Journal articles on the topic 'Video game players'
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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 textVelez, John A., and David R. Ewoldsen. "Helping Behaviors During Video Game Play." Journal of Media Psychology 25, no. 4 (January 1, 2013): 190–200. http://dx.doi.org/10.1027/1864-1105/a000102.
Full textFerguson, Christopher J., Kay Colon-Motas, Carolin Esser, Connor Lanie, Skylar Purvis, and Mark Williams. "The (Not So) Evil Within? Agency in Video Game Choice and the Impact of Violent Content." Simulation & Gaming 48, no. 3 (December 1, 2016): 329–37. http://dx.doi.org/10.1177/1046878116683521.
Full textKim, Young Bin, Shin Jin Kang, Sang Hyeok Lee, Jang Young Jung, Hyeong Ryeol Kam, Jung Lee, Young Sun Kim, Joonsoo Lee, and Chang Hun Kim. "Efficiently detecting outlying behavior in video-game players." PeerJ 3 (December 10, 2015): e1502. http://dx.doi.org/10.7717/peerj.1502.
Full textGligorov, Riste, Michiel Hildebrand, Jacco Van Ossenbruggen, Lora Aroyo, and Guus Schreiber. "Topical Video Search: Analysing Video Concept Annotation through Crowdsourcing Games." Human Computation 4, no. 1 (April 26, 2017): 47–70. http://dx.doi.org/10.15346/hc.v4i1.77.
Full textAune, R. Kelly, Matthew Sharritt, and Daniel D. Suthers. "l33tsp33k." International Journal of Digital Literacy and Digital Competence 5, no. 1 (January 2014): 45–65. http://dx.doi.org/10.4018/ijdldc.2014010104.
Full textCosta, Liliana Vale, and Ana Isabel Veloso. "Factors Influencing the Adoption of Video Games in Late Adulthood." International Journal of Technology and Human Interaction 12, no. 1 (January 2016): 35–50. http://dx.doi.org/10.4018/ijthi.2016010103.
Full textMorlock, Henry, Todd Yando, and Karen Nigolean. "Motivation of Video Game Players." Psychological Reports 57, no. 1 (August 1985): 247–50. http://dx.doi.org/10.2466/pr0.1985.57.1.247.
Full textHofman-Kohlmeyer, Magdalena. "Brand-Related User-Generated Content in Simulation Video Games: Qualitative Research Among Polish Players." Central European Management Journal 29, no. 1 (March 15, 2021): 61–87. http://dx.doi.org/10.7206/cemj.2658-0845.41.
Full textSantillan, Luis Alberto Casillas, and Johor Ismael Jara Gonzalez. "Learning Avatar's Locomotion Patterns Through Spatial Analysis in FPS Video Games." International Journal of Organizational and Collective Intelligence 8, no. 1 (January 2018): 28–45. http://dx.doi.org/10.4018/ijoci.2018010103.
Full textKorpak, Klaudia, Aneta Bac, and Anna Ścisłowska-Czarnecka. "Spinal pain syndromes among video game players." Health Promotion & Physical Activity 11, no. 2 (June 30, 2020): 15–20. http://dx.doi.org/10.5604/01.3001.0014.2636.
Full textJohnson, Mark R., and Yinyi Luo. "Gaming-value and culture-value: Understanding how players account for video game purchases." Convergence: The International Journal of Research into New Media Technologies 25, no. 5-6 (November 28, 2017): 868–83. http://dx.doi.org/10.1177/1354856517743667.
Full textNeiva, Eduardo, and Carlo Romano. "The Semiotic Immersion of Video Games, Gaming Technology and Interactive Strategies." Public Journal of Semiotics 1, no. 2 (July 1, 2007): 31–49. http://dx.doi.org/10.37693/pjos.2007.1.8819.
Full textGrieman, Keri. "Lakitu's world: proactive and reactive regulation in video games." Interactive Entertainment Law Review 2, no. 2 (December 2019): 67–77. http://dx.doi.org/10.4337/ielr.2019.02.02.
