Journal articles on the topic 'Video game problem'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the top 50 journal articles for your research on the topic 'Video game problem.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.
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 textTejeiro Salguero, Ricardo A., and Rosa M. Bersabé Morán. "Measuring problem video game playing in adolescents." Addiction 97, no. 12 (December 2002): 1601–6. http://dx.doi.org/10.1046/j.1360-0443.2002.00218.x.
Full textVargas-Santiago, Mariano, Raúl Monroy, José Emmanuel Ramirez-Marquez, Chi Zhang, Diana A. Leon-Velasco, and Huaxing Zhu. "Complementing Solutions to Optimization Problems via Crowdsourcing on Video Game Plays." Applied Sciences 10, no. 23 (November 26, 2020): 8410. http://dx.doi.org/10.3390/app10238410.
Full textWatson, William R., and Jun Fang. "PBL as a Framework for Implementing Video Games in the Classroom." International Journal of Game-Based Learning 2, no. 1 (January 2012): 77–89. http://dx.doi.org/10.4018/ijgbl.2012010105.
Full textEmihovich, Benjamin, Nelson Roque, and Justin Mason. "Can Video Gameplay Improve Undergraduates' Problem-Solving Skills?" International Journal of Game-Based Learning 10, no. 2 (April 2020): 21–38. http://dx.doi.org/10.4018/ijgbl.2020040102.
Full textPusey, Megan, Kok Wai Wong, and Natasha Anne Rappa. "The Puzzle Challenge Analysis Tool. A Tool for Analysing the Cognitive Challenge Level of Puzzles in Video Games." Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (October 5, 2021): 1–27. http://dx.doi.org/10.1145/3474703.
Full textMaggiorini, Dario, Laura Anna Ripamonti, and Federico Sauro. "Unifying Rigid and Soft Bodies Representation: The Sulfur Physics Engine." International Journal of Computer Games Technology 2014 (2014): 1–12. http://dx.doi.org/10.1155/2014/485019.
Full textStarcevic, Vladan, David Berle, Guy Porter, and Pauline Fenech. "Problem Video Game Use and Dimensions of Psychopathology." International Journal of Mental Health and Addiction 9, no. 3 (July 7, 2010): 248–56. http://dx.doi.org/10.1007/s11469-010-9282-5.
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 textMenendez-Ferreira, R., J. Torregrosa, A. Panizo-Lledot, A. Gonzalez-Pardo, and David Camacho. "Improving Youngsters’ Resilience Through Video Game-Based Interventions." Vietnam Journal of Computer Science 07, no. 03 (April 14, 2020): 263–79. http://dx.doi.org/10.1142/s2196888820500153.
Full textBulitko, V., Y. Björnsson, and R. Lawrence. "Case-Based Subgoaling in Real-Time Heuristic Search for Video Game Pathfinding." Journal of Artificial Intelligence Research 39 (September 29, 2010): 269–300. http://dx.doi.org/10.1613/jair.3076.
Full textInstr. Angham T. Saleh J. "Using Wordscapes Game as a Tool to Develop EFL Learners’ Vocabulary Repertoire." journal of the college of basic education 25, no. 105 (December 1, 2019): 129–47. http://dx.doi.org/10.35950/cbej.v25i105.4793.
Full textPutra Perkasa, Sastradwija, and Dedi Rahman Nur. "Effectiveness of Player Unknown Battleground (PUBG) Video Game in Improving Vocabulary." Borneo Educational Journal (Borju) 2, no. 2 (August 29, 2020): 73–77. http://dx.doi.org/10.24903/bej.v2i2.629.
Full textElliott, Luther, Andrew Golub, Geoffrey Ream, and Eloise Dunlap. "Video Game Genre as a Predictor of Problem Use." Cyberpsychology, Behavior, and Social Networking 15, no. 3 (March 2012): 155–61. http://dx.doi.org/10.1089/cyber.2011.0387.
Full textKrupa, M. "Possible relationships of addictive disorders and attention deficit hyperactivity disorder (ADHD)." European Psychiatry 64, S1 (April 2021): S172. http://dx.doi.org/10.1192/j.eurpsy.2021.457.
