Academic literature on the topic 'Video-game reviews'
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Journal articles on the topic "Video-game reviews"
Kirschner, David, and J. Patrick Williams. "Measuring Video Game Engagement Through Gameplay Reviews." Simulation & Gaming 45, no. 4-5 (August 2014): 593–610. http://dx.doi.org/10.1177/1046878114554185.
Full textSzita, Kata, Paul Taberham, and Grant Tavinor. "Book Reviews." Projections 14, no. 2 (June 1, 2020): 102–23. http://dx.doi.org/10.3167/proj.2020.140210.
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 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 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 textFerguson, Christopher J. "Violent Video Games, Mass Shootings, and the Supreme Court." New Criminal Law Review 17, no. 4 (2014): 553–86. http://dx.doi.org/10.1525/nclr.2014.17.4.553.
Full textIvory, James D. "Still a Man's Game: Gender Representation in Online Reviews of Video Games." Mass Communication and Society 9, no. 1 (February 2006): 103–14. http://dx.doi.org/10.1207/s15327825mcs0901_6.
Full textMancini, Huni. "Mā te rongo ka mohio: Māori Pā Wars and Kaupapa Māori Methodology at the Interface of Video Games." Back Story Journal of New Zealand Art, Media & Design History, no. 5 (December 1, 2018): 71–85. http://dx.doi.org/10.24135/backstory.vi5.38.
Full textGriffiths, Mark. "Relationship between Gambling and Video-Game Playing: A Response to Johansson and Gotestam." Psychological Reports 96, no. 3 (June 2005): 644–46. http://dx.doi.org/10.2466/pr0.96.3.644-646.
Full textMcDaniel, Rudy, and Joseph R. Fanfarelli. "Rhythm and Cues." International Journal of Sociotechnology and Knowledge Development 7, no. 3 (July 2015): 20–37. http://dx.doi.org/10.4018/ijskd.2015070102.
Full textDissertations / Theses on the topic "Video-game reviews"
Gifford, Ben. "Reviewing the critics: Examining popular video game reviews through a comparative content analysis." Cleveland State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=csu1377089044.
Full textDegardh, Anton, and Poian Shafiee. "Spelindustrins Paradox : En eventstudie om lansering av tv-spels påverkan på aktiekursen." Thesis, Södertörns högskola, Institutionen för samhällsvetenskaper, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-24102.
Full textDewar, Gregory. "Advertising Bias in Video Game Magazines." Thesis, University of Oregon, 2018. http://hdl.handle.net/1794/23163.
Full textHagvall, Martin. "RULES AND BEYOND: THE RESURGENCE OF PROCEDURAL RHETORIC : A Literature Review in Game Studies." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11615.
Full textHiguchi, Marcelo Makoto. "Digital games platforms: a literature review, an empirical assessment of quality and exclusivity in video-game market and a study on project management." Universidade de São Paulo, 2018. http://www.teses.usp.br/teses/disponiveis/3/3136/tde-23052018-114837/.
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Drews, Laura Beth Connolly-Ahern Colleen. "Video game heuristics and online fan reviews a comparative analysis of popular video games /." 2009. http://etda.libraries.psu.edu/theses/approved/WorldWideIndex/ETD-4304/index.html.
Full textChaves, Francisco Miguel Duarte Pinheiro Ramos. "Video game success and consumer acceptance: a sentiment classification of gamer reviews." Master's thesis, 2019. http://hdl.handle.net/10362/93010.
Full textGaming is a multi‐billion industry made of the same principles that guide information systems. The reception of a video game is influenced by the online community. Still video games have yet to hit their real peak as far as design and technology come to and the reasons that lead to its success remain unclear. The goal of this study is to uncover the causes that lead to the success of a video game through the DeLone and McLean success model following a text mining approach using online gamer reviews. Whereas earlier researches focus on surveys, this study uses a text mining approach to analyze reviewers’ opinions combined with structural equation modelling (SEM) without the need of conducting surveys and follows an information systems (IS) success model to understand the success reasons of video games. Therefore, this study contributes by adopting a new methodology, revealing a path of research that can be expanded to the validation of any theoretical model for which there is online reviews available. The results reveal the greater effect of information, system qualities over service quality regarding use. We found that information, system qualities and user satisfaction play positively influential roles in video game success. Additionally, our study also contributes to a wider understanding of the determinants of video game adoption. Especially that user satisfaction has a greater impact as a success factor of a video game than usage.
