Journal articles on the topic 'Video Game consoles'
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Aditya, Christian. "The Development Of Visual Aspects In Video Games Over The Years." ULTIMART Jurnal Komunikasi Visual 7, no. 2 (November 12, 2016): 18–22. http://dx.doi.org/10.31937/ultimart.v7i2.385.
Full textCassidy, Ryan, and Matthew McEniry. "How the new generation of video game consoles have accelerated the need to preserve digital content – part 1." Library Hi Tech News 31, no. 9 (October 28, 2014): 17–20. http://dx.doi.org/10.1108/lhtn-08-2014-0066.
Full textAnfinogenov, M. V., and I. S. Antyasov. "EVOLUTION OF INFORMATION SECURITY SYSTEMS IN VIDEO GAMES." Journal of the Ural Federal District. Information security 20, no. 3 (2020): 59–68. http://dx.doi.org/10.14529/secur200307.
Full textMattioli, Michael, Atte Lahtiranta, and Michael Mattioli. "Hidden Potential Within Video Game Consoles." IEEE Micro 41, no. 2 (March 1, 2021): 72–77. http://dx.doi.org/10.1109/mm.2021.3055681.
Full textMcEniry, Matthew, and Ryan Cassidy. "How the new generation of consoles have accelerated the need to preserve digital content – part 2." Library Hi Tech News 32, no. 2 (April 7, 2015): 10–13. http://dx.doi.org/10.1108/lhtn-09-2014-0081.
Full textBuller, Ryan. "Lending Video Game Consoles in an Academic Library." portal: Libraries and the Academy 17, no. 2 (2017): 337–46. http://dx.doi.org/10.1353/pla.2017.0020.
Full textCOLLINS, KAREN. "In the Loop: Creativity and Constraint in 8-bit Video Game Audio." Twentieth-Century Music 4, no. 2 (September 2007): 209–27. http://dx.doi.org/10.1017/s1478572208000510.
Full textShay, Ronen, and Anthony Palomba. "First-Party Success or First-Party Failure? A Case Study on Audience Perceptions of the Nintendo Brand During the Wii U’s Product Life Cycle." Games and Culture 15, no. 5 (November 29, 2018): 475–500. http://dx.doi.org/10.1177/1555412018813666.
Full textPintado-Izquierdo, Silvia, Roberto Cano-de-la-Cuerda, and Rosa María Ortiz-Gutiérrez. "Video Game-Based Therapy on Balance and Gait of Patients with Stroke: A Systematic Review." Applied Sciences 10, no. 18 (September 15, 2020): 6426. http://dx.doi.org/10.3390/app10186426.
Full textDowns, Edward. "Driving Home the Message." International Journal of Gaming and Computer-Mediated Simulations 6, no. 1 (January 2014): 50–63. http://dx.doi.org/10.4018/ijgcms.2014010104.
Full textPallavicini, Federica, Alessandro Pepe, and Fabrizia Mantovani. "Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review." JMIR Mental Health 8, no. 8 (August 16, 2021): e28150. http://dx.doi.org/10.2196/28150.
Full textMycyk, Bartłomiej. "Czynniki wpływające na przemiany medium elektronicznej rozrywki. Wprowadzenie do problematyki." Literatura i Kultura Popularna 22 (September 6, 2017): 49–60. http://dx.doi.org/10.19195/0867-7441.22.3.
Full textVaghetti, Cesar Augusto Otero, Renato Sobral Monteiro-Junior, Mateus David Finco, Eliseo Reategui, and Silvia Silva da Costa Botelho. "Exergames Experience in Physical Education: A Review." Physical Culture and Sport. Studies and Research 78, no. 1 (June 1, 2018): 23–32. http://dx.doi.org/10.2478/pcssr-2018-0010.
Full textJurgelionis, A., P. Fechteler, P. Eisert, F. Bellotti, H. David, J. P. Laulajainen, R. Carmichael, et al. "Platform for Distributed 3D Gaming." International Journal of Computer Games Technology 2009 (2009): 1–15. http://dx.doi.org/10.1155/2009/231863.
