Academic literature on the topic 'Video game problem'
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Journal articles on the topic "Video game problem"
Hamlen, Karla R. "General Problem-Solving Styles and Problem-Solving Approaches in Video Games." Journal of Educational Computing Research 56, no. 4 (September 12, 2017): 467–84. http://dx.doi.org/10.1177/0735633117729221.
Full textAntequera-Barroso, Juan Antonio, Francisco-Ignacio Revuelta-Domínguez, and Jorge Guerra Antequera. "Similarities in Procedures Used to Solve Mathematical Problems and Video Games." Education Sciences 12, no. 3 (March 1, 2022): 172. http://dx.doi.org/10.3390/educsci12030172.
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 textPorter, Guy, Vladan Starcevic, David Berle, and Pauline Fenech. "Recognizing Problem Video Game Use." Australian & New Zealand Journal of Psychiatry 44, no. 2 (February 2010): 120–28. http://dx.doi.org/10.3109/00048670903279812.
Full textNogueira, Mariana, Hugo Faria, Ana Vitorino, Filipe Glória Silva, and Ana Serrão Neto. "Addictive Video Game Use: An Emerging Pediatric Problem?" Acta Médica Portuguesa 32, no. 3 (March 29, 2019): 183. http://dx.doi.org/10.20344/amp.10985.
Full textBaimuratov, O. A. "DEVELOPMENT AND OPTIMAZATION OF VIDEO GAME MECHANICS IN UNITY 3D." Bulletin of the Korkyt Ata Kyzylorda University 59, no. 4 (2021): 204–10. http://dx.doi.org/10.52081/bkaku.2021.v59.i4.113.
Full textKirk, Sam, and Andrew Manley. "The Active Video Game Paradox." International Journal of Serious Games 7, no. 1 (February 14, 2020): 3–21. http://dx.doi.org/10.17083/ijsg.v7i1.341.
Full textIrawan, Vania. "Analisis Yuridis Terhadap Pelanggaran Hak Cipta Permainan Video (Video Games) Berupa Pembajakan Secara Online." JIPRO : Journal of Intellectual Property 3, no. 2 (October 21, 2021): 35–52. http://dx.doi.org/10.20885/jipro.vol3.iss2.art3.
Full textEPSHTEIN, OLGA V. "PROBLEMS OF TRANSLATION ADAPTATION OF ENGLISH-LANGUAGE GAMING AAA PROJECTS." Cherepovets State University Bulletin 3, no. 102 (2021): 143–53. http://dx.doi.org/10.23859/1994-0637-2021-3-102-11.
Full textHamlen, Karla R. "Understanding Children’s Choices and Cognition in Video Game Play." Zeitschrift für Psychologie 221, no. 2 (January 2013): 107–14. http://dx.doi.org/10.1027/2151-2604/a000136.
Full textDissertations / Theses on the topic "Video game problem"
Hsu, Carolyn P. "Interactions between physical and virtual space : the influence of game environments on graphic design problem solving /." Online version of thesis, 2007. http://hdl.handle.net/1850/4843.
Full textAnne-Marie, Hébert. "Collaborative problem-solving, collaboration formats and creativity: a field study of video game design by professionals." Phd thesis, Ecole nationale supérieure des telecommunications - ENST, 2012. http://tel.archives-ouvertes.fr/tel-00770994.
Full textWhynott, Elizabeth M. "Video Game Play: The Effects of Exploratory Representational Play and Constructive Play on Divergent Thinking and Problem-Solving." Miami University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=miami1524133931554959.
Full textRoberts-Woychesin, Jami. "Understanding 3-D Spaces Through Game-based Learning: a Case Study of Knowledge Acquisition Through Problem-based Learning in Minecraft." Thesis, University of North Texas, 2015. https://digital.library.unt.edu/ark:/67531/metadc804920/.
Full textDobry, Stella Christine. "The Moderating Effect of Attachment Behaviors on the Association Between Video Game Use, Time Together as a Problem, and Relationship Quality." BYU ScholarsArchive, 2015. https://scholarsarchive.byu.edu/etd/5931.
Full textKuechenmeister, Bobby James. "Answering the Call of Duty: Composition Pedagogy Problems, Multimodal Solutions, and Gaming Literacies." Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1308242965.
