Books on the topic 'Video game research'
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Integrating video game research and practice in library and information science. Hershey, PA: Information Science Reference (an imprint of IGI Global), 2015.
Find full textEmbrick, David G. Social exclusion, power and video game play: New research in digital media and technology /. Lanham, Md: Lexington Books, 2012.
Find full textEmbrick, David G. Social exclusion, power and video game play: New research in digital media and technology /. Lanham, Md: Lexington Books, 2012.
Find full textBehavioral mathematics for game AI. Boston, MA: Charles River Media, Course Technology, Cengage Learning, 2009.
Find full textBibliography: Research on video and computer games : a selection (1970- ). Göteborg, Sweden: UNESCO International Clearinghouse on Children and Violence on the Screen at Nordicom, 2000.
Find full textSanger, Jack. Screen-based entertainment technology and the young learner: A research study. (London): British Library Research and Innovation Centre, 1997.
Find full textSwoboda, Wolfgang H. Bildschirmspiele und Automatenspielstätten im Freizeitalltag junger Erwachsener: Analysen zum Forschungsstand mit einer qualitativen Explorationsstudie über Freizeit-, Spiel- und Mediengebrauch. Köln: Böhlau, 1990.
Find full textMartell, Caroline. Advances in Game Design and Development Research. Nova Science Publishers, Incorporated, 2014.
Find full textZammitto, Veronica. Games User Research as part of the development process in the game industry. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0002.
Full textViolent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy. Oxford University Press, USA, 2006.
Find full textLukacs, Andras. Social Exclusion, Power, and Video Game Play: New Research in Digital Media and Technology. Lexington Books/Fortress Academic, 2013.
Find full textDrachen, Anders, Pejman Mirza-Babaei, and Lennart E. Nacke. Introduction to Games User Research. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0001.
Full textGame localization : translating for the global digital entertainment industry. John Benjamins Publishing Company, 2013.
Find full textSiyahhan, Sinem, and Elisabeth Gee. Families at Play. The MIT Press, 2018. http://dx.doi.org/10.7551/mitpress/9780262037464.001.0001.
Full textWilliams, Dimitri, and Adam S. Kahn. Games, Online and off. Edited by William H. Dutton. Oxford University Press, 2013. http://dx.doi.org/10.1093/oxfordhb/9780199589074.013.0010.
Full textERIC Clearinghouse on Elementary and Early Childhood Education., ed. Video games: Research, ratings, recommendations. Champaign, IL: ERIC Clearinghouse on Elementary and Early Childhood Education, University of Illinois, 1998.
Find full textChamberlin, Barbara, and Ann Maloney. Active Video Games: Impacts and Research. Oxford University Press, 2012. http://dx.doi.org/10.1093/oxfordhb/9780195398809.013.0018.
Full textChalfoun, Pierre, and Jonathan Dankoff. Developing actionable biometric insights for production teams. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0017.
Full textBulut, Ergin. A Precarious Game. Cornell University Press, 2020. http://dx.doi.org/10.7591/cornell/9781501746529.001.0001.
Full text1954-, Soria Agustin, and Maldonado Julián, eds. Computer games: Learning objectives, cognitive performance, and effects on development. Hauppauge, N.Y: Nova Science Publisher's, 2009.
Find full textOrero, Pilar, Carmen Mangiron, and Minako O'Hagan. Fun for All: Translation and Accessibility Practices in Video Games. Lang AG International Academic Publishers, Peter, 2014.
Find full textOrero, Pilar, Carmen Mangiron, and Minako O'Hagan. Fun for All: Translation and Accessibility Practices in Video Games. Lang AG International Academic Publishers, Peter, 2014.
Find full textOrero, Pilar, Carmen Mangiron, and Minako O'Hagan. Fun for All: Translation and Accessibility Practices in Video Games. Lang AG International Academic Publishers, Peter, 2014.
Find full textOrero, Pilar, Carmen Mangiron, and Minako O'Hagan. Fun for All: Translation and Accessibility Practices in Video Games. Lang AG International Academic Publishers, Peter, 2014.
Find full textElkins, Evan. Locked Out. NYU Press, 2019. http://dx.doi.org/10.18574/nyu/9781479830572.001.0001.
Full textCoyne, Sarah M., Laura M. Padilla-Walker, and Emily Howard. Media Uses in Emerging Adulthood. Edited by Jeffrey Jensen Arnett. Oxford University Press, 2014. http://dx.doi.org/10.1093/oxfordhb/9780199795574.013.003.
Full textInformation Dynamics In Virtual Worlds Gaming And Beyond. Woodhead Publishing Ltd, 2011.
Find full textManzo, V. J. Max/MSP/Jitter for Music. Oxford University Press, 2011. http://dx.doi.org/10.1093/oso/9780199777679.001.0001.
Full textCollins, Karen. Implications of Interactivity. Edited by John Richardson, Claudia Gorbman, and Carol Vernallis. Oxford University Press, 2013. http://dx.doi.org/10.1093/oxfordhb/9780199733866.013.0011.
Full textVorderer, Peter, and Christoph Klimmt, eds. The Oxford Handbook of Entertainment Theory. Oxford University Press, 2021. http://dx.doi.org/10.1093/oxfordhb/9780190072216.001.0001.
Full textRafter, Nicole, and Michelle Brown, eds. The Oxford Encyclopedia of Crime, Media, and Popular Culture. Oxford University Press, 2018. http://dx.doi.org/10.1093/acref/9780190494674.001.0001.
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