Full textThin, Alasdair G., Craig Brown, and Paul Meenan. "User Experiences While Playing Dance-Based Exergames and the Influence of Different Body Motion Sensing Technologies." International Journal of Computer Games Technology 2013 (2013): 1–7. http://dx.doi.org/10.1155/2013/603604.
Full textPardo, P. J., G. Martinez-Borreguero, Á. L. Perez, and M. I. Suero. "Worldwide Uniformity of Color Reproduction in Handheld Video-Game Consoles and Applications." Journal of Display Technology 8, no. 4 (April 2012): 233–40. http://dx.doi.org/10.1109/jdt.2011.2177636.
Full textMaćkowiak, Rafał. "Surrounded by a wall: The hermetic language of the Polish community of video gamers. Do Poles know the language of Polish gamers? The results of a survey-based study." Acta Universitatis Lodziensis. Folia Litteraria Polonica 57, no. 2 (June 30, 2020): 81–112. http://dx.doi.org/10.18778/1505-9057.57.05.
Full textLange, B., S. Flynn, and A. Rizzo. "Initial usability assessment of off-the-shelf video game consoles for clinical game-based motor rehabilitation." Physical Therapy Reviews 14, no. 5 (October 2009): 355–63. http://dx.doi.org/10.1179/108331909x12488667117258.
Full textRamos, Pedro, Pierre Funderburk, and Jennifer Gebelein. "Social Media and Online Gaming." International Journal of Cyber Warfare and Terrorism 8, no. 1 (January 2018): 25–42. http://dx.doi.org/10.4018/ijcwt.2018010103.
Full textPestana, Leonor, João Duarte, Emília Coutinho, Cláudia Chaves, Paula Nelas, and Odete Amaral. "IMPACT OF DOMESTIC AND LEISURE ACTIVITIES IN THE ACADEMIC ACHIEVEMENT OF ADOLESCENTS." International Journal of Developmental and Educational Psychology. Revista INFAD de Psicología. 1, no. 2 (October 28, 2016): 347. http://dx.doi.org/10.17060/ijodaep.2016.n2.v1.581.
Full textOliveira, Francisco, Eduardo Tavares, Erica Sousa, and Bruno Nogueira. "Video Conferencing Evaluation Considering Scalable Video Coding and SDN Network." Revista de Informática Teórica e Aplicada 25, no. 2 (July 17, 2018): 38. http://dx.doi.org/10.22456/2175-2745.79310.
Full textHittinger, Eric, Kimberley A. Mullins, and Inês L. Azevedo. "Electricity consumption and energy savings potential of video game consoles in the United States." Energy Efficiency 5, no. 4 (March 31, 2012): 531–45. http://dx.doi.org/10.1007/s12053-012-9152-z.
Full textCruz, Carlos, Michael D. Hanus, and Jesse Fox. "The need to achieve: Players' perceptions and uses of extrinsic meta-game reward systems for video game consoles." Computers in Human Behavior 71 (June 2017): 516–24. http://dx.doi.org/10.1016/j.chb.2015.08.017.
Full textSobota, Vladimir Christian Malcolm, Geerten Van De Kaa, Mark De Reuver, and Ranjan Prajapati. "Getting Complementors On Board: Evidence From the 7th and 8th Generations of Video Game Consoles." Academy of Management Proceedings 2020, no. 1 (August 2020): 17491. http://dx.doi.org/10.5465/ambpp.2020.17491abstract.
Full textSzewerniak, Magdalena. "Nostalgiczny wymiar muzeów gier wideo." Prace Kulturoznawcze 21, no. 4 (October 30, 2018): 119–34. http://dx.doi.org/10.19195/0860-6668.21.4.7.
Full textDaim, Tugrul, Jay Justice, Liliya Hogaboam, Saku J. Mäkinen, and Ozgur Dedehayir. "Identifying and forecasting the reverse salient in video game consoles: A performance gap ratio comparative analysis." Technological Forecasting and Social Change 82 (February 2014): 177–89. http://dx.doi.org/10.1016/j.techfore.2013.06.007.
