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Journal articles on the topic 'Video Game Collector'

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1

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.

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Kristen Nyitray began her immersion in video games with an Atari 2600 and ColecoVision console and checking out games from her local public library. Later in life, she had the opportunity to start building a video game studies collection in her professional career as an archivist and special collections librarian. While that project has since ended, you get the benefit of her expansive knowledge of video game sources in “Game On to Game After: Sources for Video Game History.” There is much in this column to help librarians wanting to support research in this important entertainment form. Ready
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Dyson, 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.

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Abstract In 2006, The Strong National Museum of Play began an initiative to collect, preserve, and interpret the history of video games. That effort led to the founding of the International Center for the History of Electronic Games and World Video Game Hall of Fame. The museum’s collection today numbers more than 60,000 video game-related artifacts and hundreds of thousands of archival materials from key creators and companies in the industry. This article discusses the genesis of the museum’s efforts in its play mission, tracks the trajectories of The Strong’s video game initiatives over the
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Burgar, 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.

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An inexpensive microcomputer (VIC-20) was adapted to count drops of fluid and calculate flow. To minimize both the expense and the bench space occupied by the flow computer, we eliminated the need for a video monitor by employing a liquid crystal alphanumeric display. Neither tape recorders nor disk drives are needed because the flow-computing program resides in a “game cartridge.” Furthermore, the power supply of the computer powers the interface and display. The computer's real-time clock is utilized to time intervals between drops falling through an infrared beam. The computed flow values a
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Lee, 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.

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Video games are popular consumer products as well as research subjects, yet little exists about how players and other stakeholders find video games and what information they need to select, acquire and play video games. With the aim of better understanding people’s game-related information needs and behaviour, we conducted 56 semi-structured interviews with users who find, play, purchase, collect and recommend video games. Participants included gamers, parents, collectors, industry professionals, librarians, educators and scholars. From this user data, we derive and discuss key design implicat
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Jimenez, 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.

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PurposeThis paper aims to attempt to understand the extent to which the effect of motivations on purchase intention varies for diverse segments of video gamers (depending on their personality).Design/methodology/approachInformation was collected from 511 Spanish video game consumers. Structural equation modeling, clustering and multi-group analysis were then conducted to compare results between segments of gamers.FindingsResults show that hedonic, social and mainly addiction motivations lead to purchase intention of game-related products. Moreover, the authors identify a typology of gamer that
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Fullerton, 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.

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Background. Measures of screen time are often used to assess sedentary behaviour. Participation in activity-based video games (exergames) can contribute to estimates of screen time, as current practices of measuring it do not consider the growing evidence that playing exergames can provide light to moderate levels of physical activity. This study aimed to determine what proportion of time spent playing video games was actually spent playing exergames.Methods. Data were collected via a cross-sectional telephone survey in South Australia. Participants aged 18 years and above (n=2026) were asked
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Bettivia, 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.

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This article extends previous work known as Preserving Virtual Worlds II (PVWII), funded through a grant from the Institute of Museum and Library Services. The author draws on interview data collected from video game developers, content analysis of several long-running video game series, as well as the project’s advisory board and researcher reports. This paper exposes two fundamental challenges in creating metrics and specifications for the preservation of virtual worlds; namely, that there is no one type of user or designated video game stakeholder community, and that significant properties
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Lavigne, Francis. "La culture vidéoludique au Québec." Le jeu vidéo au Québec 14, no. 23 (2021): 133–58. http://dx.doi.org/10.7202/1078732ar.

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How are video games discussed through time in the Belle Province? Do Quebecers share a common and specific video game culture? We try to answer those two questions in this paper through an analysis of Bibliothèque and Archives nationales du Québec (BAnQ) catalogue. We compiled and analyzed a variety of discourses created and presented by (and for) Quebecers between 1978 and 2018. As we talk about different trends animating discourses on video games, we also discuss the limitations of BAnQ’s catalogue and the state of video game preservation in Quebec. We focus on a few key items pinpointed dur
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Wood, 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.

