Academic literature on the topic 'Video Game Use'
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Journal articles on the topic "Video Game Use"
Engelhardt, Christopher R., Micah O. Mazurek, and Joseph Hilgard. "Pathological game use in adults with and without Autism Spectrum Disorder." PeerJ 5 (June 26, 2017): e3393. http://dx.doi.org/10.7717/peerj.3393.
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 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 textHartmann, Tilo, Younbo Jung, and Peter Vorderer. "What Determines Video Game Use?" Journal of Media Psychology 24, no. 1 (January 2012): 19–30. http://dx.doi.org/10.1027/1864-1105/a000059.
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 textPorter, Guy, Vladan Starcevic, David Berle, and Pauline Fenech. "Recognizing Problem Video Game Use." Australian & New Zealand Journal of Psychiatry 44, no. 2 (February 2010): 120–28. http://dx.doi.org/10.3109/00048670903279812.
Full textTopor, David R., Lance P. Swenson, Gina M. Liguori, Anthony Spirito, Elizabeth A. Lowenhaupt, and Jeffrey I. Hunt. "Problematic Video Game Use Scale." Journal of Clinical Psychiatry 72, no. 12 (December 15, 2011): 1611–15. http://dx.doi.org/10.4088/jcp.11m07040.
Full textMaraza-Quispe, Benjamin, Luis Angel Mamani-Nina, and Ebelyn María Mamani-Sucasaca. "Towards the development of prosocial behavior in students through the use of video games." World Journal on Educational Technology: Current Issues 15, no. 1 (January 21, 2023): 10–27. http://dx.doi.org/10.18844/wjet.v15i1.6893.
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 textWibowo, Tony, and Aloysius Edward Marselino Dolok Saribu. "Video game and Catholic faith: Qualitative study on ‘That Dragon, Cancer’ among acolyte in Batam City." Serat Rupa Journal of Design 7, no. 1 (January 31, 2023): 61–72. http://dx.doi.org/10.28932/srjd.v7i1.5797.
Full textDissertations / Theses on the topic "Video Game Use"
Sanger, Mark A. "Use of video games to increase sport knowledge and game-play performance." [Ames, Iowa : Iowa State University], 2009. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1473254.
Full textBohman, Niclas, and Kimberly Stinson. "The Effects of Peripheral Use on Video Game Play." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-26262.
Full textI syfte att utvärdera prestandan av de tre kringutrustningarna handkontroll till Xbox 360, ett vanligttangentbord samt Rock Bands gitarrkontroll Fender Stratocaster deltog fjorton frivilliga personer i ettexperiment samt svarade på en enkät. Deltagarna spelade en prototyp gjord i spelmotorn Unity somsamlade in deras precisionspoäng som senare kunde analyseras i programmet R med metoden ANOVA.Dock hittades ingen signifikant mätbar skillnad mellan de olika kringutrustningarnas prestanda.Precisionspoängen analyserades även med hjälp av Pearsons produkt-moment korrelation där vi kundekonstatera att variationen i precisionspoängen var direkt kopplade till deltagarens specifika testrunda iexperimentet. Med hänsyn till detta tillsammans med resultaten från våra observationer samt feedbackfrån deltagarna fann vi att det fanns fler faktorer än inmatningsenheten som påverkade spelbarheten ochprecisionen: deltagarnas val vid hanteringen av kringutrustningen, de olika kontrollschemana samtinlärningseffekten som uppstod vid upprepat spelande av prototypens testbana och användandet avkringutrustningen.
Molinos, Martin. "The relationship between video game use, Internet use, addiction, and subjective well-being." Thesis, California State University, Long Beach, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10150586.
Full textThis quantitative study investigates the relationship between video game usage, video game addiction, compulsive Internet use, and subjective well-being. The key variables were measured using three different scales: The Game Addiction Scale; the Compulsive Internet Use Scale; and the Flourishing scale. 121 participants over the age of 18 partook in the study. The empirical results demonstrate a statistically significant, negative correlation between addictive video game usage and well-being. Video game addiction and compulsive Internet use were both found to be negatively correlated with subjective well-being.
Scantlin, Ronda Mae. "Interactive media : an analysis of children's computer and video game use /." Digital version accessible at:, 1999. http://wwwlib.umi.com/cr/utexas/main.
Full textBinti, Mansor Nor Shuhada. "Association among demographics, lifestyle and cognition: Implication for video game use." Thesis, The University of Sydney, 2019. https://hdl.handle.net/2123/21497.
Full textBlazer, Erin C., Keleigh B. Engle, Shelby L. McKinley, Thalia P. Sullivan, and Meredith K. Ginley. "An Investigation Into the Relation Between Problems From Video Gaming and Frequency of Cannabis Use." Digital Commons @ East Tennessee State University, 2021. https://dc.etsu.edu/etsu-works/8891.
