Academic literature on the topic 'Video game players'
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Journal articles on the topic "Video game players"
Kristanto, Damar. "The Impact of Game Avatar Customization in Improving User Experience and Gamer Loyalty: Experiment in Role Playing Game (RPG) Based Video Game." TIJAB (The International Journal of Applied Business) 2, no. 2 (February 26, 2019): 86. http://dx.doi.org/10.20473/tijab.v2.i2.2018.86-106.
Full textOrtiz de Gortari, Angelica B., Karin Aronsson, and Mark Griffiths. "Game Transfer Phenomena in Video Game Playing." International Journal of Cyber Behavior, Psychology and Learning 1, no. 3 (July 2011): 15–33. http://dx.doi.org/10.4018/ijcbpl.2011070102.
Full textYuwono, Ardian Indro, Gabriel Roosmargo Lono Lastoro Simatupang, and Aprinus Salam. "The Unconscious Self in Role Playing Video Game’s Avatar." Jurnal Ilmu Komunikasi 16, no. 2 (May 1, 2019): 115. http://dx.doi.org/10.31315/jik.v16i2.2687.
Full textTomkinson, Sian. "Video games through the refrain: Innovation and familiarity." Journal of Gaming & Virtual Worlds 12, no. 3 (October 1, 2020): 287–302. http://dx.doi.org/10.1386/jgvw_00020_1.
Full textChess, Shira, Nathaniel J. Evans, and Joyya JaDawn Baines. "What Does a Gamer Look Like? Video Games, Advertising, and Diversity." Television & New Media 18, no. 1 (August 1, 2016): 37–57. http://dx.doi.org/10.1177/1527476416643765.
Full textRochat, Shékina, and Jérôme Armengol. "Career Counseling Interventions for Video Game Players." Journal of Career Development 47, no. 2 (August 9, 2018): 207–19. http://dx.doi.org/10.1177/0894845318793537.
Full textEden, Allison, Erin Maloney, and Nicholas David Bowman. "Gender Attribution in Online Video Games." Journal of Media Psychology 22, no. 3 (January 2010): 114–24. http://dx.doi.org/10.1027/1864-1105/a000016.
Full textBenoit, Julie Justine, Eugenie Roudaia, Taylor Johnson, Trevor Love, and Jocelyn Faubert. "The neuropsychological profile of professional action video game players." PeerJ 8 (November 17, 2020): e10211. http://dx.doi.org/10.7717/peerj.10211.
Full textQuick, John M., Robert K. Atkinson, and Lijia Lin. "Empirical Taxonomies of Gameplay Enjoyment." International Journal of Game-Based Learning 2, no. 3 (July 2012): 11–31. http://dx.doi.org/10.4018/ijgbl.2012070102.
Full textKiyonari, Toko. "Detecting Defectors When They Have Incentives to Manipulate Their Impressions." Letters on Evolutionary Behavioral Science 1, no. 1 (May 4, 2010): 19–22. http://dx.doi.org/10.5178/lebs.2010.5.
Full textDissertations / Theses on the topic "Video game players"
Ngai, Anita Ching Yi. "Cultural Influences On Video Games: players' preferences in narrative and game-play." Thesis, University of Waterloo, 2005. http://hdl.handle.net/10012/770.
Full textIn this paper, sales data for 2004 were first examined, followed by a case study to investigate any differences between Japan and the US, where major game console manufacturers and game developers reside. Although they indicated differences in popularity of genres and design approaches, results from the survey were not able to verify conclusively major statistical difference between the two groups of respondents.
The survey was constructed with a focus on narrative and game-play elements, in hopes to get a better understanding of players? preferences through the concept of immersion, which were anticipated to be influenced by cultural differences. Although no major differences were found, given the small sample population, it could be seen that there was a greater sense of character attachment from Japanese respondents, while American respondents did not like to be forced away from their actions by ?long? narrative elements.
Chisholm, Joseph Donald. "Reduced attentional capture in action video game players." Thesis, University of British Columbia, 2009. http://hdl.handle.net/2429/12578.
Full textPhillips, R. S. "Exploring the characteristics of violent video game players." Thesis, University of Nottingham, 2018. http://eprints.nottingham.ac.uk/52040/.
Full textMiles, Christopher E. "Co-evolving real times strategy game players." abstract and full text PDF (free order & download UNR users only), 2007. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3274501.
Full textWydick, James R. "The impact of in-game advertising on players' attitudes and purchasing behavior towards video games." View electronic thesis, 2008. http://dl.uncw.edu/etd/2008-3/wydickj/jameswydick.pdf.
Full textPeters, Sara Jean. "Get in the game the effects of game-product and product placement proximity on game players' processing of brands embedded advergames /." Diss., Columbia, Mo. : University of Missouri-Columbia, 2008. http://hdl.handle.net/10355/5756.
Full textThe entire dissertation/thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file (which also appears in the research.pdf); a non-technical general description, or public abstract, appears in the public.pdf file. Title from title screen of research.pdf file (viewed on August 14, 2009) Includes bibliographical references.