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AbstractOver the past half-century video games have become a significant part of our cultural environment, in part, by leading advances in both technology and artistic innovation. In recent years librarians and researchers have recognized these games as cultural objects that require collection and curation. Developing and maintaining collections of this fast moving and somewhat ephemeral media, however, poses challenges due to constantly advancing technology and a corresponding lack of consistent terminology. This article addresses the literature and critical issues surrounding collections of
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Choi, 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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In general, if employees use video games excessively rather than working hard, it becomes a matter of great concern in the workplace. However, video game addiction studies in the workplace are rare. The present study was, therefore, developed to examine the organizational behaviors related to video game addiction in the workplace. For this, the present study collected data from 305 employees in Korean companies through a survey method and use a series of multiple regression. In the results, first, the more employees suffer from corporate psychopathy, then they are more likely to be addictive i
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Guermazi, F., N. Halouani, K. Yaich, et al. "Video and Internet Gaming Addiction Among Young Adults." European Psychiatry 41, S1 (2017): S203—S204. http://dx.doi.org/10.1016/j.eurpsy.2017.01.2158.

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IntroductionWith the popularity of high-tech devices and Internet use in recent years, playing online or offline games has become a popular activity, among young adults (YA). However, research suggests that excessive engagement may in extreme cases lead to symptoms commonly experienced by substance addicts.AimsEstimate the prevalence of problematic use of video and Internet games (PUVIG) among YA. Determine the factors associated with it.MethodsA cross-sectional study was carried out during the first half of September 2016. A sample of 69 YA with a high education's level was randomly selected
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Andreu-Perez, Ana R., Mehrin Kiani, Javier Andreu-Perez, et al. "Single-Trial Recognition of Video Gamer’s Expertise from Brain Haemodynamic and Facial Emotion Responses." Brain Sciences 11, no. 1 (2021): 106. http://dx.doi.org/10.3390/brainsci11010106.

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With an increase in consumer demand of video gaming entertainment, the game industry is exploring novel ways of game interaction such as providing direct interfaces between the game and the gamers’ cognitive or affective responses. In this work, gamer’s brain activity has been imaged using functional near infrared spectroscopy (fNIRS) whilst they watch video of a video game (League of Legends) they play. A video of the face of the participants is also recorded for each of a total of 15 trials where a trial is defined as watching a gameplay video. From the data collected, i.e., gamer’s fNIRS da
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Nguyen, Phuong, and Luong Nguyen. "A study on game consumer behavior." Management Science Letters 11, no. 9 (2021): 2323–30. http://dx.doi.org/10.5267/j.msl.2021.6.002.

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In the world, the video game industry has really exploded until about 2000, and since then has achieved great strides, becoming one of the leading forms of the entertainment industry, at least in terms of revenue. The main purpose of this paper is to examine the consumer behavior in the case of video games with three objectives: identify the factors affecting customer satisfaction for video games; analyze these factors to understand how they affect consumer behavior and propose some recommendations to improve the customer satisfaction for video games. Data was collected from 205 Vietnamese gam
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ÖZSOY, Özgür, and Bülent Onur TURAN. "SUCCESS AND FAILURE ANALYSIS OF FILMS ADAPTED FROM VIDEO GAMES." TURKISH ONLINE JOURNAL OF DESIGN ART AND COMMUNICATION 11, no. 2 (2021): 635–58. http://dx.doi.org/10.7456/11102100/020.

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One of the intersections of the video games and cinema industry is the subject of adaptation. There are many productions adapted from movies to video games or from video games to movies. In this study, it is aimed to define the response of the films adapted from video games on the audience side. The audience and the actor are part of these adapted productions, their location plays a role in shaping the future of these productions, in this context the results obtained in this study are valuable in terms of expressing the potential of these productions. In this study, two different methods were
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Bayeck, Rebecca Y. "The Meaning of Video Gameplay." Journal of Underrepresented & Minority Progress 4, no. 1 (2020): 109–26. http://dx.doi.org/10.32674/jump.v4i1.2025.

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Reseaech on African immigrant students video gameplay is still in its infancy . Yet, the popularity of video games among college students in the United States suggest that African immigrant students may be video game players. This paper explores the video gameplay of three Black African immigrant students at an institution of higher education. This study draws on research on immigrants use of media and on video game literature to analyze the participants ‘experiences. This exploratory qualitative case study of three Black African immigrant students uses semi-structured interviews as the primar
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Hong, Seong Choul. "News Presentation and the Third-Person Effect of Violent Video Games." International Journal of Gaming and Computer-Mediated Simulations 11, no. 1 (2019): 18–30. http://dx.doi.org/10.4018/ijgcms.2019010102.

