Journal articles on the topic 'Video Game Collector'
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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.
Full textGuermazi, 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.
Full textAndreu-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.
Full textNguyen, 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.
Full textÖZSOY, 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.
Full textBayeck, 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.
Full textHong, 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.
Full textAslan, 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.
Full textEllefsen, 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.
Full textFaisal, 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.
Full textShirley, 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.
Full textKhalid, 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.
Full textIndah, 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.
Full textHaerani, 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.
Full textJaramillo-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.
Full textAnggraini, 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.
Full textSchneider, 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.
Full textCastaneda, 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.
Full textLefloïc-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.
Full textApril, 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.
Full textEllis, 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.
Full textKim, 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.
Full textHerro, 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.
Full textBassiouni, 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.
Full textO'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.
Full textWood, 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.
Full textHartmann, 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.
Full textFebriani, 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.
Full textLee, 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.
Full textCeccon 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.
Full textM 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.
Full textJames, 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.
Full textPhan, 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.
Full textSimon, 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.
Full textSan 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.
Full textPatzer, 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.
Full textKapralos, 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.
Full textSousa, 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.
Full textNovitasari, 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.
Full textShabbir, 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.
Full textPujianto, 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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