Evanson, Michele Desiree. "Examining Female Gamers’ Perceptions and Attitudes of Behaviors in the Gaming Community." Marietta College / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=marietta1494336910328406.
Full textSchmidt, Anne [Verfasser], and Stefan [Gutachter] Pollmann. "Spatial contextual cueing in handball players and action video game players / Anne Schmidt ; Gutachter: Stefan Pollmann." Magdeburg : Universitätsbibliothek Otto-von-Guericke-Universität, 2019. http://d-nb.info/1219965812/34.
Full textRios, Pino Luis Felipe. "Players Attitudes Towards In-Game Advertising." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/655075.
Full textUsers are actively protesting against invasive digital ads by downloading adblocking software. Recent games developers introduce dynamic and interactive advertising into virtual worlds. In this context, video games like NBA2K18 launched different platforms like billboards and other advertising media within the game. This study aims to analyze how the user’s experience in NBA2K18 is regarding the participation of brands in it. It is positioned in the interpretive paradigm and semi-structured interviews were conducted. The participants were 15 NBA2K18 players, considered "hard-core players" whose ages ranged from 18 to 25. MyCareer, a game mode in NBA 2K18 will be studied. Findings show all participants agreed that brands are necessary in this game because help the players fulfilled every fantasy requirement. Young people's perceptions revolved around how the brands help them pursuing their dreams. Brands in NBA2K18, do not undergo the experience of the game; rather, they enhance it, so that players feel it much more like real life.
Tesis
Chukwu, Leonard O., and Yazhini Ramaswamy. "Differentiating Video Game Addiction from Other High-Level Engagements Among Adult Players." Thesis, Högskolan Dalarna, Institutionen för information och teknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-37742.
Full textBooks on the topic "Video game players"
Guidebooks, Ultimate App. Minecraft survival: The ultimate players guide to surviving in Minecraft. [Place of publication not identified]: Ultimate App Guide Books, 2014.
Find full textG, P. Publishing. Game Players Encyclopedia of Nintendo Games: Volume Seven. Greensboro, NC.: GP Publishing Inc., 1993.
Find full textTalley, Trevor. Master builder 3.0 advanced: Minecraft®TM secrets and strategies from the game's greatest players : the unofficial guide. Edited by Funk Joe editor. Chicago, Illinois: Triumph Books LLC, 2015.
Find full textInc, Game Counselor. Game Counselor's Answer Book for Nintendo Players. Redmond, USA: Microsoft Pr, 1991.
Find full textResearch, Signal, and Gp Publications. Game Player's Encyclopedia of Nintendo Games. Greensboro, NC: Signal Research Inc., 1990.
Find full textThe ultimate player's guide to Minecraft. 2nd ed. Indianapolis, Ind: Pearson Education, 2015.
Find full textO'Brien, Stephen. The ultimate player's guide to Minecraft. Indianapolis, Indiana: Pearson Education, 2015.
Find full textMinecraft: The ultimate player's guide to Minecraft. [Place of publication not identified]: Ultimate App Guidebooks, 2013.
Find full textThe Fortnite guide to staying alive: Tips and tricks for every kind of player. Kansas City, Missouri: Andrews McMeel Publishing, 2018.
Find full textResearch, Signal. Game Player's Encyclopedia of Nintendo Games: Volume Two. Greensboro, NC: Signal Research Inc., 1990.
Find full textBook chapters on the topic "Video game players"
Farooq, Sehar Shahzad, Abdullah Aziz, Hammad Mukhtar, Mustansar Fiaz, Ki Yeol Baek, Naram Choi, Sang Bin Yun, Kyung Joong Kim, and Soon Ki Jung. "Multi-modality Based Affective Video Summarization for Game Players." In Communications in Computer and Information Science, 59–69. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-81638-4_5.
Full textBreuer, Johannes. "Blame the Players, Don’t Blame the Games: Why We Should Worry Less About Sexist Video Game Content and Focus More on Interactions Between Players." In Video Game Influences on Aggression, Cognition, and Attention, 137–49. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95495-0_11.
Full textFortin-Côté, Alexis, Cindy Chamberland, Mark Parent, Sébastien Tremblay, Philip Jackson, Nicolas Beaudoin-Gagnon, Alexandre Campeau-Lecours, Jérémy Bergeron-Boucher, and Ludovic Lefebvre. "Predicting Video Game Players’ Fun from Physiological and Behavioural Data." In Advances in Intelligent Systems and Computing, 479–95. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-03402-3_33.
Full textIrak, Metehan, Can Soylu, Özüm Karya Sakman, and Gözem Turan. "ERP Correlates of Working Memory Load in Excessive Video Game Players." In Game User Experience And Player-Centered Design, 3–20. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-37643-7_1.
Full textGunter, Barrie. "Are Some Players More Susceptible Than Others to Video Game Effects?" In Does Playing Video Games Make Players More Violent?, 195–222. London: Palgrave Macmillan UK, 2016. http://dx.doi.org/10.1057/978-1-137-57985-0_8.
