Journal articles on the topic 'Video-game reviews'
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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 textMcDaniel, Rudy, and Peter Telep. "Game Design Tactics for Teaching Technical Communication in Online Courses." Journal of Technical Writing and Communication 51, no. 1 (December 11, 2020): 70–92. http://dx.doi.org/10.1177/0047281620977163.
Full textFox, C. M., and J. H. Brockmyer. "The Development of the Game Engagement Questionnaire: A Measure of Engagement in Video Game Playing: Response to Reviews." Interacting with Computers 25, no. 4 (March 8, 2013): 290–93. http://dx.doi.org/10.1093/iwc/iwt003.
Full textSherrick, Brett, and Mike Schmierbach. "The Effects of Evaluative Reviews on Market Success in the Video Game Industry." Computer Games Journal 5, no. 3-4 (October 5, 2016): 185–94. http://dx.doi.org/10.1007/s40869-016-0027-y.
Full textDurkin, Kevin, James Boyle, Simon Hunter, and Gina Conti-Ramsden. "Video Games for Children and Adolescents With Special Educational Needs." Zeitschrift für Psychologie 221, no. 2 (January 2013): 79–89. http://dx.doi.org/10.1027/2151-2604/a000138.
Full textPallavicini, Federica, Alessandro Pepe, and Fabrizia Mantovani. "Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review." JMIR Mental Health 8, no. 8 (August 16, 2021): e28150. http://dx.doi.org/10.2196/28150.
Full textFree, David. "News from the Field." College & Research Libraries News 81, no. 8 (September 3, 2020): 370. http://dx.doi.org/10.5860/crln.81.8.370.
Full textBerg Marklund, Björn, Henrik Engström, Marcus Hellkvist, and Per Backlund. "What Empirically Based Research Tells Us About Game Development." Computer Games Journal 8, no. 3-4 (September 24, 2019): 179–98. http://dx.doi.org/10.1007/s40869-019-00085-1.
Full textChoi, Eunhye, Suk-Ho Shin, Jeh-Kwang Ryu, Kyu-In Jung, Yerin Hyun, Jiyea Kim, and Min-Hyeon Park. "Association of Extensive Video Gaming and Cognitive Function Changes in Brain-Imaging Studies of Pro Gamers and Individuals With Gaming Disorder: Systematic Literature Review." JMIR Serious Games 9, no. 3 (July 9, 2021): e25793. http://dx.doi.org/10.2196/25793.
Full textMitchell, Scott, and Sheryl N. Hamilton. "Playing at apocalypse: Reading Plague Inc. in pandemic culture." Convergence: The International Journal of Research into New Media Technologies 24, no. 6 (January 17, 2017): 587–606. http://dx.doi.org/10.1177/1354856516687235.
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 textCox, Joe, and Daniel Kaimann. "How do reviews from professional critics interact with other signals of product quality? Evidence from the video game industry." Journal of Consumer Behaviour 14, no. 6 (November 2015): 366–77. http://dx.doi.org/10.1002/cb.1553.
Full textSprague, Briana N., Sara A. Freed, Christina E. Webb, Christine B. Phillips, Jinshil Hyun, and Lesley A. Ross. "BEHAVIORAL INTERVENTIONS FOR COGNITION AND EVERYDAY FUNCTION: A SYSTEMATIC REVIEW." Innovation in Aging 3, Supplement_1 (November 2019): S652. http://dx.doi.org/10.1093/geroni/igz038.2420.
Full textZafar, Aqsa, and Krishna Kant Agrawal. "Novel optimization using hierarchical Path finding A* (HPA*) algorithm for strategic gaming setup." International Journal of Engineering & Technology 7, no. 2.6 (March 11, 2018): 54. http://dx.doi.org/10.14419/ijet.v7i2.6.10067.
Full textDemers, Marika, Karen Fung, Sandeep K. Subramanian, Martin Lemay, and Maxime T. Robert. "Integration of Motor Learning Principles Into Virtual Reality Interventions for Individuals With Cerebral Palsy: Systematic Review." JMIR Serious Games 9, no. 2 (April 7, 2021): e23822. http://dx.doi.org/10.2196/23822.
Full textNicholls, Graham. "Reviews : The Interview Game (Video) BBC ENTERPRISES For sale in 5 parts, at £85 each, from 80 Wood Lane, London W12 6TT." Probation Journal 34, no. 3 (September 1987): 115. http://dx.doi.org/10.1177/026455058703400320.
Full textMarston, Hannah R., and Rachel Kowert. "What role can videogames play in the COVID-19 pandemic?" Emerald Open Research 2 (June 2, 2020): 34. http://dx.doi.org/10.35241/emeraldopenres.13727.1.
Full textMarston, Hannah R., and Rachel Kowert. "What role can videogames play in the COVID-19 pandemic?" Emerald Open Research 2 (October 5, 2020): 34. http://dx.doi.org/10.35241/emeraldopenres.13727.2.
Full textCabeza-Ramírez, Luis Javier, Fernando J. Fuentes-García, and Guzmán A. Muñoz-Fernandez. "Exploring the Emerging Domain of Research on Video Game Live Streaming in Web of Science: State of the Art, Changes and Trends." International Journal of Environmental Research and Public Health 18, no. 6 (March 12, 2021): 2917. http://dx.doi.org/10.3390/ijerph18062917.
Full textQuick, John M., Robert K. Atkinson, and Lijia Lin. "The Gameplay Enjoyment Model." International Journal of Gaming and Computer-Mediated Simulations 4, no. 4 (October 2012): 64–80. http://dx.doi.org/10.4018/jgcms.2012100105.
