBean, Anthony, and Natasha Pooran. "The Video Gamer Persona: A Five Factor Study Exploring Personality Elements of The Video Gamer." Journal of Psychology and Psychotherapy Research 9 (August 5, 2022): 121–49. http://dx.doi.org/10.12974/2313-1047.2022.09.7.
Full textBurdenko, E. V., and V. V. Shchepetov. "IMPACT OF THE COVID - 19 PANDEMIC ON THE GLOBAL VIDEO GAMES MARKET." International Trade and Trade Policy 7, no. 1 (March 26, 2021): 36–51. http://dx.doi.org/10.21686/2410-7395-2021-1-36-5.
Full textNavarro, Diego, Veronica Sundstedt, and Valeria Garro. "Biofeedback Methods in Entertainment Video Games." Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (October 5, 2021): 1–32. http://dx.doi.org/10.1145/3474695.
Full textBelyaev, Dmitriy A., and Ulyana P. Belyaeva. "Historical Video Games in the Context of Public History: Strategies for Reconstruction, Deconstruction and Politization of History." Galactica Media: Journal of Media Studies 4, no. 1 (March 21, 2022): 51–70. http://dx.doi.org/10.46539/gmd.v4i1.204.
Full textПопов, Даниил. "Adaptive Music in Video Games." Музыкальная академия, no. 3(779) (September 26, 2022): 124–37. http://dx.doi.org/10.34690/257.
Full textYang, Tianyu, Congmeng Jiang, and Pengfei Li. "Video Analysis and System Construction of Basketball Game by Lightweight Deep Learning under the Internet of Things." Computational Intelligence and Neuroscience 2022 (March 15, 2022): 1–14. http://dx.doi.org/10.1155/2022/6118798.
Full textRobert, Maxime, Laurent Ballaz, Raphael Hart, and Martin Lemay. "Exercise Intensity Levels in Children With Cerebral Palsy While Playing With an Active Video Game Console." Physical Therapy 93, no. 8 (August 1, 2013): 1084–91. http://dx.doi.org/10.2522/ptj.20120204.
Full textMinhas, Rabia A., Ali Javed, Aun Irtaza, Muhammad Tariq Mahmood, and Young Bok Joo. "Shot Classification of Field Sports Videos Using AlexNet Convolutional Neural Network." Applied Sciences 9, no. 3 (January 30, 2019): 483. http://dx.doi.org/10.3390/app9030483.
Full textZagata, Krzysztof, and Beata Medyńska-Gulij. "Mini-Map Design Features as a Navigation Aid in the Virtual Geographical Space Based on Video Games." ISPRS International Journal of Geo-Information 12, no. 2 (February 8, 2023): 58. http://dx.doi.org/10.3390/ijgi12020058.
Full textKyshtymova, I. M., and S. B. Timofeev. "Psychological master form of computer games." Social Psychology and Society 10, no. 4 (2019): 160–74. http://dx.doi.org/10.17759/sps.2019100411.
Full textBontchev, Boyan, and Radina Panayotova. "Towards Automatic Generation of Serious Maze Games for Education." Serdica Journal of Computing 11, no. 3-4 (November 30, 2018): 249–78. http://dx.doi.org/10.55630/sjc.2017.11.249-278.
Full textLi, Yi, Chongli Wang, and Jing Liu. "A Systematic Review of Literature on User Behavior in Video Game Live Streaming." International Journal of Environmental Research and Public Health 17, no. 9 (May 11, 2020): 3328. http://dx.doi.org/10.3390/ijerph17093328.
Full textBrumann, Christopher, and Markus Kukuk. "Towards a better understanding of the overall health impact of the game of squash: automatic and high-resolution motion analysis from a single camera view." Current Directions in Biomedical Engineering 3, no. 2 (September 7, 2017): 819–23. http://dx.doi.org/10.1515/cdbme-2017-0189.
Full textLi, Elena Carolina. "Differences in game playability between healthy players and problematic players." Interaction Studies 23, no. 1 (October 20, 2022): 58–88. http://dx.doi.org/10.1075/is.21014.li.
Full textAzhari, Ahmad, and Ajie Kurnia Saputra Swara. "K-Nearest Neighbor Classification for Detection of The Effect of Game Addiction on Cognitive Activity in The Late Adolescent Phase based on Brainwave Signals." Signal and Image Processing Letters 1, no. 2 (July 19, 2019): 46–62. http://dx.doi.org/10.31763/simple.v1i2.5.