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The present study explored the relationships between the tone in news presentations and the third-person effect. It investigated whether news stories about violent video games changed viewers perspectives based on the positively or negatively portrayed messages presented by the media. Overall, this study examined how news stories encouraged or discouraged viewers from supporting government regulations of violent video game content. An online survey of 388 American adults served as the main source of data collection. The study found that presumed media effects decreased on both others and self
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Aslan, Alper, Murat Coban, Turkan Karakus Yilmaz, and Yuksel Goktas. "The Native Symbols Engaging Turkish Players to Digital Games in a Playability Perspective." Simulation & Gaming 48, no. 4 (2017): 480–97. http://dx.doi.org/10.1177/1046878117704684.

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Background. The satisfaction of a player’s gaming experience has a great impact on their game preferences. The goal of this study was to investigate the opinions and experiences of Turkish players of computer games in order to examine the effects of native symbols on their game preferences. Method. The data collection tools were games developed in Turkey, websites for these games, user comments made on the video records of the games, online forums, and an open-ended questionnaire. Results. The results indicate that although native symbols from the players’ home society play a role in shaping t
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Ellefsen, Ugo, and Miguel Á. Bernal-Merino. "Harnessing the roar of the crowd." Journal of Internationalization and Localization 5, no. 1 (2018): 21–48. http://dx.doi.org/10.1075/jial.00009.ell.

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Abstract Through quantitative data analysis, this study explores the attitudes of gamers from different French-speaking locales (Belgium, France, Canada, and Switzerland) in relation to their language preference and opinions of translated material while playing video games. The intended goal is to develop a replicable methodology for data collection about the linguistic preferences of video game players. The research strategy is based on online questionnaires distributed to gamers through social media. The results highlight players’ level of satisfaction regarding the localisation of games and
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Faisal, Ali, and Mirva Peltoniemi. "Establishing Video Game Genres Using Data-Driven Modeling and Product Databases." Games and Culture 13, no. 1 (2015): 20–43. http://dx.doi.org/10.1177/1555412015601541.

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Establishing genres is the first step toward analyzing games and how the genre landscape evolves over the years. We use data-driven modeling that distils genres from textual descriptions of a large collection of games. We analyze the evolution of game genres from 1979 till 2010. Our results indicate that until 1990, there have been many genres competing for dominance, but thereafter sport-racing, strategy, and action have become the most prevalent genres. Moreover, we find that games vary to a great extent as to whether they belong mostly to one genre or to a combination of several genres. We
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Shirley, P., Balaji Arumugam, E. Suganya, and M. Gowthamraj. "Effects of video game on socio- behavioral environment." International Journal Of Community Medicine And Public Health 6, no. 1 (2018): 258. http://dx.doi.org/10.18203/2394-6040.ijcmph20185253.

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Background: Nowadays the teens playing outdoor games are difficult to be seen and of course, they play all these games not in reality but in a screen using video games. The biggest revolution in electronic world has put our teens more addicted towards video games which not only affect their academic performance but also have impact on their behaviour and health. The objectives of the study were to assess the pattern of video game usage among the study population; to determine the influence of video game in behaviour of the study population.Methods: The study was conducted as a cross sectional
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Khalid, Tooba, Syeda Hina Batool, Ayesha Khalid, Henna Saeed, and Syed Waqas Hussain Zaidi. "Pakistani students’ perceptions about their learning experience through video games." Library Hi Tech 38, no. 3 (2019): 493–503. http://dx.doi.org/10.1108/lht-03-2019-0068.

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Purpose The emergence of digital technological advances pushes educators for understanding and utilizing these technologies for classroom use. The current generation of teenagers has grown up in a networked world where everyone is immersed in technology-based gadgets in everyday life. Therefore, the purpose of this paper is to investigate video game-based academic and information literacy (IL) learning of teenagers of private schools of Lahore city. Lahore is the capital city of the province of Punjab. Literary works highlighted the importance of video games in developing academic and IL skill
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Indah, Ana Puspita, Indria Laksmi Gamayanti, and Rendra Widyatama. "Efektivitas Pendidikan Kesehatan melalui Media Permainan Ludo terhadap Peningkatan Pengetahuan, Sikap, dan Perilaku Siswa Sekolah Dasar dalam Pencegahan Adiksi Video Game." Berita Kedokteran Masyarakat 32, no. 9 (2018): 317. http://dx.doi.org/10.22146/bkm.8462.