Full textWillig, James, Jennifer Croker, Brian Wallace, David Dempsey, Brian Wallace, and David Redden. "2440 Teaching rigor, reproducibility, and transparency using gamification." Journal of Clinical and Translational Science 2, S1 (June 2018): 61. http://dx.doi.org/10.1017/cts.2018.227.
Full textMolodchik, M. A., N. N. Votintseva, S. A. Suvorov, and M. A. Zavertyaeva. "The Development of Industrial Leadership Theory: the Role of Intellectual Resources." Zhurnal Economicheskoj Teorii 17, no. 4 (2020): 891–903. http://dx.doi.org/10.31063/2073-6517/2020.17-4.12.
Full textXiao, Leon Y. "Regulating loot boxes as gambling? Towards a combined legal and self-regulatory consumer protection approach." Interactive Entertainment Law Review 4, no. 1 (August 2021): 27–47. http://dx.doi.org/10.4337/ielr.2021.01.02.
Full textEt.al, Charanjit Kaur Swaran Singh. "A Review of Data Analysis for Gamification: Challenges, Motivations, Recommendations and Methodological Aspects." Turkish Journal of Computer and Mathematics Education (TURCOMAT) 12, no. 3 (April 11, 2021): 928–60. http://dx.doi.org/10.17762/turcomat.v12i3.828.
Full textJin, Lianchao, Fuxiao Tan, and Shengming Jiang. "Generative Adversarial Network Technologies and Applications in Computer Vision." Computational Intelligence and Neuroscience 2020 (August 1, 2020): 1–17. http://dx.doi.org/10.1155/2020/1459107.
Full textJaunay, Louis-Baptiste, Philippe Zerr, Lino Peguin, Léandre Renouard, Anne-Sophie Ivanoff, Hervé Picard, James Griffith, Olivier Chassany, and Martin Duracinsky. "Development and Evaluation of a New Serious Game for Continuing Medical Education of General Practitioners (Hygie): Double-Blinded Randomized Controlled Trial." Journal of Medical Internet Research 21, no. 11 (November 20, 2019): e12669. http://dx.doi.org/10.2196/12669.
Full textRavoniarison, Aina, and Cédric Benito. "Mobile games: players’ experiences with in-app purchases." Journal of Research in Interactive Marketing 13, no. 1 (March 11, 2019): 62–78. http://dx.doi.org/10.1108/jrim-06-2016-0060.
Full textMartelli, Joseph T. "Game Reviews : ADVANTIG: The Advanced Manufacturing Technology Implementation Game, by Patrick Sweet, Richard Duke, John Morris, and Jennifer Skwiertz. 1986. Eight hours, 10-18 players. Free brochure and overview video (must be returned), manual available for $10. Additional game kit required for implementation. Contact Multilogue, 321 Parklake Ave., Ann Arbor, MI 48103." Simulation & Games 20, no. 3 (September 1989): 370–71. http://dx.doi.org/10.1177/104687818902000316.
Full textBrilliant T., Denilson, Rui Nouchi, and Ryuta Kawashima. "Does Video Gaming Have Impacts on the Brain: Evidence from a Systematic Review." Brain Sciences 9, no. 10 (September 25, 2019): 251. http://dx.doi.org/10.3390/brainsci9100251.
Full textCohn, Ellen R., and Jana Cason. "Editors' Note." International Journal of Telerehabilitation 7, no. 2 (November 20, 2015): 1–2. http://dx.doi.org/10.5195/ijt.2015.6188.
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 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 textPhan, Mikki H., Joseph R. Keebler, and Barbara S. Chaparro. "The Development and Validation of the Game User Experience Satisfaction Scale (GUESS)." Human Factors: The Journal of the Human Factors and Ergonomics Society 58, no. 8 (September 27, 2016): 1217–47. http://dx.doi.org/10.1177/0018720816669646.
Full textCorliss, Jonathan. "Introduction: The Social Science Study of Video Games." Games and Culture 6, no. 1 (August 11, 2010): 3–16. http://dx.doi.org/10.1177/1555412010377323.
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 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 textMitrović, Biljana. "Ludology and narratology: Legend about the battle." Kultura, no. 168 (2020): 263–80. http://dx.doi.org/10.5937/kultura2068263m.
Full textIvănescu, Andra. "A Response to Jennifer Smith." Journal of Sound and Music in Games 1, no. 2 (2020): 88. http://dx.doi.org/10.1525/jsmg.2020.1.2.88.
Full textFerrari, Manuela, Sarah V. McIlwaine, Gerald Jordan, Jai L. Shah, Shalini Lal, and Srividya N. Iyer. "Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games." JMIR Mental Health 6, no. 5 (May 8, 2019): e12418. http://dx.doi.org/10.2196/12418.
Full textWulf, Tim, Nicholas D. Bowman, Diana Rieger, John A. Velez, and Johannes Breuer. "Running Head: Video Game Nostalgia and Retro Gaming." Media and Communication 6, no. 2 (June 7, 2018): 60–68. http://dx.doi.org/10.17645/mac.v6i2.1317.
Full textPintado-Izquierdo, Silvia, Roberto Cano-de-la-Cuerda, and Rosa María Ortiz-Gutiérrez. "Video Game-Based Therapy on Balance and Gait of Patients with Stroke: A Systematic Review." Applied Sciences 10, no. 18 (September 15, 2020): 6426. http://dx.doi.org/10.3390/app10186426.
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