Full textBelkacem, Abdelkader Nasreddine, Supat Saetia, Kalanyu Zintus-art, Duk Shin, Hiroyuki Kambara, Natsue Yoshimura, Nasreddine Berrached, and Yasuharu Koike. "Real-Time Control of a Video Game Using Eye Movements and Two Temporal EEG Sensors." Computational Intelligence and Neuroscience 2015 (2015): 1–10. http://dx.doi.org/10.1155/2015/653639.
Full textDe Lope, Rafael Prieto, and Nuria Medina-Medina. "A Comprehensive Taxonomy for Serious Games." Journal of Educational Computing Research 55, no. 5 (December 12, 2016): 629–72. http://dx.doi.org/10.1177/0735633116681301.
Full textPatton, Declan A., Colin M. Huber, Catherine C. McDonald, Susan S. Margulies, Christina L. Master, and Kristy B. Arbogast. "Video Confirmation of Head Impact Sensor Data From High School Soccer Players." American Journal of Sports Medicine 48, no. 5 (March 4, 2020): 1246–53. http://dx.doi.org/10.1177/0363546520906406.
Full textShingrakhia, Hansa, and Hetal Patel. "Cricket Video Highlight Generation Methods: A Review." ELCVIA Electronic Letters on Computer Vision and Image Analysis 21, no. 2 (September 13, 2022): 1–22. http://dx.doi.org/10.5565/rev/elcvia.1465.
Full textHua, Lin, and Guangyu Liu. "Development of Basketball Tactics Basic Cooperation Teaching System Based on CNN and BP Neural Network." Computational Intelligence and Neuroscience 2021 (September 22, 2021): 1–11. http://dx.doi.org/10.1155/2021/9497388.
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 textAlanko, Daniel. "The Health Effects of Video Games in Children and Adolescents." Pediatrics In Review 44, no. 1 (January 1, 2023): 23–32. http://dx.doi.org/10.1542/pir.2022-005666.
Full textRubtsova, O. V., and O. V. Salomatova. "Children's Play in the Context of Digital Transformation: Cultural and Historical Perspective (Part 2)." Cultural-Historical Psychology 18, no. 4 (2022): 15–26. http://dx.doi.org/10.17759/chp.2022180402.
Full textKim, Yeong-Sil, Hwang-Kyu Yang, and Mi-Jin Kim. "Classification and Meaning of Interaction Movie to Communicate Stories on Directing a Game -Toward of Video Game 'Uncharted 2'-." Journal of the Korea Contents Association 11, no. 11 (November 28, 2011): 102–10. http://dx.doi.org/10.5392/jkca.2011.11.11.102.
Full textAmmannato, Giulio, and Francesca Chiesi. "Playing With Networks." European Journal of Psychological Assessment 36, no. 6 (November 2020): 973–80. http://dx.doi.org/10.1027/1015-5759/a000608.
Full textZheng, Jia-Kun, and Qian Zhang. "Priming effect of computer game violence on children's aggression levels." Social Behavior and Personality: an international journal 44, no. 10 (November 10, 2016): 1747–59. http://dx.doi.org/10.2224/sbp.2016.44.10.1747.
Full textValladares-Rodriguez, Sonia, Roberto Perez-Rodriguez, David Facal, Manuel J. Fernandez-Iglesias, Luis Anido-Rifon, and Marcos Mouriño-Garcia. "Design process and preliminary psychometric study of a video game to detect cognitive impairment in senior adults." PeerJ 5 (June 30, 2017): e3508. http://dx.doi.org/10.7717/peerj.3508.
Full textBrydon, Michael, and Andrew Gemino. "Classification trees and decision-analytic feedforward control: a case study from the video game industry." Data Mining and Knowledge Discovery 17, no. 2 (January 31, 2008): 317–42. http://dx.doi.org/10.1007/s10618-007-0086-6.
Full textStrong, Samuel. "Achievements." Journal of Internationalization and Localization 4, no. 1 (December 31, 2017): 22–39. http://dx.doi.org/10.1075/jial.4.1.02str.
Full textLestari, Intan. "Bergamot Essential Oil (Citrus bergamia) sebagai Terapi Alternatif Lanjutan untuk Komplikasi Kesehatan yang disebabkan oleh Internet Gaming Disorder (IGD)." Berkala Ilmiah Mahasiswa Farmasi Indonesia (BIMFI) 7, no. 1 (September 4, 2020): 011–16. http://dx.doi.org/10.48177/bimfi.v7i1.26.