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Effectiveness of video game addiction prevention using ludo game for elementary school studentsPurposeThis study aimed to determine the effectiveness of ‘Ludo game’ for increasing knowledge, attitudes, and behaviors of elementary school students concerning video-game addiction.MethodsThe research was a quasi-experimental study with pre and post tests and a control group design. The subjects were 99 elementary school students who were divided into treatment groups (two groups of intervention) and a control group. The data were collected using a questionnaire of knowledge, attitudes and behavior
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Haerani, Rosita Putri Rahmi. "PENGGUNAAN MEDIA PEMBELAJARAN VIDEO GAME IPA UNTUK MENINGKATKAN PENGUASAAN KONSEP SISWA." EDUSAINS 8, no. 2 (2019): 114–21. http://dx.doi.org/10.15408/es.v8i2.1576.

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AbstractIn education, many empirical studies have shown evidence that video games have the potential to improve student learning outcomes, but there is still great controversy in the literature regarding the impact of video game. More evidence is needed to convince educators and researchers regarding the actual value and the efficiency of video game in learning science. The purpose of this study was to examine the use of video game in learning to improve the mastery of concepts about the interaction of living beings and the environment of junior high school students who played the “Selamatkan
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Jaramillo-Alcázar, Angel, Eduardo Venegas, Santiago Criollo-C, and Sergio Luján-Mora. "An Approach to Accessible Serious Games for People with Dyslexia." Sustainability 13, no. 5 (2021): 2507. http://dx.doi.org/10.3390/su13052507.

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Dyslexia is a cognitive disorder that affects the evolutionary ability to read, write, and speak in people, affecting the correct learning of a large percentage of the population worldwide. In fact, incorrect learning is caused because the educational system does not take into consideration the accessibility parameters that people with dyslexia need to maintain a sustainable educational level equal to others. Moreover, the use of mobile devices, such as smartphones and tablets, has been deployed in education programs, offering many benefits; however, the lack of accessibility of those devices
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Anggraini, Trinita, and Erine Nur Maulidya. "Dampak Paparan Pornografi Pada Anak Usia Dini." Al-Athfaal: Jurnal Ilmiah Pendidikan Anak Usia Dini 3, no. 1 (2020): 45–55. http://dx.doi.org/10.24042/ajipaud.v3i1.6546.

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Pada abad 21, anak usia dini hingga manula sudah terbiasa dengan penggunaan teknologi, bahkan beberapa penelitian menjelaskan bahwa anak usia dua tahun saat ini sudah terbiasa menggunakan gadget untuk bermain game, membuka youtube atau membuka galeri video dengan sangat ahli. Oleh karena itu, artikel ini bertujuan untuk mengeksplorasi tentang kebiasaan penggunaan gadget pada anak usia dini dan kasus-kasus anak usia dini melihat video porno, mencari dampak anak melihat pornografi, dan penyebab anak usia dini terpapar video porno di era digital saat ini. Artikel ini menggunakan pendekatan kualit
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Schneider, Edward Francis. "A Survey of Graphic Novel Collection and Use in American Public Libraries." Evidence Based Library and Information Practice 9, no. 3 (2014): 68. http://dx.doi.org/10.18438/b83s44.

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Abstract
 
 Objective – The objective of this study was to survey American public libraries about their collection and use of graphic novels and compare their use to similar data collected about video games. 
 
 Methods – Public libraries were identified and contacted electronically for participation through an open US government database of public library systems. The libraries contacted were asked to participate voluntarily.
 
 Results – The results indicated that both graphic novels and video games have become a common part of library collections, and both medi
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Castaneda, Lisa, Manrita Kaur Sidhu, Jonathan J. Azose, and Tom Swanson. "Game Play Differences by Expertise Level in Dota 2, A Complex Multiplayer Video Game." International Journal of Gaming and Computer-Mediated Simulations 8, no. 4 (2016): 1–24. http://dx.doi.org/10.4018/ijgcms.2016100101.