Full textBlazer, Erin C., Keleigh B. Engle, Shelby L. McKinley, Thalia P. Sullivan, and Meredith K. Ginley. "An Investigation Into the Relation Between Problems From Video Gaming and Frequency of Cannabis Use." Digital Commons @ East Tennessee State University, 2021. https://dc.etsu.edu/etsu-works/8891.
Full textCox, Raymond Taylor. "Mathematical Modeling of Minecraft – Using Mathematics to Model the Gameplay of Video Games." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1431009469.
Full textChen, X. (Xinru). "The relationship between video games, problem-solving skills, and academic performance from IT students’ perspective." Master's thesis, University of Oulu, 2019. http://jultika.oulu.fi/Record/nbnfioulu-201904051435.
Full textLipinski, Michael. "Feasibility of the nintendo Ds for teaching problem-based learning in kindergarten through twelfth grade students." Diss., Columbia, Mo. : University of Missouri-Columbia, 2008. http://hdl.handle.net/10355/5760.
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 13, 2009) Includes bibliographical references.
Books on the topic "Video game problem"
Lipson, Ashley S. Computer and video game law: Cases, statutes, forms, problems & materials. Durham, N.C: Carolina Academic Press, 2009.
Find full textD, Brain Robert, ed. Computer and video game law: Cases, statutes, forms, problems & materials. Durham, N.C: Carolina Academic Press, 2009.
Find full textDubanov, Aleksandr. Simulation of pursuit and parallel approach methods in pursuit problems. ru: Publishing Center RIOR, 2021. http://dx.doi.org/10.29039/02071-5.
Full texttranslator, Zhang Jiafen, ed. Guan diao ying mu, hai zi da nao chong kai ji: Zhong jie huai pi qi, shui de an wen, kai qi zhuan zhu xue xi nao, 4 zhou "dian zi jin shi" yue zao kai shi yue hao. Taibei Shi: Xiang shi wen hua, 2016.
Find full textPaavilainen, Janne, Hannu Korhonen, Elina Koskinen, and Kati Alha. Heuristic evaluation of playability. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0015.
Full textCote, Amanda C. Gaming Sexism. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479838523.001.0001.
Full textPause and Reset: A Parent's Guide to Preventing and Overcoming Problems with Gaming. Oxford University Press, Incorporated, 2019.
Find full textAlkemeyer, Thomas, Kristina Brümmer, and Thomas Pille. Intercorporeality at the Motor Block. Oxford University Press, 2017. http://dx.doi.org/10.1093/acprof:oso/9780190210465.003.0008.
Full textBook chapters on the topic "Video game problem"
Ruggiero, Dana. "Problem Solving Through Video Game Creation." In Curriculum Models for the 21st Century, 295–311. New York, NY: Springer New York, 2013. http://dx.doi.org/10.1007/978-1-4614-7366-4_15.
Full textZhang, Xue-Min, Zijiao Shen, Xin Luo, Chunhui Su, and Jiaqi Wang. "Learning from Video Game: A Study of Video Game Play on Problem-Solving." In Advanced Data Mining and Applications, 772–79. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-03348-3_82.
Full textHernández-Sabaté, Aura, Lluís Albarracín, Daniel Calvo, and Núria Gorgorió. "EyeMath: Identifying Mathematics Problem Solving Processes in a RTS Video Game." In Lecture Notes in Computer Science, 50–59. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-50182-6_5.
Full textHou, Fukang, Xiaojun Jing, and Hai Huang. "On Using Game Theory to Solve the Scalable Video Multicasting Problem in Mobile Ad-Hoc Networks." In Self-Organizing Networks, 128–36. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-19746-3_16.
Full textSchoenau-Fog, Henrik, Lise Busk Kofoed, Nanna Svarre Kristensen, and Lars Reng. "Developing Production-Oriented, Problem-Based and Project-Work Courses - The Case of Game Development in a Video Conference Setting." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 363–73. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-06134-0_40.
Full textKuralić-Ćišić, Lejla, Meliha Bijedić, Irma Dobrinjic, Nermina Kravić, Aida Duraković, and Dajana Stajić. "Online Counseling “The World Without a Label”." In International Perspectives in Values-Based Mental Health Practice, 359–64. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-47852-0_42.