Full textMartínez Meza, Karina Nohemí, and Arturo Miguel Chípuli Castillo. "VIDEOJUEGOS Y CLASIFICACIÓN. UNA MIRADA DESDE LA GARANTÍA DEL INTERÉS SUPERIOR DE LA INFANCIA EN MÉXICO. (CLASSIFICATION OF VIDEO GAMES IN MEXICO: GENDER PERSPECTIVE AND THE BEST INTERESTS OF GIRLS AND ADOLESCENTS)." Universos Jurídicos, no. 17 (November 5, 2021): 282–304. http://dx.doi.org/10.25009/uj.v0i17.2590.
Full textMcGown, Riley B., Nick B. Ball, Jan S. Legg, and Jocelyn K. Mara. "The perceptual, heart rate and technical-tactical characteristics of 3 × 3 basketball." International Journal of Sports Science & Coaching 15, no. 5-6 (June 14, 2020): 772–82. http://dx.doi.org/10.1177/1747954120930916.
Full textXie, Zhouyi, Yanrong Hu, and Weijun Hu. "INTELLIGENT ACQUISITION METHOD OF HERBACEOUS FLOWERS IMAGE BASED ON THEME CRAWLER, DEEP LEARNING AND GAME THEORY." Chronos 7, no. 4(66) (June 13, 2022): 44–52. http://dx.doi.org/10.52013/2658-7556-66-4-12.
Full textLiu, Meng, Sheng Dong Yang, and Yang Wang. "Research on the Application of Multimedia Simulation Technology." Advanced Materials Research 846-847 (November 2013): 1780–83. http://dx.doi.org/10.4028/www.scientific.net/amr.846-847.1780.
Full textKolbinger, Otto, and Melanie Knopp. "Video kills the sentiment—Exploring fans’ reception of the video assistant referee in the English premier league using Twitter data." PLOS ONE 15, no. 12 (December 9, 2020): e0242728. http://dx.doi.org/10.1371/journal.pone.0242728.
Full textHuang, Guangliang, Zhuangxu Lan, and Guo Huang. "Football Players’ Shooting Posture Norm Based on Deep Learning in Sports Event Video." Scientific Programming 2021 (October 25, 2021): 1–7. http://dx.doi.org/10.1155/2021/1552096.
Full textKitapci, Kivanc, and Dogukan Ozdemir. "An interdisciplinary sound classification framework for environmental sound design." INTER-NOISE and NOISE-CON Congress and Conference Proceedings 263, no. 5 (August 1, 2021): 1130–41. http://dx.doi.org/10.3397/in-2021-1761.
Full textChoi, Eunhye, Suk-Ho Shin, Jeh-Kwang Ryu, Kyu-In Jung, Yerin Hyun, Jiyea Kim, and Min-Hyeon Park. "Association of Extensive Video Gaming and Cognitive Function Changes in Brain-Imaging Studies of Pro Gamers and Individuals With Gaming Disorder: Systematic Literature Review." JMIR Serious Games 9, no. 3 (July 9, 2021): e25793. http://dx.doi.org/10.2196/25793.
Full textAlraddadi, Safaa, Fahad Alqurashi, Georgios Tsaramirsis, Amany Al Luhaybi, and Seyed M. Buhari. "Aroma Release of Olfactory Displays Based on Audio-Visual Content." Applied Sciences 9, no. 22 (November 14, 2019): 4866. http://dx.doi.org/10.3390/app9224866.
Full textU. Bicholkar, Abhishek, Amit Dias, and Von Mascarenhas. "Prevalence of problematic online gaming among undergraduate medical students and its relation to well-being, self-esteem and depressive mood in Goa, India." International Journal Of Community Medicine And Public Health 6, no. 3 (February 22, 2019): 1133. http://dx.doi.org/10.18203/2394-6040.ijcmph20190598.
Full textLopez-Fernandez, O., D. Kuss, H. Pontes, and M. Griffiths. "Video game addiction: Providing evidence for Internet gaming disorder through a systematic review of clinical studies." European Psychiatry 33, S1 (March 2016): S306. http://dx.doi.org/10.1016/j.eurpsy.2016.01.1047.
Full textWashington, Peter, Haik Kalantarian, John Kent, Arman Husic, Aaron Kline, Emilie Leblanc, Cathy Hou, et al. "Improved Digital Therapy for Developmental Pediatrics Using Domain-Specific Artificial Intelligence: Machine Learning Study." JMIR Pediatrics and Parenting 5, no. 2 (April 8, 2022): e26760. http://dx.doi.org/10.2196/26760.
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