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Dota 2, a complex team based video game, was used to study expertise and attentional allocation in a multiplayer online battle arena (MOBA) setting. Pre- and post-play survey questions and eye-tracker data were collected from 67 video game players during a session of Dota 2 play. Questions explored abstract versus concrete conceptualizations of game-play and individual versus team focus. Quantitative eye-tracker data was evaluated for differences in visual attention and scan patterns. The authors noted that novices reflected on more concrete game elements and were likely to look back at the sa
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Lefloïc-Lebel, Adam. "Collectionner des jeux vidéo au Québec." Le jeu vidéo au Québec 14, no. 23 (2021): 115–32. http://dx.doi.org/10.7202/1078731ar.

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This article takes a look at the community of game collectors in Quebec, first by exploring how ludovideophily compares itself from classic collecting. We then isolate Quebec video game collection to identify how the community navigates through a world that is even more open and that interacts mostly in English. Do specifically Quebec centric attributes exist ? An incursion inside this group will highlight our reflection and help confirm if these collectors meld themselves in the bigger group or if they stick their head high enough to differentiate from the international communities.
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April, Kurt A., Katja M. J. Goebel, Eddie Blass, and Jonathan Foster-Pedley. "Developing Decision-Making Skill." International Journal of Information Systems and Social Change 3, no. 4 (2012): 1–17. http://dx.doi.org/10.4018/jissc.2012100101.

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This paper explores the value that computer and video games bring to learning and leadership and explores how games work as learning environments and the impact they have on personal development. The study looks at decisiveness, decision-making ability and styles, and on how this leadership-related skill is learnt through different paradigms. The paper compares the learning from a lecture to the learning from a designed computer game, both of which have the same content through the use of a spot test, taken immediately after the lecture and the game, and seven day retest scores. It also presen
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Ellis, Louise A., Matthew D. Lee, Kiran Ijaz, James Smith, Jeffrey Braithwaite, and Kathleen Yin. "COVID-19 as ‘Game Changer’ for the Physical Activity and Mental Well-Being of Augmented Reality Game Players During the Pandemic: Mixed Methods Survey Study." Journal of Medical Internet Research 22, no. 12 (2020): e25117. http://dx.doi.org/10.2196/25117.

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Background Location-based augmented reality (AR) games, such as Pokémon GO and Harry Potter: Wizards Unite, have been shown to have a beneficial impact on the physical activity, social connectedness, and mental health of their players. In March 2020, global social distancing measures related to the COVID-19 pandemic prompted the AR games developer Niantic Inc to implement several changes to ensure continued player engagement with Pokémon GO and Harry Potter: Wizards Unite. We sought to examine how the physical and mental well-being of players of these games were affected during the unprecedent
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Kim, Jong-Youl, and Ji-Hun Lee. "Effect of Mobile Commerce Interaction Characteristics on Game Advertising Effect and Game Re-purchase Intent." Research in World Economy 11, no. 2 (2020): 59. http://dx.doi.org/10.5430/rwe.v11n2p59.

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Background/Objectives: This study is to present marketing strategies and implications for mobile game companies’ intention to buy games again.Methods/Statistical analysis: The questionnaire was distributed to then collected from 260 people who enjoyed playing games. The collected data verified the suitability of the structural equation model and the causal relationship to each concept.Findings: First, mobile game companies should try to use websites or famous websites to provide information about their own products and utilise trusted models and formulate advertisement copies, in order to buil
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Herro, Danielle C., Lorraine Lin, and Michelle Fowler. "Meet the (media) producers: artists, composers, and gamemakers." Journal of Applied Research in Higher Education 9, no. 1 (2017): 40–53. http://dx.doi.org/10.1108/jarhe-04-2015-0029.

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Purpose The purpose of this paper is to detail the perceived influence of early gaming habits toward media production from seven students enrolled at a university in the Southeastern US. Participants identified as heavily involved in creating media such as anime, videos, fanfiction, webcomics, games, and digital music. Design/methodology/approach This exploratory study used qualitative research, thus data collection and analysis included questionnaires, interviews, and artifacts identifying and categorizing six main themes: game play preferences, persistence, early connections between game pla
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Bassiouni, Dina H., Chris Hackley, and Hakim Meshreki. "The integration of video games in family-life dynamics." Information Technology & People 32, no. 6 (2019): 1376–96. http://dx.doi.org/10.1108/itp-11-2017-0375.