Full textCorregidor-Sánchez, Ana Isabel, Begoña Polonio-López, José Luis Martin-Conty, Marta Rodríguez-Hernández, Laura Mordillo-Mateos, Santiago Schez-Sobrino, and Juan José Criado-Álvarez. "Exergames to Prevent the Secondary Functional Deterioration of Older Adults during Hospitalization and Isolation Periods during the COVID-19 Pandemic." Sustainability 13, no. 14 (July 15, 2021): 7932. http://dx.doi.org/10.3390/su13147932.
Full textDel Barrio Fernández, Ángela. "LOS ADOLESCENTES Y EL USO DE LOS TELÉFONOS MÓVILES Y DE VIDEOJUEGOS." International Journal of Developmental and Educational Psychology. Revista INFAD de Psicología. 3, no. 1 (September 27, 2016): 563. http://dx.doi.org/10.17060/ijodaep.2014.n1.v3.536.
Full textArruda Filho, Emílio José Montero, and Igor de Jesus Lobato Pompeu Gammarano. "For every “game over” there is a “play again”: Analysis of user preferences regarding 7th- and 8th-generation video games consoles." Journal of High Technology Management Research 29, no. 1 (2018): 46–56. http://dx.doi.org/10.1016/j.hitech.2018.04.005.
Full textOhannessian, Christine McCauley, Michelle Boyd, and Steven Kirsh. "Media and Youth Development: An Overview of Issues, Theory, and Research." Journal of Youth Development 9, no. 1 (March 1, 2014): 6–13. http://dx.doi.org/10.5195/jyd.2014.68.
Full textGiancotti, Giuseppe Francesco, and Cristina Cortis. "Energy expenditure and perceived exertion during active video games in relation to player mode and gender." Kinesiology 50, no. 1 (2018): 18–24. http://dx.doi.org/10.26582/k.50.1.3.
Full textSupraja, Ch. "Create a Remote-Control Application with Spotify." International Journal for Research in Applied Science and Engineering Technology 9, no. VI (June 30, 2021): 4405–11. http://dx.doi.org/10.22214/ijraset.2021.36079.
Full textLima, Marcio Roberto de. "Percepções discentes sobre o uso pedagógico de exergames: significados, motivações e limitações de sua incorporação na Educação Física Escolar." Debates em Educação 12, no. 27 (June 22, 2020): 615. http://dx.doi.org/10.28998/2175-6600.2020v12n27p615-633.
Full textBRAND, Albert E., and Yuriy E. YAKUBOVSKIY. "MATHEMATICAL MODELING OF THE SPREADING OF GENERATIONS OF INDUSTRIAL PRODUCTS IN A COMPETITIVE MARKET." Tyumen State University Herald. Physical and Mathematical Modeling. Oil, Gas, Energy 7, no. 2 (2021): 206–22. http://dx.doi.org/10.21684/2411-7978-2021-7-2-206-222.
Full textLantano, Francesco, Antonio Messeni Petruzzelli, and Umberto Panniello. "Business model innovation in video-game consoles to face the threats of mobile gaming: Evidence from the case of Sony PlayStation." Technological Forecasting and Social Change 174 (January 2022): 121210. http://dx.doi.org/10.1016/j.techfore.2021.121210.
Full textTena, Rosalía Romero, María Puig Gutiérrez, and Maria del Carmen Llorente Cejudo. "Technology use habits of children under six years of age at home." Ensaio: Avaliação e Políticas Públicas em Educação 27, no. 103 (June 2019): 340–62. http://dx.doi.org/10.1590/s0104-40362019002701752.
Full textUlaby, Laith. "Music and Mass Media in the Arab Persian Gulf." Middle East Studies Association Bulletin 40, no. 2 (December 2006): 213–22. http://dx.doi.org/10.1017/s0026318400049877.
