Journal articles on the topic 'Video Game Use'
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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 textRuberg, Bonnie, and Amanda L. L. Cullen. "Feeling for an Audience." Digital Culture & Society 5, no. 2 (December 1, 2019): 85–102. http://dx.doi.org/10.14361/dcs-2019-0206.
Full textNogueira, Mariana, Hugo Faria, Ana Vitorino, Filipe Glória Silva, and Ana Serrão Neto. "Addictive Video Game Use: An Emerging Pediatric Problem?" Acta Médica Portuguesa 32, no. 3 (March 29, 2019): 183. http://dx.doi.org/10.20344/amp.10985.
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 textClarke, Rachel Ivy, Jin Ha Lee, and Neils Clark. "Why Video Game Genres Fail." Games and Culture 12, no. 5 (July 6, 2015): 445–65. http://dx.doi.org/10.1177/1555412015591900.
Full textStatham, Nataska. "Use of Photogrammetry in Video Games: A Historical Overview." Games and Culture 15, no. 3 (July 3, 2018): 289–307. http://dx.doi.org/10.1177/1555412018786415.
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 textIvory, Adrienne Holz, James D. Ivory, and Madison Lanier. "Video Game Use as Risk Exposure, Protective Incapacitation, or Inconsequential Activity Among University Students." Journal of Media Psychology 29, no. 1 (January 2017): 42–53. http://dx.doi.org/10.1027/1864-1105/a000210.
Full textGarcía-Gil, María Ángeles, Fernando Fajardo-Bullón, Irina Rasskin-Gutman, and Inmaculada Sánchez-Casado. "Problematic Video Game Use and Mental Health among Spanish Adolescents." International Journal of Environmental Research and Public Health 20, no. 1 (December 26, 2022): 349. http://dx.doi.org/10.3390/ijerph20010349.
Full textSújar, Aarón, Marina Martín-Moratinos, María Rodrigo-Yanguas, Marcos Bella-Fernández, Carlos González-Tardón, David Delgado-Gómez, and Hilario Blasco-Fontecilla. "Developing Serious Video Games to Treat Attention Deficit Hyperactivity Disorder: Tutorial Guide." JMIR Serious Games 10, no. 3 (August 1, 2022): e33884. http://dx.doi.org/10.2196/33884.
Full textSUZUKI, Kanae, Makiko SADO, Yukiko HORIUCHI, Mari HASEGAWA, and Akira SAKAMOTO. "Does Video Game Use Promote Aggression?" Journal of Digital Games Research 3, no. 1 (2009): 27–38. http://dx.doi.org/10.9762/digraj.3.1_27.
Full textAntequera-Barroso, Juan Antonio, Francisco-Ignacio Revuelta-Domínguez, and Jorge Guerra Antequera. "Similarities in Procedures Used to Solve Mathematical Problems and Video Games." Education Sciences 12, no. 3 (March 1, 2022): 172. http://dx.doi.org/10.3390/educsci12030172.
Full textWatson, William R., and Jun Fang. "PBL as a Framework for Implementing Video Games in the Classroom." International Journal of Game-Based Learning 2, no. 1 (January 2012): 77–89. http://dx.doi.org/10.4018/ijgbl.2012010105.
Full textChądzyńska, Dominika, and Dariusz Gotlib. "Maps in video games – range of applications." Polish Cartographical Review 47, no. 3 (September 1, 2015): 137–45. http://dx.doi.org/10.1515/pcr-2015-0011.
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 textLópez-Arcos, J. R., N. Padilla-Zea, P. Paderewski, and F. L. Gutiérrez. "Designing Stories for Educational Video Games." International Journal of Web-Based Learning and Teaching Technologies 12, no. 4 (October 2017): 1–13. http://dx.doi.org/10.4018/ijwltt.2017100101.
Full textSafadi, Firas, Raphael Fonteneau, and Damien Ernst. "Artificial Intelligence in Video Games: Towards a Unified Framework." International Journal of Computer Games Technology 2015 (2015): 1–30. http://dx.doi.org/10.1155/2015/271296.
Full textKrupa, M. "Possible relationships of addictive disorders and attention deficit hyperactivity disorder (ADHD)." European Psychiatry 64, S1 (April 2021): S172. http://dx.doi.org/10.1192/j.eurpsy.2021.457.
Full textChoi, Youngkeun. "Corporate Psychopathy and Internet Video Game Addiction in the Workplace." International Journal of Gaming and Computer-Mediated Simulations 12, no. 3 (July 2020): 18–36. http://dx.doi.org/10.4018/ijgcms.2020070102.
Full textCollins, Emily, and Jonathan Freeman. "Video Game Use and Cognitive Performance: Does It Vary with the Presence of Problematic Video Game Use?" Cyberpsychology, Behavior, and Social Networking 17, no. 3 (March 2014): 153–59. http://dx.doi.org/10.1089/cyber.2012.0629.
Full textFoster, Dakota D. "Protecting Video Game Gameplay Creators: A Two-Pronged Copyright Approach." Texas A&M Law Review 9, no. 3 (October 2022): 711–41. http://dx.doi.org/10.37419/lr.v9.i3.5.