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Purpose Empirical studies using the technology acceptance model (TAM) have mainly focussed on utilitarian technologies. The purpose of this paper is to extend the TAM in order to develop a more nuanced understanding of the family dynamic around video game acceptance within households. Design/methodology/approach This paper proposes a new and unique adaptation of the TAM to study the acceptance of hedonic technologies in the context of parents’/carers’ acceptance and integration of video games within family-life dynamics. This adaptation of the TAM attempts to shed light on the social influence
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O'Connor, Thomas J., Rory A. Cooper, Shirley G. Fitzgerald, et al. "Evaluation of a Manual Wheelchair Interface to Computer Games." Neurorehabilitation and Neural Repair 14, no. 1 (2000): 21–31. http://dx.doi.org/10.1177/154596830001400103.

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The sedentary lifestyle of many people with spinal cord injury (SCI) has lead to cardiovascular diseases being a major health concern. A suitable exercise program may help improve the SCI individual's cardiovascular fitness level. GAMEWheels is an in terface between a custom wheelchair roller system and a computer that enables an individual to control computer video games by driving his or her wheelchair. The purpose of Phase 1 was to evaluate the design of the GAMEwhccls system and to determine the type of computer video game that is likely to motivate wheelchair users to exercise. Phase 2 in
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Wood, Richard T. A., Mark D. Griffiths, and Virginia Eatough. "Online Data Collection from Video Game Players: Methodological Issues." CyberPsychology & Behavior 7, no. 5 (2004): 511–18. http://dx.doi.org/10.1089/cpb.2004.7.511.

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Hartmann, Tilo, Younbo Jung, and Peter Vorderer. "What Determines Video Game Use?" Journal of Media Psychology 24, no. 1 (2012): 19–30. http://dx.doi.org/10.1027/1864-1105/a000059.

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The present study explores the role of intentions, habits, and addictive tendencies in people’s video game use. Although both habits and addictive tendencies may determine higher amounts of video game use, the present study examines whether the impact of habits and addictive tendencies on video game use may also be lower the less users intend to play (indicating a moderating role of intention). To test these assumptions, survey data were collected in two waves (N = 351), measuring causal factors in the first wave and outcomes (subsequent video game use) in the second. Results of mediation anal
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Febriani, Alvi Sufiyanti, Edi Hendri Mulyana, and Taopik Rahman. "PENGEMBANGAN EDUCATIVE GAME BERBASIS APLIKASI ANDROID UNTUK MEMFASILITASI KETERAMPILAN MEMBACA ANAK USIA 5-6 TAHUN." JURNAL PAUD AGAPEDIA 2, no. 2 (2020): 187–96. http://dx.doi.org/10.17509/jpa.v2i2.24544.

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ABSTRACTThis research is based on the magnitude of children's interest in smartphone until they ignore to study. Most children who play smartphone are only for watching videos and playing games which are attractive to them. Therefore, the researcher designed an educative game Android-based application so they can play smartphone by not ignoring the development of reading skill. The purpose of this research is to describe the design of development, appropriateness, and product testing.This research uses the Design Based Research (DBR) method developed by Reeves. Data collection is done by obser
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Lee, 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.

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We explored time spent playing and other video gamer behavior in relation to the psychological constructs of self-concept clarity and flow. Survey data were collected from a paper-and-pencil survey of a student sample from a university in northwestern United States. We found that compared with gamers with high self-concept clarity, gamers with low self-concept clarity spent more time playing video games. Furthermore, flow was positively associated with time spent playing. Gamers who spent more time playing reported more flow experiences. This research contributes to understanding of the relati
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Ceccon Ribeiro, Paula, Melissa L. Biles, Charles Lang, Claudio Silva, and Jan L. Plass. "Visualizing log-file data from a game using timed word trees." Information Visualization 17, no. 3 (2017): 183–95. http://dx.doi.org/10.1177/1473871617720810.

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In this article, we present the application of a method for visualizing gameplay patterns observed in log-file data from a geometry game. Using VisCareTrails, a data visualization software system based on the principle of timed word trees, we were able to identify five novel behaviors that informed our understanding of how players were approaching the game. We further utilized these newly identified player behaviors by triangulating them with geometry test scores collected from players outside the game setting. We compared the predictive capacity of these behaviors against five demographic cha
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M Asiri, Nasser. "Investigating the Influence of Video Games on EFL Learners’ Motivation in the Saudi Context." Journal for the Study of English Linguistics 8, no. 1 (2019): 23. http://dx.doi.org/10.5296/jsel.v8i1.16022.

