Academic literature on the topic 'Video game stimulus'
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Journal articles on the topic "Video game stimulus"
Budiman, Arief. "KEBERADAAN KEBUTUHAN EXISTENCE, RELATEDNESS, GROWTH, DALAM VIDEO GAME HARVEST MOON BACK TO NATURE." Jurnal Bahasa Rupa 2, no. 2 (2019): 126–35. http://dx.doi.org/10.31598/bahasarupa.v2i2.353.
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 textBudiman, Arief. "KEBERADAAN KEBUTUHAN EXISTENCE, RELATEDNESS, GROWTH, DALAM VIDEO GAME HARVEST MOON BACK TO NATURE." Brikolase : Jurnal Kajian Teori, Praktik dan Wacana Seni Budaya Rupa 11, no. 1 (2019): 15–25. http://dx.doi.org/10.33153/brikolase.v11i1.2678.
Full textCutting, Joe, Paul Cairns, and Gustav Kuhn. "Nothing else matters: Video games create sustained attentional selection away from task-irrelevant features." Attention, Perception, & Psychophysics 82, no. 8 (2020): 3907–19. http://dx.doi.org/10.3758/s13414-020-02122-y.
Full textStroud, Leah C., William E. Amonette, and Terry L. Dupler. "Metabolic responses of upper-body accelerometer-controlled video games in adults." Applied Physiology, Nutrition, and Metabolism 35, no. 5 (2010): 643–49. http://dx.doi.org/10.1139/h10-058.
Full textChernikova, Angelina, and Murilo Branco. "Product placement in computer/video games: an analysis of the impact on customers purchasing decision." Innovative Marketing 15, no. 3 (2019): 60–70. http://dx.doi.org/10.21511/im.15(3).2019.05.
Full textPetilli, Marco Alessandro, Luca Rinaldi, Daniela Carmen Trisolini, Luisa Girelli, Luca Piero Vecchio, and Roberta Daini. "How difficult is it for adolescents to maintain attention? The differential effects of video games and sports." Quarterly Journal of Experimental Psychology 73, no. 6 (2020): 968–82. http://dx.doi.org/10.1177/1747021820908499.
Full textHeilmann, Florian, and Kerstin Witte. "Perception and Action under Different Stimulus Presentations: A Review of Eye-Tracking Studies with an Extended View on Possibilities of Virtual Reality." Applied Sciences 11, no. 12 (2021): 5546. http://dx.doi.org/10.3390/app11125546.
Full textStaude-Müller, Frithjof, Thomas Bliesener, and Stefanie Luthman. "Hostile and Hardened? An Experimental Study on (De-)Sensitization to Violence and Suffering Through Playing Video Games." Swiss Journal of Psychology 67, no. 1 (2008): 41–50. http://dx.doi.org/10.1024/1421-0185.67.1.41.
Full textSun, Yile, and Robert Sekuler. "Decision-Making and Multisensory Combination Under Time Stress." Perception 50, no. 7 (2021): 627–45. http://dx.doi.org/10.1177/03010066211017458.
Full textDissertations / Theses on the topic "Video game stimulus"
Calcagnotto, Leandro Avila. "The Accuracy and Precision of Measurement: Tools for Validating Reaction Time Stimuli." The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1595376009530052.
Full textGoyette, Mathieu. "Évaluation des intérêts sexuels auprès d’agresseurs sexuels d’enfants par la vidéo-oculographie et la présentation de stimuli générés par ordinateur." Thèse, 2012. http://hdl.handle.net/1866/8714.
Full textBook chapters on the topic "Video game stimulus"
Patel, Roma P., Jerry Lin, and S. Khizer Khaderi. "Beyond Gaming." In Gamification. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch062.
Full textLee, Clifford H., and Antero D. Garcia. "“I Want Them to Feel the Fear…”." In Exploring Multimodal Composition and Digital Writing. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-4345-1.ch022.
Full textLee, Clifford H., and Antero D. Garcia. "“I Want Them to Feel the Fear…”." In Gamification. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch111.
Full textHanson, Robin. "Start." In The Age of Em. Oxford University Press, 2016. http://dx.doi.org/10.1093/oso/9780198754626.003.0006.
Full textConference papers on the topic "Video game stimulus"
Garner, Tom. "Identifying habitual statistical features of EEG in response to fear-related stimuli in an audio-only computer video game." In the 8th Audio Mostly Conference. ACM Press, 2013. http://dx.doi.org/10.1145/2544114.2544129.
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