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Academic literature on the topic 'Video Game Collector'
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Journal articles on the topic "Video Game Collector"
Nyitray, Kristen J. "The Alert Collector: Game On to Game After: Sources for Video Game History." Reference & User Services Quarterly 59, no. 1 (2019): 7. http://dx.doi.org/10.5860/rusq.59.1.7219.
Full textDyson, Jon-Paul C. "Building a Video Game Collection: Lessons Learned from The Strong’s International Center for the History of Electronic Games." International Public History 4, no. 1 (2021): 7–16. http://dx.doi.org/10.1515/iph-2021-2019.
Full textBurgar, C. G., G. J. Winter, and A. P. Shepherd. "Drop-counting flow computer." American Journal of Physiology-Heart and Circulatory Physiology 248, no. 2 (1985): H286—H290. http://dx.doi.org/10.1152/ajpheart.1985.248.2.h286.
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 textJimenez, Nadia, Sonia San-Martin, Carmen Camarero, and Rebeca San Jose Cabezudo. "What kind of video gamer are you?" Journal of Consumer Marketing 36, no. 1 (2019): 218–27. http://dx.doi.org/10.1108/jcm-06-2017-2249.
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 textBettivia, Rhiannon. "Enrolling Heterogeneous Partners in Video Game Preservation." International Journal of Digital Curation 11, no. 1 (2016): 17–32. http://dx.doi.org/10.2218/ijdc.v11i1.339.
Full textLavigne, Francis. "La culture vidéoludique au Québec." Le jeu vidéo au Québec 14, no. 23 (2021): 133–58. http://dx.doi.org/10.7202/1078732ar.
Full textWood, Kelli, and David S. Carter. "Art and technology: archiving video games for humanities research in university libraries." Art Libraries Journal 43, no. 4 (2018): 185–95. http://dx.doi.org/10.1017/alj.2018.29.
Full textChoi, Youngkeun. "Corporate Psychopathy and Internet Video Game Addiction in the Workplace." International Journal of Gaming and Computer-Mediated Simulations 12, no. 3 (2020): 18–36. http://dx.doi.org/10.4018/ijgcms.2020070102.
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