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Since English Language has become the dominate language of science, education, finance and entertainment, most non-English speaking countries have adopted English language curriculums in schools and colleges as a second or a forging language. These curriculums have presented materials in the form of textbooks accompanied by videos and audios to give an enriching learning experience. As recreational video games is an expanding industry with its economic and cultural aspects throughout the world, they are used as a source of learning the English language. This paper aims to investigate the influ
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James, Annabelle, and Chris Taylor. "Video Games: Some Pitfalls of Video Evidence." Journal of Criminal Law 69, no. 3 (2005): 264–76. http://dx.doi.org/10.1350/jcla.69.3.264.64783.

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CCTV evidence is regularly employed in criminal cases, yet there has been relatively little consideration of the manner in which such evidence is collected and subsequently handled. The use of CCTV evidence raises issues of disclosure, data protection and human rights, all of which have a far-reaching impact not only on the accused but also on others who find themselves recorded by surveillance systems. In addition, much of the video evidence collected during criminal investigations comes from third parties, such as shops and commercial premises, which are outside the direct control of the pol
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Phan, Olivier, Constance Prieur, Céline Bonnaire, and Ivana Obradovic. "Internet Gaming Disorder: Exploring Its Impact on Satisfaction in Life in PELLEAS Adolescent Sample." International Journal of Environmental Research and Public Health 17, no. 1 (2019): 3. http://dx.doi.org/10.3390/ijerph17010003.

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Among adolescents, heavy video game use and socializing online may be valued socially by peers, depending on gender and age, which can increase life satisfaction. However, heavy video gaming may also be linked to symptoms of Internet Gaming Disorder, which can decrease life satisfaction. Overall, when symptoms of Internet Gaming Disorder are present, do subjects experience decreased or increased life satisfaction, all other things being equal? The aim of this study was to explore the association between Internet Gaming Disorder symptoms and life satisfaction, while controlling for gender, age,
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Simon, O., R. Chebbi, A. Ochoa Godall, J. Eicher, C. Zumwald, and C. Dickson. "Clinical and demographic characteristics of treatment seeking online video game players." European Psychiatry 33, S1 (2016): S318. http://dx.doi.org/10.1016/j.eurpsy.2016.01.1086.

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Background and aimWithin Switzerland, video game players seeking specialised treatment are usually referred to gambling addiction services. The Centre for Excessive Gambling (CJE) is a specialised gambling addiction unit in Lausanne University Hospital. Between 2003 and 2015 the service offered also support to 64 adults seeking treatment for videogaming-related disorders.According to international literature, Internet disorder treatment programmes have been developed. However, little is known about clinical profile of users seeking treatment. Studies into Internet or gaming disorders typically
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San Nicolás Romera, César, Miguel Ángel Nicolás Ojeda, and Josefa Ros Velasco. "Video Games Set in the Middle Ages." Games and Culture 13, no. 5 (2016): 521–42. http://dx.doi.org/10.1177/1555412015627068.

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Within the study of video games, there is a burgeoning interest in the phenomenon of historical representation; nonetheless, few studies have centered on the reflection of particular eras of History, such as the Middle Ages and the effect of this on interpretations of culture and potential pedagogical applications with respect to this specific period of time. In this study, we present and discuss the compilation and content of a database of over 600 medieval titles released between 1980 and 2013, demonstrating the growing popularity, with producers and consumers, of what we could now refer to
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Patzer, Brady, Barbara Chaparro, and Joseph R. Keebler. "Developing a Model of Video Game Play: Motivations, Satisfactions, and Continuance Intentions." Simulation & Gaming 51, no. 3 (2020): 287–309. http://dx.doi.org/10.1177/1046878120903352.