Full textLi, Xiaozhou, Zheying Zhang, and Kostas Stefanidis. "A Data-Driven Approach for Video Game Playability Analysis Based on Players’ Reviews." Information 12, no. 3 (March 17, 2021): 129. http://dx.doi.org/10.3390/info12030129.
Full textBurgess, Jacqueline, and Christian Jones. "The Female Video Game Player-character Persona and Emotional Attachment." Persona Studies 6, no. 2 (March 16, 2021): 7–21. http://dx.doi.org/10.21153/psj2020vol6no2art963.
Full textXiao, Shou Bai. "The Application of Multimedia Video Technology in 3D Table Tennis Games." Applied Mechanics and Materials 599-601 (August 2014): 1934–37. http://dx.doi.org/10.4028/www.scientific.net/amm.599-601.1934.
Full textGeslin, Erik, Laurent Jégou, and Danny Beaudoin. "How Color Properties Can Be Used to Elicit Emotions in Video Games." International Journal of Computer Games Technology 2016 (2016): 1–9. http://dx.doi.org/10.1155/2016/5182768.
Full textWeiss, Alfred, and Sharon Tettegah. "World of Race War." International Journal of Gaming and Computer-Mediated Simulations 4, no. 4 (October 2012): 33–44. http://dx.doi.org/10.4018/jgcms.2012100103.
Full textKimble, Charles E., and Jeffery S. Rezabek. "PLAYING GAMES BEFORE AN AUDIENCE: SOCIAL FACILITATION OR CHOKING." Social Behavior and Personality: an international journal 20, no. 2 (January 1, 1992): 115–20. http://dx.doi.org/10.2224/sbp.1992.20.2.115.
Full textMoyzhes, L. V. "An Analysis of the Ideological Potential of Video Games from the Point of View of James Gibson’s Theory of Affordances." Sociology of Power 32, no. 3 (October 2020): 32–52. http://dx.doi.org/10.22394/2074-0492-2020-3-32-52.
Full textDobrowolski, Pawel, Krzysztof Hanusz, Bartosz Sobczyk, Maciek Skorko, and Andrzej Wiatrow. "Cognitive enhancement in video game players: The role of video game genre." Computers in Human Behavior 44 (March 2015): 59–63. http://dx.doi.org/10.1016/j.chb.2014.11.051.
Full textKoehler, Matthew J., Brian Arnold, Spencer P. Greenhalgh, and Liz Owens Boltz. "A Taxonomy Approach to Studying How Gamers Review Games." Simulation & Gaming 48, no. 3 (April 17, 2017): 363–80. http://dx.doi.org/10.1177/1046878117703680.
Full textFerguson, Christopher J., and Stephanie M. Rueda. "The Hitman Study." European Psychologist 15, no. 2 (January 1, 2010): 99–108. http://dx.doi.org/10.1027/1016-9040/a000010.
Full textRuberg, Bonnie. "Straight Paths Through Queer Walking Simulators: Wandering on Rails and Speedrunning in Gone Home." Games and Culture 15, no. 6 (March 7, 2019): 632–52. http://dx.doi.org/10.1177/1555412019826746.
Full textBurgess, Jacqueline, and Christian M. Jones. "“Is It Too Much to Ask That We’re Allowed to Win the Game?”: Character Attachment and Agency in the Mass Effect 3 Ending Controversy." Bulletin of Science, Technology & Society 37, no. 3 (October 2017): 146–58. http://dx.doi.org/10.1177/0270467618819685.
Full textKneer, Julia, Ruud Jacobs, and Christopher J. Ferguson. "You Could Have Just Asked: The Perception of Motivations to Play Violent Video Games." Studies in Media and Communication 6, no. 2 (July 17, 2018): 1. http://dx.doi.org/10.11114/smc.v6i2.3389.