Full textZendle, David. "Problem gamblers spend less money when loot boxes are removed from a game: a before and after study of Heroes of the Storm." PeerJ 7 (October 29, 2019): e7700. http://dx.doi.org/10.7717/peerj.7700.
Full textElliott, Luther, Geoffrey Ream, Elizabeth McGinsky, and Eloise Dunlap. "The Contribution of Game Genre and Other Use Patterns to Problem Video Game Play among Adult Video Gamers." International Journal of Mental Health and Addiction 10, no. 6 (August 7, 2012): 948–69. http://dx.doi.org/10.1007/s11469-012-9391-4.
Full textSudirman, Dodick Zulaimi, and Wayan Suparta. "A Preliminary Survey of Game Developer’s Perception on Game Clone." Journal of Games, Game Art, and Gamification 5, no. 1 (October 19, 2021): 27–32. http://dx.doi.org/10.21512/jggag.v5i1.7473.
Full textContreras-Espinosa, Ruth S., and Carlos A. Scolari. "How do teens learn to play video games?" Journal of Information Literacy 13, no. 1 (June 2, 2019): 45. http://dx.doi.org/10.11645/13.1.2358.
Full textGuermazi, F., N. Halouani, K. Yaich, R. Ennaoui, S. Chouayakh, J. Aloulou, and O. Amami. "Video and Internet Gaming Addiction Among Young Adults." European Psychiatry 41, S1 (April 2017): S203—S204. http://dx.doi.org/10.1016/j.eurpsy.2017.01.2158.
Full textWajid, Abdul, Nasir Kamal, Muhammad Sharjeel, Raaez Muhammad Sheikh, Huzaifah Bin Wasim, Muhammad Hashir Ali, Wajahat Hussain, Syed Taha Ali, and Latif Anjum. "A First Look at Private Communications in Video Games using Visual Features." Proceedings on Privacy Enhancing Technologies 2021, no. 3 (April 27, 2021): 433–52. http://dx.doi.org/10.2478/popets-2021-0055.
Full textRudhiati, Fauziah, Dyna Apriany, and Novani Hardianti. "HUBUNGAN DURASI BERMAIN VIDEO GAME DENGAN KETAJAMAN PENGLIHATAN ANAK USIA SEKOLAH." Jurnal Skolastik Keperawatan 1, no. 2 (December 31, 2015): 12–17. http://dx.doi.org/10.35974/jsk.v1i2.83.
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 textNugraha, Yudhi Purwa, Awalya Awalya, and Mulawarman Mulawarman. "Predicting Video Game Addiction: The Effects of Composite Regulatory Focus and Interpersonal Competence Among Indonesian Teenagers During COVID-19 Pandemic." Islamic Guidance and Counseling Journal 4, no. 1 (January 31, 2021): 66–77. http://dx.doi.org/10.25217/igcj.v4i1.1199.
Full textBioulac, Stéphanie, Lisa Arfi, and Manuel P. Bouvard. "Attention deficit/hyperactivity disorder and video games: A comparative study of hyperactive and control children." European Psychiatry 23, no. 2 (March 2008): 134–41. http://dx.doi.org/10.1016/j.eurpsy.2007.11.002.
Full textMaroney, Nick, Benedict J. Williams, Anna Thomas, Jason Skues, and Richard Moulding. "A Stress-Coping Model of Problem Online Video Game Use." International Journal of Mental Health and Addiction 17, no. 4 (April 16, 2018): 845–58. http://dx.doi.org/10.1007/s11469-018-9887-7.
Full textPutra, Bima Pratama Fauzi, Wiwik Widyo Widjajanti, and Annisa Nur Ramadhani. "Pusat Gamer di Surabaya dengan Tema Metafora." Tekstur (Jurnal Arsitektur) 2, no. 1 (April 21, 2021): 71–78. http://dx.doi.org/10.31284/j.tekstur.2021.v2i1.1506.
