Journal articles on the topic 'Video game research'
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Sari, Dinar Ayu Mirunggan, Murtono Murtono, and Irfai Fathurohman. "Pengembangan Media Video Animasi 3D Dalam Permainan Tradisional Petak Benteng Untuk Keterampilan Motorik." Risenologi 6, no. 1 (April 30, 2021): 8–12. http://dx.doi.org/10.47028/j.risenologi.2021.61.147.
Full textIvory, James D. "Video Games as a Multifaceted Medium: A Review of Quantitative Social Science Research on Video Games and a Typology of Video Game Research Approaches." Review of Communication Research 1 (2013): 31–68. http://dx.doi.org/10.12840/issn.2255-4165_2013_01.01_002.
Full textGampell, Anthony Viennaminovich, JC Gaillard, and Meg Parsons. "On the use of participatory methodologies for video game research: Exploring disaster risk reduction in video games." Methodological Innovations 12, no. 3 (September 2019): 205979911988427. http://dx.doi.org/10.1177/2059799119884277.
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 textNyitray, Kristen J. "The Alert Collector: Game On to Game After: Sources for Video Game History." Reference & User Services Quarterly 59, no. 1 (December 11, 2019): 7. http://dx.doi.org/10.5860/rusq.59.1.7219.
Full textANGELIA, JUANDA MARIA, ANNISA AYU MULIA, and DETANTI ASMANINGAYU PRAMESTI. "Copyright Protection of Video Game for Game Developer in Indonesia." Notaire 2, no. 2 (August 8, 2019): 213. http://dx.doi.org/10.20473/ntr.v2i2.13097.
Full textKristanto, 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 textAsghar, Madiha, and Maryam Noor. "Relationship Between Temperament and Video Game Addiction among Youth." Peshawar Journal of Psychology and Behavioral Sciences (PJPBS) 2, no. 2 (January 5, 2017): 285–98. http://dx.doi.org/10.32879/pjpbs.2016.2.2.285-298.
Full textHamlen, 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 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 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 textYan, Zhenggang, Yue Yu, and Mohammad Shabaz. "Optimization Research on Deep Learning and Temporal Segmentation Algorithm of Video Shot in Basketball Games." Computational Intelligence and Neuroscience 2021 (September 6, 2021): 1–10. http://dx.doi.org/10.1155/2021/4674140.
Full textWibowo, Tony. "Music Effect Studies in The Experience of Playing Video Games with Qualitative and Quantitative Approaches." JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING 3, no. 1 (July 25, 2019): 48. http://dx.doi.org/10.31289/jite.v3i1.2598.
Full textDonchin, Emanuel. "Video games as research tools: The Space Fortress game." Behavior Research Methods, Instruments, & Computers 27, no. 2 (June 1995): 217–23. http://dx.doi.org/10.3758/bf03204735.
Full textŚwiechowski, Maciej, HyunSoo Park, Jacek Mańdziuk, and Kyung-Joong Kim. "Recent Advances in General Game Playing." Scientific World Journal 2015 (2015): 1–22. http://dx.doi.org/10.1155/2015/986262.
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 textCharrieras, Damien, and Nevena Ivanova. "Emergence in video game production: Video game engines as technical individuals." Social Science Information 55, no. 3 (July 9, 2016): 337–56. http://dx.doi.org/10.1177/0539018416642056.
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 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 textZheng, Changliang, Zhiqian Zhang, Zhaoxin Liu, Hepeng Zang, Hongli Huang, and Jie Ren. "Research on Video Game Scene Annotation in Basketball Video." International Journal of Multimedia and Ubiquitous Engineering 12, no. 1 (January 31, 2017): 281–90. http://dx.doi.org/10.14257/ijmue.2017.12.1.24.
Full textWood, Kelli, and David S. Carter. "Art and technology: archiving video games for humanities research in university libraries." Art Libraries Journal 43, no. 4 (October 2018): 185–95. http://dx.doi.org/10.1017/alj.2018.29.
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 textFernandez-Luque, L., T. Tøllefsen, and E. Brox. "Healthy Gaming – Video Game Design to promote Health." Applied Clinical Informatics 02, no. 02 (2011): 128–42. http://dx.doi.org/10.4338/aci-2010-10-r-0060.
Full textSalamoon, Daniel Kurniawan, and Cindy Muljosumarto. "Analisis Visual Warna pada Game Post Apocalyptic (Studi Game The Last Of Us, Metro Exodus, dan Horizon Zero Dawn)." ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia 6, no. 1 (March 20, 2020): 18–31. http://dx.doi.org/10.33633/andharupa.v6i1.3232.
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 textSevin, Rebecca, and Whitney DeCamp. "Video Game Genres and Advancing Quantitative Video Game Research with the Genre Diversity Score." Computer Games Journal 9, no. 4 (October 24, 2020): 401–20. http://dx.doi.org/10.1007/s40869-020-00115-3.
Full textFish, PhD, Matthew T. "Video games: How and why recreational therapists should implement them." American Journal of Recreation Therapy 16, no. 4 (March 5, 2018): 31. http://dx.doi.org/10.5055/ajrt.2017.0145.
Full textPrena, Kelsey, and John L. Sherry. "Parental perspectives on video game genre preferences and motivations of children with Down syndrome." Journal of Enabling Technologies 12, no. 1 (March 19, 2018): 1–9. http://dx.doi.org/10.1108/jet-08-2017-0034.
Full textKrause, Karlie A., Chelsie Smyth, and Kate L. Jansen. "Exploring the Effects of Violent Video Games on Healthcare Trainees." Simulation & Gaming 51, no. 5 (June 16, 2020): 653–65. http://dx.doi.org/10.1177/1046878120932298.