Full textSevin, Rebecca, and Whitney Decamp. "From Playing to Programming: The Effect of Video Game Play on Confidence with Computers and an Interest in Computer Science." Sociological Research Online 21, no. 3 (August 2016): 14–23. http://dx.doi.org/10.5153/sro.4082.
Full textHoffman, Kelly M. "Social and Cognitive Affordances of Two Depression-Themed Games." Games and Culture 14, no. 7-8 (November 21, 2017): 875–95. http://dx.doi.org/10.1177/1555412017742307.
Full textPardina Torner, Helena, Xavier Carbonell, and Marcos Castejón. "A comparative analysis of the processing speed between video game players and non-players." Aloma: Revista de Psicologia, Ciències de l'Educació i de l'Esport 37, no. 1 (May 28, 2019): 13–20. http://dx.doi.org/10.51698/aloma.2019.37.1.13-20.
Full textHafeez, Tehmina, Sanay Muhammad Umar Saeed, Aamir Arsalan, Syed Muhammad Anwar, Muhammad Usman Ashraf, and Khalid Alsubhi. "EEG in game user analysis: A framework for expertise classification during gameplay." PLOS ONE 16, no. 6 (June 18, 2021): e0246913. http://dx.doi.org/10.1371/journal.pone.0246913.
Full textMcLean, Lavinia, and Mark D. Griffiths. "Gamers’ Attitudes towards Victims of Crime." International Journal of Cyber Behavior, Psychology and Learning 3, no. 2 (April 2013): 13–33. http://dx.doi.org/10.4018/ijcbpl.2013040102.
Full textTichon, Jennifer G., and Timothy Mavin. "Experiencing Resilience via Video Games." Social Science Computer Review 35, no. 5 (August 18, 2016): 666–75. http://dx.doi.org/10.1177/0894439316664507.
Full textRautalahti, Heidi. "Non-religious Players Asking Big Questions: Video Game Worlds Affording Affinities of Meaningful Encounters." Journal of Religion and Popular Culture 33, no. 2 (July 1, 2021): 69–88. http://dx.doi.org/10.3138/jrpc.2020-0012.
Full textGreen, C. S., and D. Bavelier. "Action-Video-Game Experience Alters the Spatial Resolution of Vision." Psychological Science 18, no. 1 (January 2007): 88–94. http://dx.doi.org/10.1111/j.1467-9280.2007.01853.x.
Full textPasinski, Amanda C., Erin E. Hannon, and Joel S. Snyder. "How musical are music video game players?" Psychonomic Bulletin & Review 23, no. 5 (January 5, 2016): 1553–58. http://dx.doi.org/10.3758/s13423-015-0998-x.
Full textSchmidt, Tarah N., Grace W. L. Teo, Gabriella M. Hancock, Zack Amicarelle, James L. Szalma, and Peter A. Hancock. "Action Video Game Players and Vigilance Performance." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 57, no. 1 (September 2013): 1450–54. http://dx.doi.org/10.1177/1541931213571324.
Full textClark, K., M. Fleck, and S. Mitroff. "Video game players excel at change detection." Journal of Vision 9, no. 8 (March 21, 2010): 154. http://dx.doi.org/10.1167/9.8.154.
Full textCain, M. S., A. N. Landau, W. Prinzmetal, L. C. Robertson, and A. P. Shimamura. "Attention processes in action video game players." Journal of Vision 9, no. 8 (March 22, 2010): 237. http://dx.doi.org/10.1167/9.8.237.
Full textBerard, Aaron V., Matthew S. Cain, Takeo Watanabe, and Yuka Sasaki. "Frequent Video Game Players Resist Perceptual Interference." PLOS ONE 10, no. 3 (March 25, 2015): e0120011. http://dx.doi.org/10.1371/journal.pone.0120011.
Full textMcDermott, Ashley F., Daphne Bavelier, and C. Shawn Green. "Memory abilities in action video game players." Computers in Human Behavior 34 (May 2014): 69–78. http://dx.doi.org/10.1016/j.chb.2014.01.018.
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