Full textZurita Ortega, Félix, Ramón Chacón Cuberos, Manuel Castro Sánchez, Asunción Martínez Martínez, Tamara Espejo Garcés, Emily Knox, and Jose Joaquín Muros Molina. "Problematic consumption of substances and video game use in spanish university students depending on sex and place of residence." Health and Addictions/Salud y Drogas 18, no. 1 (January 31, 2018): 89–96. http://dx.doi.org/10.21134/haaj.v18i1.350.
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 textCler, Gabriel J., Talia Mittelman, Maia N. Braden, Geralyn Harvey Woodnorth, and Cara E. Stepp. "Video Game Rehabilitation of Velopharyngeal Dysfunction: A Case Series." Journal of Speech, Language, and Hearing Research 60, no. 6S (June 22, 2017): 1800–1809. http://dx.doi.org/10.1044/2017_jslhr-s-16-0231.
Full textOceja, Jorge, and Natalia González-Fernández. "Estudiantes universitarios y videojuegos: Cultura del medio percibida, uso y preferencias en función del género." education policy analysis archives 28 (April 20, 2020): 66. http://dx.doi.org/10.14507/epaa.28.4181.
Full textPrayogi, Arditya. "Analisa Penggunaan Video Game sebagai Media Dakwah." Hikmah 15, no. 2 (December 30, 2021): 180. http://dx.doi.org/10.24952/hik.v15i2.4127.
Full textGentile, Douglas. "Pathological Video-Game Use Among Youth Ages 8 to 18." Psychological Science 20, no. 5 (May 2009): 594–602. http://dx.doi.org/10.1111/j.1467-9280.2009.02340.x.
Full textJayemanne, Darshana. "Chronotypology: A Comparative Method for Analyzing Game Time." Games and Culture 15, no. 7 (May 13, 2019): 809–24. http://dx.doi.org/10.1177/1555412019845593.
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.
Full textGruev, Emil. "Art Methods for Capturing an Environment in Video Games." Visual Studies 6, no. 1 (June 29, 2022): 80–83. http://dx.doi.org/10.54664/ojvk6124.
Full textKhiyali, Zahra, Armin Fereidouni, Saeedeh Jafarzadeh, Azizollah Dehghan, and Esmaeil Teymoori. "Association Between Playing Video Games, General Health and Academic Performance of Fasa Mid-Schools Boy Students." Caspian Journal of Health Research 7, no. 3 (July 1, 2022): 119–26. http://dx.doi.org/10.32598/cjhr.7.3.1.
Full textCallens, Hanna. "Kidfluencer marketing in the video game industry." Interactive Entertainment Law Review 3, no. 1 (September 1, 2020): 44–54. http://dx.doi.org/10.4337/ielr.2020.01.04.
Full textKlimova, Margarita A. "Nicknames in Video Gaming: Functional Use and Variation." Вопросы ономастики 17, no. 3 (2020): 293–315. http://dx.doi.org/10.15826/vopr_onom.2020.17.3.045.
Full textOrtiz, Luz, Héctor Tillerias, Christian Chimbo, and Veronica Toaza. "Impact on the video game industry during the COVID-19 pandemic." Athenea 1, no. 1 (September 25, 2020): 5–13. http://dx.doi.org/10.47460/athenea.v1i1.1.
Full textRuiz-Manrique, Gonzalo, Kazuhiro Tajima-Pozo, and Francisco Montañes-Rada. "Case Report: "ADHD Trainer": the mobile application that enhances cognitive skills in ADHD patients." F1000Research 3 (November 18, 2014): 283. http://dx.doi.org/10.12688/f1000research.5689.1.
Full textRuiz-Manrique, Gonzalo, Kazuhiro Tajima-Pozo, and Francisco Montañes-Rada. "Case Report: "ADHD Trainer": the mobile application that enhances cognitive skills in ADHD patients." F1000Research 3 (May 7, 2015): 283. http://dx.doi.org/10.12688/f1000research.5689.2.
Full textRuiz-Manrique, Gonzalo, Kazuhiro Tajima-Pozo, and Francisco Montañes-Rada. "Case Report: "ADHD Trainer": the mobile application that enhances cognitive skills in ADHD patients." F1000Research 3 (June 23, 2015): 283. http://dx.doi.org/10.12688/f1000research.5689.3.
Full textRuiz-Manrique, Gonzalo, Kazuhiro Tajima-Pozo, and Francisco Montañes-Rada. "Case Report: "ADHD Trainer": the mobile application that enhances cognitive skills in ADHD patients." F1000Research 3 (September 10, 2015): 283. http://dx.doi.org/10.12688/f1000research.5689.4.
Full textRuiz-Manrique, Gonzalo, Kazuhiro Tajima-Pozo, and Francisco Montañes-Rada. "Case Report: "ADHD Trainer": the mobile application that enhances cognitive skills in ADHD patients." F1000Research 3 (October 26, 2015): 283. http://dx.doi.org/10.12688/f1000research.5689.5.
Full textBean, Anthony. "Therapeutic Use of Video Games in the Treatment of Posttraumatic Stress Disorder (PTSD): A Case Study of an Immersed 10-Year-Old Boy." Journal of Psychology and Psychotherapy Research 9 (December 22, 2022): 158–69. http://dx.doi.org/10.12974/2313-1047.2022.09.9.
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.
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