Caballero, Luis Alberto Mendieta. "“The impact of online ratings on video game sales”." Master's thesis, 2015. http://hdl.handle.net/10362/15686.
Full textCheng, Li-Chien, and 鄭立騫. "Explore Online Review Content Effect on Review Valence through Text Mining Approach: A Case of Video Game." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/t52e7h.
Full textCHIANG-TA-CHENG and 江大成. "The study mainly investigated the table tennis strategy of Taiwanese high school table tennis players by three stage skill analysis. The study analysed players who are from the quarter final in the 2014 National High School Athletic Games(all about Fu Cheng Senior High School players). Games were recorded by video and record those players’ gripping mode from preliminaries to the final game. The gripped mode, three stage skill, and strategy were recorded by 3 A-level coaches. By this way, we can analse high school students’ skill in actual situation. Moreover, we can review the advantage and disadvantage for future training, and enhance their level of skill.The scoring rates of Three-Part Skill are as follow:No.1234 player 48.9%、39.1%、12%, No.1235 player 40.6%、28.1%、31.3%,and No.1240 player 33.1%、35%、32%. The usage rates of Three-Part Skill are as follow:No.1234 player 42.6%、43.3%、14.1%, No.1235 player 38.4%、33.2%、28.2%,and No.1240 player 28.2%、35.1%、36.6%.The overall average of usage rate showed that Three-Part Skill is used more in the section of attack after serve part and attack on return serve part. Conclusion: The research shows that players of Kaohsiung Municipal Fu Cheng Senior High School mainly use quick attack combining top spin and top spin combining quick attack. If they could participate more national events,and train themselves to strengthen their advantages and improve shortcomings. Someday, they can greatly enhance their personal achievement." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/94996991702015980304.
Full text國立臺東大學
體育教學碩士在職專班
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The study mainly investigated the table tennis strategy of Taiwanese high school table tennis players by three stage skill analysis. The study analysed players who are from the quarter final in the 2014 National High School Athletic Games(all about Fu Cheng Senior High School players). Games were recorded by video and record those players’ gripping mode from preliminaries to the final game. The gripped mode, three stage skill, and strategy were recorded by 3 A-level coaches. By this way, we can analse high school students’ skill in actual situation. Moreover, we can review the advantage and disadvantage for future training, and enhance their level of skill. The scoring rates of Three-Part Skill are as follow:No.1234 player 48.9%、39.1%、12%, No.1235 player 40.6%、28.1%、31.3%,and No.1240 player 33.1%、35%、32%. The usage rates of Three-Part Skill are as follow:No.1234 player 42.6%、43.3%、14.1%, No.1235 player 38.4%、33.2%、28.2%,and No.1240 player 28.2%、35.1%、36.6%.The overall average of usage rate showed that Three-Part Skill is used more in the section of attack after serve part and attack on return serve part. Conclusion: The research shows that players of Kaohsiung Municipal Fu Cheng Senior High School mainly use quick attack combining top spin and top spin combining quick attack. If they could participate more national events,and train themselves to strengthen their advantages and improve shortcomings. Someday, they can greatly enhance their personal achievement.
Books on the topic "Video-game reviews"
Celebrity teen talk: Exclusive celebrity interviews, video game tips, and reviews. Post Falls, Idaho: DMS, 1991.
Find full textGame On! From Pong to Oblivion: The 50 Greatest Video Games of All Time. London, UK: Headline Book Publishing, 2006.
Find full textWalker, Mark H., Mike Emberson, and Video Game Nation. The Video Game Almanac: 450+ Reviews of Computer and Video Games. Mars Publishing, Inc., 2001.
Find full textNintendo 64 Anthology (The Box Art Collection Pack). Spain: Geeks-Line Publishing, 2016.