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Background. As video game usage continues to rise, it is important to understand why people choose and continue playing a game. Purpose. This research presents a theoretical framework to explore the relationships between gameplay motivations, satisfaction, continuance intention and gameplay. Methods. To examine these relationships, survey data was collected from 353 participants who played different types of online games, including League of Legends, World of Warcraft, Overwatch, and Hearthstone, for at least 10 hours in the past three months. A series of structural equation models were tested
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Kapralos, Bill, Stephanie Fisher, Jessica Clarkson, and Roland van Oostveen. "A course on serious game design and development using an online problem-based learning approach." Interactive Technology and Smart Education 12, no. 2 (2015): 116–36. http://dx.doi.org/10.1108/itse-10-2014-0033.

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Purpose – The purpose of this paper is to describe a novel undergraduate course on serious game design and development that integrates both game and instructional design, thus providing an effective approach to teaching serious game design and development. Very little effort has been dedicated to the teaching of proper serious game design and development leading to many examples of serious games that provide little, if any, educational value. Design/methodology/approach – Organized around a collection of video clips (that provided a brief contextualized overview of the topic and questions for
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Sousa, Bruna da Silva, Vera Regina Fernandes da Silva Marães, Marília Miranda Forte Gomes, and Leonardo Lamas. "SEATED VOLLEYBALL: THE INFLUENCE OF MOTOR DEFICIENCY TYPE ON PLAYERS’ TACTICAL ROLES." Revista Brasileira de Medicina do Esporte 26, no. 4 (2020): 342–46. http://dx.doi.org/10.1590/1517-869220202604218192.

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ABSTRACT Introduction Sitting volleyball is an adapted sport played by players in the seated position, due to impaired mobility or amputations. Court dimensions are adjusted to the players’ average height, and during the games, the actions performed are similar to those of traditional volleyball. Objective To analyze the tactical performance of lower limb amputees and physically disabled athletes during seated volleyball games. Methods Data were collected from video footage, by a single observer, of twelve games of the Brazilian north-northeast championship 2017. The analysis investigated: i)
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Novitasari, Selvia, Suhendar Sulaeman, and Nyimas Heny Purwati. "Pengaruh Terapi Musik dan Terapi Video Game terhadap Tingkat Nyeri Anak Usia Prasekolah yang Dilakukan Pemasangan Infus." Journal of Telenursing (JOTING) 1, no. 1 (2019): 168–77. http://dx.doi.org/10.31539/joting.v1i1.510.

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The purpose of this study was to determine the differences in the average level of pain in preschoolers who were infused after being given music therapy and video game therapy at Bhayangkara TK III Hospital in Bengkulu city. This research is a quantitative study. This type of research is quasy experimental research with post test only control group approach, which is a study that did not take measurements before intervention. Measurements were only carried out after intervention, with 24 respondents taken in 2 groups, namely music therapy. and video game therapy. Data collection instruments us
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Shabbir, Saba, Dr Muhammad Saleem, Shazara Mahmood, and Saima Perveen. "Gaming Addiction and Aggression in Pakistani Young Adults: Through the Lens of Excitation Transfer Theory." Journal of Professional & Applied Psychology 1, no. 1 (2020): 10–21. http://dx.doi.org/10.52053/jpap.v1i1.4.

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The present study investigated the relationship between gaming addiction and aggression among young adults. 160 participants (80 males and 80 females) were approached by purposive sampling. Cross-sectional, correlational research design was employed. The data were collected using two questionnaires: Gaming Addiction Inventory for Adults and The Aggression Questionnaire. The data was analyzed through Statistical Package for the Social Sciences, version 21. Results revealed that gaming addiction has significant but negative relationship with aggression, anger, and physical aggression, however, v
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Pujianto, Dian. "THE DIFFERENCES OF INTRUCTIONAL MEDIA AND COORDINATION IN LEARNING OUTCOMES OF GROUNDSTROKES TENNIS ON NOVICE LEVEL ATHLETES." JIPES - JOURNAL OF INDONESIAN PHYSICAL EDUCATION AND SPORT 3, no. 1 (2017): 19. http://dx.doi.org/10.21009/jipes.031.03.

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AbstractThe purpose of this study was to find out the differences in instructional media and coordination to learning outcomes on tennis groundstrokes of novice athletes. This experimental research with 2 x 3 of factorial design was conducted in the Bengkulu city, Data was collected through groundstrokes tennis test. The analysis of data outcomes was stated (1) demonstration and video tennis training media gave different learning outcomes of groundstrokes tennis on students. (2) demonstration and tennis video game media gave different learning outcomes of groundstrokes tennis on students. (3)
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