Academic literature on the topic 'Video game users'
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Journal articles on the topic "Video game users"
Jaume i Capó, Antoni, Javier Varona Gómez, Gabriel Moyà, and Francisco Perales. "Rehabilitación motivacional basada en la utilización de serious games." Virtual Archaeology Review 4, no. 9 (November 5, 2013): 167. http://dx.doi.org/10.4995/var.2013.4270.
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 textWeinstein, Aviv Malkiel. "Computer and Video Game Addiction—A Comparison between Game Users and Non-Game Users." American Journal of Drug and Alcohol Abuse 36, no. 5 (June 15, 2010): 268–76. http://dx.doi.org/10.3109/00952990.2010.491879.
Full textLee, Jin Ha, Rachel Ivy Clarke, and Stephanie Rossi. "A qualitative investigation of users’ discovery, access, and organization of video games as information objects." Journal of Information Science 42, no. 6 (July 11, 2016): 833–50. http://dx.doi.org/10.1177/0165551515618594.
Full textZulkarnaen, Rifaldi, Sri Hendarsih, and Eko Suryani. "GAMBARAN POLA KOMUNIKASI ORANG TUA DAN PERILAKU ANAK PENGGUNA VIDEO GAME DI SMP N 3 GAMPING SLEMAN." Caring : Jurnal Keperawatan 7, no. 1 (March 31, 2018): 40–52. http://dx.doi.org/10.29238/caring.v7i1.354.
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 textHofman-Kohlmeyer, Magdalena. "Brand-Related User-Generated Content in Simulation Video Games: Qualitative Research Among Polish Players." Central European Management Journal 29, no. 1 (March 15, 2021): 61–87. http://dx.doi.org/10.7206/cemj.2658-0845.41.
Full textCostello, Robert, and Jodie Donovan. "How Game Designers Can Account for Those With Autism Spectrum Disorder (ASD) When Designing Game Experiences." International Journal of End-User Computing and Development 8, no. 2 (July 2019): 29–55. http://dx.doi.org/10.4018/ijeucd.20190701.oa1.
Full textCapasso-Ballesteros, Italo Felipe, and Fernando De la Rosa-Rosero. "Semi-automatic construction of video game design prototypes with MaruGen." Revista Facultad de Ingeniería Universidad de Antioquia, no. 99 (March 27, 2020): 9–20. http://dx.doi.org/10.17533/udea.redin.20200369.
Full textDissertations / Theses on the topic "Video game users"
Stark, Jessica. "A Day in the Life of a Sim: Making Meaning of Video Game Avatars and Behaviors." Antioch University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1497718914530561.
Full textSutterfield, Curtis T. "The relationship between video game user and character." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337637.
Full textDepartment of Telecommunications
Alhidari, Abdullah. "Co-Creating Value in Video Games: The Impact of Gender Identity and Motivations on Video Game Engagement and Purchase Intentions." Thesis, University of North Texas, 2015. https://digital.library.unt.edu/ark:/67531/metadc799485/.
Full textRichoux, Natalie Regina Chambers. "Computer Mediated Communication: Enregisterment of Gamerspeak and Intertextual Borrowings by 4chan Users." Thesis, Virginia Tech, 2016. http://hdl.handle.net/10919/81406.
Full textMaster of Arts
Olsson, Anna. "Evaluating Immersion in Video Games Through Graphical User Interfaces." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13309.
Full textCamarata, Joseph. "Video Game Engagement, Gender, and Age: Examining Similarities and Differences in Motivation Between Those Who May or May Not Play Video Games." Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/etd/3260.
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.
Foster, Lisa B. "Effects of Video Game Streaming on Consumer Attitudes and Behaviors." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/etd/3041.
Full textShand, Matthew. "Beginning, persisting, and ceasing to play : a stage use and gratifications approach to multiplayer video games /." Online version of thesis, 2010. http://hdl.handle.net/1850/11589.
Full textWilliamson, Brian. "RealNav: Exploring Natural User Interfaces for Locomotion in Video Games." Master's thesis, University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4285.
Full textM.S.
School of Electrical Engineering and Computer Science
Engineering and Computer Science
Computer Science MS
Books on the topic "Video game users"
1966-, Novak Jeannie, ed. Game development essentials. Clifton Park, NY: Thomson Delmar Learning, 2007.
Find full textAsh, James. The interface envelope: Gaming, technology, power. New York: Bloomsbury Academic, an imprint of Bloomsbury Publishing, Inc., 2015.