Full textHolmgren, Hailey Elizabeth. "For the Love of a Game: The Effects of Pathological Video Game Use on Romantic Relationship Satisfaction." BYU ScholarsArchive, 2017. https://scholarsarchive.byu.edu/etd/6900.
Full textSuarez, Juan M. "Emotional Intelligence and its Link to Aggressive Cognition and Aggressive Affect Generated by Violent Video Game Use of Male Undergraduates." Xavier University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=xavier1452010918.
Full textAnderton, Dane. "Firm ecologies : life science and video game industries in Liverpool." Thesis, University of Liverpool, 2014. http://livrepository.liverpool.ac.uk/2009228/.
Full textLjungvall, Anton. "Video Game Narratives in Swedish EFL Teaching : A Study of How the Use of Video Game Narratives Could Potentially Aid or Hinder Swedish EFL Teaching." Thesis, Jönköping University, Högskolan för lärande och kommunikation, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-52297.
Full textBooks on the topic "Video Game Use"
Egan, Jill. How video game designers use math. New York, NY: Chelsea Clubhouse, 2010.
Find full textSuter, Beat, René Bauer, and Mela Kocher, eds. Narrative Mechanics. Bielefeld, Germany: transcript Verlag, 2021. http://dx.doi.org/10.14361/9783839453452.
Full textCarol, Savill-Smith, and Great Britain. Learning and Skills Development Agency., eds. The Use of computer and video games for learning: A review of the literature. London: LSDA, 2004.
Find full textBeginning 3D game development with Unity: The world's most widely used multi-platform game engine. New York, NY: Apress, 2011.
Find full textThe great American video game: Presidential politics in the television age. New York: Morrow, 1987.
Find full textFrance), Grand Palais (Paris, ed. Game story: Une histoire du jeu vidéo : Paris, Grand Palais, galerie sud-est, 10 novembre 2011-9 janvier 2012. Paris: Rmn-Grandpalais, 2011.
Find full textDes pixels à Hollywood: Cinéma et jeu vidéo, une histoire économique et culturelle. [Châtillon]: Pix'n love, 2010.
Find full textBlackman, Sue. Beginning 3D game development with Unity: The world's most widely used multi-platform game engine. New York, NY: Apress, 2011.
Find full textBook chapters on the topic "Video Game Use"
Eisen, Sierra, and Angeline S. Lillard. "The Digital Dilemma: Why Limit Young Children’s Use of Interactive Media?" In Video Game Influences on Aggression, Cognition, and Attention, 71–82. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95495-0_6.
Full textNova, Nicolas, Pierre Dillenbourg, Thomas Wehrle, Jeremy Goslin, and Yvan Bourquin. "The Impacts of Awareness Tools on Mutual Modelling in a Collaborative Video-Game." In Groupware: Design, Implementation, and Use, 99–108. Berlin, Heidelberg: Springer Berlin Heidelberg, 2003. http://dx.doi.org/10.1007/978-3-540-39850-9_9.
Full textDrummond, Aaron, James D. Sauer, and Shaun S. Garea. "The Infamous Relationship Between Violent Video Game Use and Aggression: Uncharted Moderators and Small Effects Make It a Far Cry from Certain." In Video Game Influences on Aggression, Cognition, and Attention, 23–40. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95495-0_3.
Full textJunko, Yang, Chia-Hsiang Hsu, and Tsong-Zen Liu. "Video Games as a Media for Tourism Experience." In Information and Communication Technologies in Tourism 2022, 67–71. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-94751-4_6.
Full textSánchez, José Luis González, Francisco L. Gutiérrez, Marcelino Cabrera, and Natalia Padilla Zea. "Design of Adaptative Video Game Interfaces: A Practical Case of Use in Special Education." In Computer-Aided Design of User Interfaces VI, 71–76. London: Springer London, 2009. http://dx.doi.org/10.1007/978-1-84882-206-1_7.
Full textAhlstén, Minna, Johanna Heinonen, and Maria Murto. "Gamification and Innovation Acceptance Among Finnish DMOs - Case King’s Road." In Information and Communication Technologies in Tourism 2023, 275–87. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-25752-0_30.
Full textBonenfant, Maude, Patrick Deslauriers, and Issam Heddad. "Methodological and Epistemological Reflections on the Use of Game Analytics toward Understanding the Social Relationships of a Video Game Community." In Data Analytics Applications in Gaming and Entertainment, 183–204. Boca Raton : Taylor & Francis, a CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F Informa, plc, 2019. | Series: Data analytics applications: Auerbach Publications, 2019. http://dx.doi.org/10.1201/9780429286490-9.