Full textTakagi, Miki, and Hiroyoshi Miwa. "Method for Extracting Positions of Players from Video of Lacrosse Game." In Advances in Intelligent Networking and Collaborative Systems, 162–71. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-29035-1_16.
Full textOzenc, Orhan Efe. "User Experience and Motivation of Professional Video Game Players: A Case Study of Esports in Turkey." In Game User Experience And Player-Centered Design, 77–120. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-37643-7_5.
Full textFujii, Nobuto, Yuichi Sato, Hironori Wakama, and Haruhiro Katayose. "Autonomously Acquiring a Video Game Agent’s Behavior: Letting Players Feel Like Playing with a Human Player." In Lecture Notes in Computer Science, 490–93. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-34292-9_42.
Full textNosu, Kiyhoshi, Tomoya Kurokawa, Hiroto Horita, Yoshitarou Ohhazama, and Hiroki Takeda. "Voice Feed-Backing for Video Game Players by Real-Time Sequential Emotion Estimation from Facial Expression." In Intelligent Virtual Agents, 513–14. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-04380-2_68.
Full textSánchez, Raquel Echeandía, and Sara Cortés Gómez. "Video Game Development Processes that Generate Engagement in the Players: A Case Study of Don’t Starve." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 212–27. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-73426-8_12.
Full textConference papers on the topic "Video game players"
Moura, Dinara, Magy Seif el-Nasr, and Christopher D. Shaw. "Visualizing and understanding players' behavior in video games." In ACM SIGGRAPH 2011 Game Papers. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/2037692.2037695.
Full textRogers, Katja, and Michael Weber. "Audio Habits and Motivations in Video Game Players." In AM'19: Audio Mostly. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3356590.3356599.
Full textVella, Kellie, Daniel Johnson, and Leanne Hides. "Indicators of wellbeing in recreational video game players." In OzCHI '15: The Annual Meeting of the Australian Special Interest Group for Computer Human Interaction. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2838739.2838818.
Full textBuche, Cedric, Cindy Even, and Julien Soler. "Autonomous Virtual Player in a Video Game Imitating Human Players: The ORION Framework." In 2018 International Conference on Cyberworlds (CW). IEEE, 2018. http://dx.doi.org/10.1109/cw.2018.00029.
Full textFuentes Chab, Iván Humberto, Damián Uriel Rosado Castellanos, Olivia Graciela Fragoso Diaz, and Ivette Stephany Pacheco Farfán. "Quality Model based on Playability for the Understandability and Usability Components in Serious Video Games." In 9th International Conference on Signal, Image Processing and Pattern Recognition (SPPR 2020). AIRCC Publishing Corporation, 2020. http://dx.doi.org/10.5121/csit.2020.101912.
Full textSaito, Keiichi, Naoki Mukawa, and Masao Saito. "Brain Activity Comparison of Different-Genre Video Game Players." In Second International Conference on Innovative Computing, Informatio and Control (ICICIC 2007). IEEE, 2007. http://dx.doi.org/10.1109/icicic.2007.204.
Full textGaina, Raluca D., Diego Perez-Liebana, and Simon M. Lucas. "General Video Game for 2 players: Framework and competition." In 2016 8th Computer Science and Electronic Engineering (CEEC). IEEE, 2016. http://dx.doi.org/10.1109/ceec.2016.7835911.
Full textAlonso, Eloi, Maxim Peter, David Goumard, and Joshua Romoff. "Deep Reinforcement Learning for Navigation in AAA Video Games." In Thirtieth International Joint Conference on Artificial Intelligence {IJCAI-21}. California: International Joint Conferences on Artificial Intelligence Organization, 2021. http://dx.doi.org/10.24963/ijcai.2021/294.
Full textRibeiro, Elison, and Marcos Seruffo. "Proposal of quantitative and qualitative metrics to assess affective user-centered design of video games." In XVII Simpósio Brasileiro de Fatores Humanos em Sistemas Computacionais. Sociedade Brasileira de Computação (SBC), 2018. http://dx.doi.org/10.5753/ihc.2018.4197.
Full textNosu, Kiyhoshi, Tomoya Kurokawa, Hiroto Horita, Yoshitarou Ohhazama, and Hiroki Takeda. "Real Time Emotion-Diagnosis of Video Game Players from their Facial Expressions and its Applications to Voice Feed-Backing to Game Players." In 2007 International Conference on Machine Learning and Cybernetics. IEEE, 2007. http://dx.doi.org/10.1109/icmlc.2007.4370512.
Full textReports on the topic "Video game players"
Brawer, Jacob, and J. Galen Buckwalter. Impact of Brief Exposure to an E10-Rated, Mildly-Violent Video Game on Teen Players' Short-Term Attention and Concentration Ability. Journal of Young Investigators, October 2018. http://dx.doi.org/10.22186/jyi.35.4.77-80.
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