Full textZhang, Xuemin, Bin Yang, and Yongna Li. "Impact of 3D/VR Action Video Games on Players’ Cognition, Problem Solving and Its Implications in Simulation Training." In Hybrid Learning, 439–52. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-14657-2_40.
Full textEbisawa, Yoshinobu, Kiyotaka Fukumoto, and Hiroki Yamaguchi. "Pupil Detection Using Stereo-Matching Method and a Constant Interpupillary Distance Condition for a Solution of Glasses Reflection Problem in the Video-Based Gaze Detection System." In Communications in Computer and Information Science, 594–98. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39473-7_118.
Full textMiller, Monica. "Video Games and Indirect Learning." In Advances in Game-Based Learning, 69–84. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-7069-2.ch005.
Full textIbrahim, Karim Hesham Shaker. "Video Game-Based L2 Learning." In Assessing the Effectiveness of Virtual Technologies in Foreign and Second Language Instruction, 216–37. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7286-2.ch009.
Full textConference papers on the topic "Video game problem"
Arsović, Branka. "MATEMATIKA KROZ IGRU – MOGUĆNOSTI UPOTREBE IKT." In Metodički aspekti nastave matematike. Faculty of Edaucatin in Jagodina, 2021. http://dx.doi.org/10.46793/manm4.101a.
Full textSu Luo, Songlin Sun, Xiaojun Jing, Yueming Lu, and Na Chen. "On using cooperative game theory to solve the wireless scalable video multicasting problem." In 2013 IEEE Symposium on Computers and Communications (ISCC). IEEE, 2013. http://dx.doi.org/10.1109/iscc.2013.6754966.
Full textLi, Peiyi, Peilin Li, John Morris, and Yu Sun. "A Context-Aware and Immersive Puzzle Game using Machine Learning and Big Data Analysis." In 5th International Conference on Computer Science and Information Technology (COMIT 2021). Academy and Industry Research Collaboration Center (AIRCC), 2021. http://dx.doi.org/10.5121/csit.2021.111717.
Full textPantoja, Maria. "Designing a New Video Game App as an aid for Introduction to Programming classes that use C Programming Language." In Third International Conference on Higher Education Advances. Valencia: Universitat Politècnica València, 2017. http://dx.doi.org/10.4995/head17.2017.4606.
Full textPolitowski, Cristiano, Fabio Petrillo, Gabriel Cavalheiro Ullmann, Josias de Andrade Werly, and Yann-Gaël Guéhéneuc. "Dataset of Video Game Development Problems." In MSR '20: 17th International Conference on Mining Software Repositories. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3379597.3387486.
Full textBoltovskaya, A. V. "CONCEPTUAL METAPHOR «VIDEO GAME ADDICTION IS STORM» IN THE TEXT OF A BOOK ON VIDEO GAME." In ACTUAL PROBLEMS OF LINGUISTICS AND LITERARY STUDIES. Publishing House of Tomsk State University, 2020. http://dx.doi.org/10.17223/978-5-94621-901-3-2020-24.
Full textWan Rozali, Wan Ayuni, Siti Hafizah Ab Hamid, and Mas Idayu Md Sabri. "Video games: Issues and problems." In 2007 ITI 5th International Conference on Information and Communications Technology. Media Convergence: Moving to the Next Generation. IEEE, 2007. http://dx.doi.org/10.1109/itict.2007.4475651.
Full textValero Solis, Susana. "Identification of phenotypes in video games addiction: a person-centered approach." In 22° Congreso de la Sociedad Española de Patología Dual (SEPD) 2020. SEPD, 2020. http://dx.doi.org/10.17579/sepd2020p093.
Full textOcana Pretel, Marcos Aurelio, and Laberiano Andrade-Arenas. "Video game prototype to improve Mental Health problems." In 2021 2nd Sustainable Cities Latin America Conference (SCLA). IEEE, 2021. http://dx.doi.org/10.1109/scla53004.2021.9540151.
Full textLee, Jin Ha, Jacob Jett, and Andrew Perti. "The Problem of "Additional Content" in Video Games." In JCDL '15: 15th ACM/IEEE-CS Joint Conference on Digital Libraries. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2756406.2756949.
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