Find full textBook chapters on the topic "Video-game reviews"
Glashüttner, Robert. "Narrative Approaches in Contemporary Video Game Reviews." In Edition Medienwissenschaft, 211–28. Bielefeld, Germany: transcript Verlag, 2021. http://dx.doi.org/10.14361/9783839453452-011.
Full textAkyaman, Serefraz, and Ekrem Cem Alppay. "A Critical Review of Video Game Controller Designs." In Springer Series in Design and Innovation, 311–23. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-65060-5_25.
Full textBrandse, Michael, and Kiyoshi Tomimatsu. "Empirical Review of Challenge Design in Video Game Design." In Communications in Computer and Information Science, 398–406. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39473-7_80.
Full textGerber, Andreas, Markus Ulrich, and Patrick Wäger. "Review of Haptic and Computerized (Simulation) Games on Climate Change." In Simulation Gaming Through Times and Disciplines, 275–89. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-72132-9_24.
Full textJaccheri, Letizia. "The Little Doormaid: An Initial Literature Review Toward a Video Game About Mentoring, Social Innovation and Technology." In Entertainment Computing – ICEC 2017, 392–95. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-66715-7_47.
Full textGardner, Michael K., and David L. Strayer. "What Cognitive Psychology Can Tell Us About Educational Computer Games." In Advances in Game-Based Learning, 1–18. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-0513-6.ch001.
Full textGardner, Michael K., and David L. Strayer. "What Cognitive Psychology Can Tell Us About Educational Computer Games." In Research Anthology on Rehabilitation Practices and Therapy, 399–416. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-3432-8.ch021.
Full textAgu, Emmanuel, Bengisu Tulu, Amorn Chokchaisiripakdee, Nuttaworn Sujumnong, and Latthapol Khachonkitkosol. "Making Exergames Appealing." In Advances in Medical Technologies and Clinical Practice, 293–311. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-9522-1.ch014.
Full textKoenig, Alan D., and Robert K. Atkinson. "Using Narrative and Game-Schema Acquisition Techniques to Support Learning from Educational Games." In Cognitive Effects of Multimedia Learning, 312–25. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-158-2.ch016.
Full textYi, Sherry. "Beyond Button Smashing." In Educational Technology and Resources for Synchronous Learning in Higher Education, 188–210. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7567-2.ch010.
Full textConference papers on the topic "Video-game reviews"
Eberhard, Lukas, Patrick Kasper, Philipp Koncar, and Christian Gutl. "Investigating Helpfulness of Video Game Reviews on the Steam Platform." In 2018 Fifth International Conference on Social Networks Analysis, Management and Security (SNAMS). IEEE, 2018. http://dx.doi.org/10.1109/snams.2018.8554542.
Full textKasper, Patrick, Philipp Koncar, Tiago Santos, and Christian Gutl. "On the Role of Score, Genre and Text in Helpfulness of Video Game Reviews on Metacritic." In 2019 Sixth International Conference on Social Networks Analysis, Management and Security (SNAMS). IEEE, 2019. http://dx.doi.org/10.1109/snams.2019.8931866.
Full textWibawa, Setya Chendra, Yuni Sri Rahayu, Tri Wrahatnolo, Vindy, Harco Leslie Hendric Spits Warnars, and Kiyota Hashimoto. "Literature Review of Religion Video Game." In 2019 International Congress on Applied Information Technology (AIT). IEEE, 2019. http://dx.doi.org/10.1109/ait49014.2019.9144964.
Full textPaavilainen, Janne. "Critical review on video game evaluation heuristics." In the International Academic Conference. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1920778.1920787.
Full textPanagiotopoulos, George, and George Giannakopoulos. "A Study on Video Game Review Summarization." In MultiLing 2019: Summarization Across Languages, Genres and Sources. Incoma Ltd., Shoumen, Bulgaria, 2019. http://dx.doi.org/10.26615/978-954-452-058-8_006.
Full textMartins, Ana, Simone Maneira, and Lia Oliveira. "VIDEO GAME CREATION BY STUDENTS: A PROPOSAL FOR A SYSTEMATIC REVIEW OF THE LITERATURE." In International Technology, Education and Development Conference. IATED, 2016. http://dx.doi.org/10.21125/iceri.2016.1187.
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