Full textJiang, Rui, and Min Yong Shi. "New Trend of Serious Game: Video Game for Cognitive Capability Training of the Aged." Applied Mechanics and Materials 556-562 (May 2014): 6492–95. http://dx.doi.org/10.4028/www.scientific.net/amm.556-562.6492.
Full textMee Mee, Rita Wong, Lim Seong Pek, Wong Yee Von, Khatipah Abd Ghani, Tengku Shahrom Tengku Shahdan, Md Rosli Ismail, and Yugeshineey Subba Rao. "A Conceptual Model of Analogue Gamification to Enhance Learners' Motivation and Attitude." International Journal of Language Education 5, no. 2 (June 30, 2021): 40. http://dx.doi.org/10.26858/ijole.v5i2.18229.
Full textKing, Daniel L., Paul H. Delfabbro, and Mark D. Griffiths. "Clinical Interventions for Technology-Based Problems: Excessive Internet and Video Game Use." Journal of Cognitive Psychotherapy 26, no. 1 (2012): 43–56. http://dx.doi.org/10.1891/0889-8391.26.1.43.
Full textReinecke, Leonard. "Games and Recovery." Journal of Media Psychology 21, no. 3 (January 2009): 126–42. http://dx.doi.org/10.1027/1864-1105.21.3.126.
Full textSamborskii, Ivan, Aleksandr Farseev, Andrey Filchenkov, and Tat-Seng Chua. "A Whole New Ball Game: Harvesting Game Data for Player Profiling." Proceedings of the AAAI Conference on Artificial Intelligence 33 (July 17, 2019): 10025–26. http://dx.doi.org/10.1609/aaai.v33i01.330110025.
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 (November 15, 2019): 493–503. http://dx.doi.org/10.1108/lht-03-2019-0068.
Full textLaritskaia, Maria Germanovna. "The aesthetics of visual style, fulfillment of creative need for games, and use of games for educational purposes on the example of Minecraft." Культура и искусство, no. 5 (May 2021): 1–11. http://dx.doi.org/10.7256/2454-0625.2021.5.35591.
Full textMustač, Kuzma, Krešimir Bačić, Lea Skorin-Kapov, and Mirko Sužnjević. "Predicting Player Churn of a Free-to-Play Mobile Video Game Using Supervised Machine Learning." Applied Sciences 12, no. 6 (March 9, 2022): 2795. http://dx.doi.org/10.3390/app12062795.
Full textSudirman, Dodick Zulaimi, Yaya Heryadi, Harco Leslie Hendric Spits Warnars, Benfano Soewito, Ford Lumban Gaol, and Edi Abdurachman. "Comparison of Xbox One and Steam Joystick-based Operating System User Interface using KLM- GOMS." Journal of Games, Game Art, and Gamification 5, no. 2 (October 19, 2021): 58–64. http://dx.doi.org/10.21512/jggag.v5i2.7480.
Full textTejeiro, R. A., J. P. Espada, M. T. Gonzálvez, and P. Christiansen. "Psychometric properties of the Problem Video Game Playing scale in adults." European Review of Applied Psychology 66, no. 1 (January 2016): 9–13. http://dx.doi.org/10.1016/j.erap.2015.11.004.
Full textKiryshina, Irina. "Advertising in Video Games: Legal Qualifications." Legal Linguistics, no. 22(33) (December 27, 2021): 41–47. http://dx.doi.org/10.14258/leglin(2021)2208.
Full textBair, Sherry L. "Brotherly Love." Mathematics Teaching in the Middle School 21, no. 5 (December 2015): 262–64. http://dx.doi.org/10.5951/mathteacmiddscho.21.5.0262.
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 (June 15, 2015): 116–36. http://dx.doi.org/10.1108/itse-10-2014-0033.
Full textChen, Mason. "STEAMS Methodology of Playing Strategic Empire Video Game." International Journal of Applied Physics and Mathematics 10, no. 4 (2020): 153–59. http://dx.doi.org/10.17706/ijapm.2020.10.4.153-159.
Full text