Full textMortensen, Jesper, Lola Qvist Kristensen, Eva Petersson Brooks, and Anthony Lewis Brooks. "Women with fibromyalgia’s experience with three motion-controlled video game consoles and indicators of symptom severity and performance of activities of daily living." Disability and Rehabilitation: Assistive Technology 10, no. 1 (September 12, 2013): 61–66. http://dx.doi.org/10.3109/17483107.2013.836687.
Full textIvory, James D., and Robert G. Magee. "You Can't Take It with You? Effects of Handheld Portable Media Consoles on Physiological and Psychological Responses to Video Game and Movie Content." CyberPsychology & Behavior 12, no. 3 (June 2009): 291–97. http://dx.doi.org/10.1089/cpb.2008.0279.
Full textMolodchik, M. A., N. N. Votintseva, S. A. Suvorov, and M. A. Zavertyaeva. "The Development of Industrial Leadership Theory: the Role of Intellectual Resources." Zhurnal Economicheskoj Teorii 17, no. 4 (2020): 891–903. http://dx.doi.org/10.31063/2073-6517/2020.17-4.12.
Full textGuttenbrunner, Mark, Christoph Becker, and Andreas Rauber. "Keeping the Game Alive: Evaluating Strategies for the Preservation of Console Video Games." International Journal of Digital Curation 5, no. 1 (June 22, 2010): 64–90. http://dx.doi.org/10.2218/ijdc.v5i1.144.
Full textGorbachevskaya, Irina N., Vasiliy I. Orel, Vladimir V. Brzheskiy, and Regina V. Ershova. "Myopia-causing social and hygienic factors in urban schoolchildren." Pediatrician (St. Petersburg) 10, no. 5 (January 28, 2020): 35–41. http://dx.doi.org/10.17816/ped10535-41.
Full textAycock, John, Andrew Reinhard, and Carl Therrien. "A Tale of Two CDs: Archaeological Analysis of Full-Motion Video Formats in Two PC Engine/TurboGrafx-16 Games." Open Archaeology 5, no. 1 (August 19, 2019): 350–64. http://dx.doi.org/10.1515/opar-2019-0022.
Full textNyitray, Kristen J. "The Alert Collector: Game On to Game After: Sources for Video Game History." Reference & User Services Quarterly 59, no. 1 (December 11, 2019): 7. http://dx.doi.org/10.5860/rusq.59.1.7219.
Full textChandler, Jennifer D., Rommel Salvador, and Yuna Kim. "Language, brand and speech acts on Twitter." Journal of Product & Brand Management 27, no. 4 (July 16, 2018): 375–84. http://dx.doi.org/10.1108/jpbm-06-2017-1493.
Full textLi, Runze, Yanran Zhang, Yunxia Jiang, Mengyao Wang, Wei How Darryl Ang, and Ying Lau. "Rehabilitation training based on virtual reality for patients with Parkinson’s disease in improving balance, quality of life, activities of daily living, and depressive symptoms: A systematic review and meta-regression analysis." Clinical Rehabilitation 35, no. 8 (February 15, 2021): 1089–102. http://dx.doi.org/10.1177/0269215521995179.
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 textMcDaniel, Rudy, and Robert Kenny. "Evaluating the Relationship between Cognitive Style and Pre-Service Teachers’ Preconceived Notions about Adopting Console Video Games for Use in Future Classrooms." International Journal of Game-Based Learning 3, no. 2 (April 2013): 55–76. http://dx.doi.org/10.4018/ijgbl.2013040104.
Full textHaviv, Avery, Yufeng Huang, and Nan Li. "Intertemporal Demand Spillover Effects on Video Game Platforms." Management Science 66, no. 10 (October 2020): 4788–807. http://dx.doi.org/10.1287/mnsc.2019.3414.
Full textYEO, KIAT-SENG, ZHI-HUI KONG, NUKALA NISHANT, HAITAO FU, and WEI ZENG. "INTEGRATED CIRCUIT DESIGN RESEARCH RANKING FOR WORLDWIDE UNIVERSITIES." Journal of Circuits, Systems and Computers 17, no. 01 (February 2008): 141–67. http://dx.doi.org/10.1142/s0218126608004204.
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