Full textHuang, Heqing, You Zhou, Xiaolin Qi, Fangbing Qu, and Xiaocen Liu. "The Factorial Structure and Underlying Contributors of Parents’ Behavioral Involvement in Children’s Video Game Use." In Lecture Notes in Computer Science, 196–209. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-77277-2_16.
Full textSandoval-Bringas, J. Andrés, Mónica A. Carreño-León, Teresita Álvarez-Robles, Israel Durán-Encinas, Alejandro Leyva-Carrillo, and Italia Estrada-Cota. "Use of a Video Game with Tangible Interfaces to Work Emotions in Children with Autism." In HCI International 2021 - Late Breaking Papers: Cognition, Inclusion, Learning, and Culture, 295–305. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-90328-2_18.
Full textTran, Ben. "Clinical Use of Video Games." In Encyclopedia of Information Science and Technology, Fourth Edition, 3260–72. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-2255-3.ch284.
Full textConference papers on the topic "Video Game Use"
Kerac, Jelena, Neda Milić Keresteš, and Sandra Dedijer. "An overview of the user experience in online video game players with colour vision deficiency." In 11th International Symposium on Graphic Engineering and Design. University of Novi Sad, Faculty of technical sciences, Department of graphic engineering and design, 2022. http://dx.doi.org/10.24867/grid-2022-p30.
Full textSmith, J. David, and T. C. Nicholas Graham. "Use of eye movements for video game control." In the 2006 ACM SIGCHI international conference. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1178823.1178847.
Full textPantoja, Maria. "Designing a New Video Game App as an aid for Introduction to Programming classes that use C Programming Language." In Third International Conference on Higher Education Advances. Valencia: Universitat Politècnica València, 2017. http://dx.doi.org/10.4995/head17.2017.4606.
Full textAlonso, Eloi, Maxim Peter, David Goumard, and Joshua Romoff. "Deep Reinforcement Learning for Navigation in AAA Video Games." In Thirtieth International Joint Conference on Artificial Intelligence {IJCAI-21}. California: International Joint Conferences on Artificial Intelligence Organization, 2021. http://dx.doi.org/10.24963/ijcai.2021/294.
Full textTavares, Amanda C. R., Rosilane Ribeiro da Mota, and Walter Melo. "Self-reflection in Games - The Representation of the Individuation Process in Celeste and Persona 2: Innocent Sin." In Anais Estendidos do Simpósio Brasileiro de Games e Entretenimento Digital. Sociedade Brasileira de Computação, 2021. http://dx.doi.org/10.5753/sbgames_estendido.2021.19640.
Full textPuerta-Cortés, Diana Ximena, Jennifer Karina Hernández, Ana María Olaya, José Tovar, and Daniel Varela. "Training the working memory in older adults with the “Reta tu Memoria” video game." In INNODOCT 2019. Valencia: Universitat Politècnica de València, 2019. http://dx.doi.org/10.4995/inn2019.2019.10219.
Full textCobos, Miguel, and Patricia Salvador. "From literary narrative to video game narrative." In 8th International Conference on Human Interaction and Emerging Technologies. AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002763.
Full textHiemstra, Djoerd, and Anne Carine Zagt. "Developing Communication Competencies Through E-Learning: The Motivating Potential of Adaptive Video Role Play." In Third International Conference on Higher Education Advances. Valencia: Universitat Politècnica València, 2017. http://dx.doi.org/10.4995/head17.2017.5264.
Full textConverse, Hayes, Teressa Ferraro, Daniel Jean, Laura Jones, Vikas Mendhiratta, Emily Naviasky, Mang Par, et al. "An EMG biofeedback device for video game use in forearm physiotherapy." In 2013 IEEE Sensors. IEEE, 2013. http://dx.doi.org/10.1109/icsens.2013.6688474.
Full textGuzdial, Matthew, Boyang Li, and Mark O. Riedl. "Game Engine Learning from Video." In Twenty-Sixth International Joint Conference on Artificial Intelligence. California: International Joint Conferences on Artificial Intelligence Organization, 2017. http://dx.doi.org/10.24963/ijcai.2017/518.
Full textReports on the topic "Video Game Use"
Williams, Thomas. Cell Biology Board Game: Cell Survival (School Version). University of Dundee, 2022. http://dx.doi.org/10.20933/100001270.
Full textTavakoli, Arash, Vahid Balali, and Arsalan Heydarian. How do Environmental Factors Affect Drivers’ Gaze and Head Movements? Mineta Transportation Institute, August 2021. http://dx.doi.org/10.31979/mti.2021.2044.
Full textDeJaeghere, Joan, Vu Dao, Bich-Hang Duong, and Phuong Luong. Inequalities in Learning in Vietnam: Teachers’ Beliefs About and Classroom Practices for Ethnic Minorities. Research on Improving Systems of Education (RISE), February 2021. http://dx.doi.org/10.35489/bsg-rise-wp_2021/061.
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