Full textSanchez, Diana R., and Markus Langer. "Video Game Pursuit (VGPu) Scale Development: Designing and Validating a Scale With Implications for Game-Based Learning and Assessment." Simulation & Gaming 51, no. 1 (November 3, 2019): 55–86. http://dx.doi.org/10.1177/1046878119882710.
Full textAnagnostou, Kostas, and Anastasia Pappa. "Video Game Genre Affordances for Physics Education." International Journal of Game-Based Learning 1, no. 1 (January 2011): 59–74. http://dx.doi.org/10.4018/ijgbl.2011010105.
Full textLawson, Larry L., and Catherine L. Lawson. "Video Game-Based Methodology for Business Research." Simulation & Gaming 41, no. 3 (July 14, 2009): 360–73. http://dx.doi.org/10.1177/1046878109334038.
Full textEvans, Michael A., Anderson Norton, Mido Chang, Kirby Deater-Deckard, and Osman Balci. "Youth and Video Games." Zeitschrift für Psychologie 221, no. 2 (January 2013): 98–106. http://dx.doi.org/10.1027/2151-2604/a000135.
Full textLee, Jin Ha, Rachel Ivy Clarke, and Stephanie Rossi. "A qualitative investigation of users’ discovery, access, and organization of video games as information objects." Journal of Information Science 42, no. 6 (July 11, 2016): 833–50. http://dx.doi.org/10.1177/0165551515618594.
Full textBudiman, Arief. "KEBERADAAN KEBUTUHAN EXISTENCE, RELATEDNESS, GROWTH, DALAM VIDEO GAME HARVEST MOON BACK TO NATURE." Jurnal Bahasa Rupa 2, no. 2 (April 21, 2019): 126–35. http://dx.doi.org/10.31598/bahasarupa.v2i2.353.
Full textWahyuono, Jusuf Ariz, and Ardian Indro Yuwono. "RECEPTION ANALYSIS OF PORNOGRAPHY IN VIDEO GAME PLAYER." INJECT (Interdisciplinary Journal of Communication) 4, no. 2 (December 1, 2019): 137–52. http://dx.doi.org/10.18326/inject.v4i2.137-152.
Full textForoughi, Cyrus K., Mike Ambinder, Adam Armijo, James Kozachuk, and Hyun Woo. "Human Factors and Video Game Research: A Discussion Panel." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, no. 1 (September 2018): 2047–50. http://dx.doi.org/10.1177/1541931218621462.
Full textDubois, Louis-Etienne, and Chris Gibbs. "Video game–induced tourism: a new frontier for destination marketers." Tourism Review 73, no. 2 (May 14, 2018): 186–98. http://dx.doi.org/10.1108/tr-07-2017-0115.
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 textBreves, Priska. "Reducing Outgroup Bias through Intergroup Contact with Non-Playable Video Game Characters in VR." PRESENCE: Virtual and Augmented Reality 27, no. 3 (July 2020): 257–73. http://dx.doi.org/10.1162/pres_a_00330.
Full textMurphy, Shane. "Video Games, Competition and Exercise: A New Opportunity for Sport Psychologists?" Sport Psychologist 23, no. 4 (December 2009): 487–503. http://dx.doi.org/10.1123/tsp.23.4.487.
Full textStufft, Carolyn J. "Engaging Students in Literacy Practices Through Video Game Book Groups." Literacy Research: Theory, Method, and Practice 67, no. 1 (July 17, 2018): 195–210. http://dx.doi.org/10.1177/2381336918787191.
Full textKefalis, Chrysovalantis, Eirini Zoi Kontostavlou, and Athanasios Drigas. "The Effects of Video Games in Memory and Attention." International Journal of Engineering Pedagogy (iJEP) 10, no. 1 (January 27, 2020): 51. http://dx.doi.org/10.3991/ijep.v10i1.11290.
Full textBayeck, Rebecca Y. "The Meaning of Video Gameplay." Journal of Underrepresented & Minority Progress 4, no. 1 (March 16, 2020): 109–26. http://dx.doi.org/10.32674/jump.v4i1.2025.
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 textHokroh, Mohammed, and Gill Green. "Online Video Games Adoption: Toward an Online Game Adoption Model." International Journal of Research in Business and Social Science (2147-4478) 8, no. 4 (July 3, 2019): 163–71. http://dx.doi.org/10.20525/ijrbs.v8i4.268.
Full textNguyen, Phuong, and Luong Nguyen. "A study on game consumer behavior." Management Science Letters 11, no. 9 (2021): 2323–30. http://dx.doi.org/10.5267/j.msl.2021.6.002.
Full textCarpita, Barbara, Dario Muti, Benedetta Nardi, Francesca Benedetti, Andrea Cappelli, Ivan Mirko Cremone, Claudia Carmassi, and Liliana Dell’Osso. "Biochemical Correlates of Video Game Use: From Physiology to Pathology. A Narrative Review." Life 11, no. 8 (July 30, 2021): 775. http://dx.doi.org/10.3390/life11080775.
Full textConway, Steven Craig. "Starting at “Start”: An Exploration of the Nondiegetic in Soccer Video Games." Sociology of Sport Journal 26, no. 1 (March 2009): 67–88. http://dx.doi.org/10.1123/ssj.26.1.67.
Full textDickmeis, Anne, and Keith Roe. "Genres matter: Video games as predictors of physical aggression among adolescents." Communications 44, no. 1 (March 14, 2019): 105–29. http://dx.doi.org/10.1515/commun-2018-2011.
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