Find full textFradinho, Oliveira Manuel, Hauge Jannicke Baalsrud, Duin Heiko, Thoben Klaus-Dieter, and SpringerLink (Online service), eds. Serious Games Development and Applications: Third International Conference, SGDA 2012, Bremen, Germany, September 26-29, 2012. Proceedings. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012.
Find full textCorbacho, Antonio Benitez, and Mario Rubiales Gomez. Video Digital, 2006 / Digital Video 2006 (Guia Practica Para Usuarios / Users Practical Guide). Anaya Multimedia, 2005.
Find full textMcAlpine, Kenneth B. The Game Boy. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190496098.003.0008.
Full textDrachen, Anders, Pejman Mirza-Babaei, and Lennart E. Nacke. Introduction to Games User Research. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0001.
Full textZammitto, Veronica. Games User Research as part of the development process in the game industry. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0002.
Full textWilliams, Duncan, and Newton Lee. Emotion in Video Game Soundtracking. Springer, 2019.
Find full textKerins, Mark. Multichannel Gaming and the Aesthetics of Interactive Surround. Edited by John Richardson, Claudia Gorbman, and Carol Vernallis. Oxford University Press, 2013. http://dx.doi.org/10.1093/oxfordhb/9780199733866.013.014.
Full textBook chapters on the topic "Video game users"
Jost, Patrick, and Monica Divitini. "From Paper to Online: Digitizing Card Based Co-creation of Games for Privacy Education." In Technology-Enhanced Learning for a Free, Safe, and Sustainable World, 178–92. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-86436-1_14.
Full textMcAllister, Graham, and Gareth R. White. "Video Game Development and User Experience." In Evaluating User Experience in Games, 107–28. London: Springer London, 2009. http://dx.doi.org/10.1007/978-1-84882-963-3_7.
Full textMcAllister, Graham, and Gareth R. White. "Video Game Development and User Experience." In Human–Computer Interaction Series, 11–35. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-15985-0_2.
Full textBrandse, Michael, and Kiyoshi Tomimatsu. "Challenge Design and Categorization in Video Game Design." In Design, User Experience, and Usability. User Experience Design for Diverse Interaction Platforms and Environments, 669–77. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07626-3_63.
Full textSüngü, Ertuğrul. "Gender Representation and Diversity in Contemporary Video Games." In Game User Experience And Player-Centered Design, 379–93. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-37643-7_17.
Full textKulshreshth, Arun K., and Joseph J. LaViola. "3D User Interface Technologies and Games." In Designing Immersive Video Games Using 3DUI Technologies, 1–7. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-77953-9_1.
Full textIrak, Metehan, Can Soylu, Özüm Karya Sakman, and Gözem Turan. "ERP Correlates of Working Memory Load in Excessive Video Game Players." In Game User Experience And Player-Centered Design, 3–20. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-37643-7_1.
Full textMorelli, Tony. "Haptic Relay - Including Haptic Feedback in Online Video Game Streams." In Human-Computer Interaction. Novel User Experiences, 396–405. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-39513-5_37.
Full textChen, Duo, Joseph James, Forrest Sheng Bao, Chen Ling, and Tianzhe Fan. "Relationship Between Video Game Events and Player Emotion Based on EEG." In Human-Computer Interaction. Novel User Experiences, 377–84. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-39513-5_35.
Full textGotsis, Marientina, Vangelis Lympouridis, Phil Requejo, Lisa L. Haubert, Irina C. Poulos, Fotos Frangoudes, David Turpin, and Maryalice Jordan-Marsh. "Skyfarer: Design Case Study of a Mixed Reality Rehabilitation Video Game." In Design, User Experience, and Usability. User Experience Design for Diverse Interaction Platforms and Environments, 699–710. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07626-3_66.
Full textConference papers on the topic "Video game users"
Breugelmans, Jeffrey, and Yingzi Lin. "Biosensor Based Video Game Control for Physically Disabled Gamers." In ASME 2011 Dynamic Systems and Control Conference and Bath/ASME Symposium on Fluid Power and Motion Control. ASMEDC, 2011. http://dx.doi.org/10.1115/dscc2011-6000.
Full textFairhurst, Stuart R., Logan C. McCool, Kristin M. Scheel, Crystal L. Stien, Charlotte M. Brenteson, Andrew H. Hansen, Gary D. Goldish, Gregory O. Voss, and John E. Ferguson. "Development of a Rehabilitation Game for Individuals With Spinal Cord Injury Using a User-Centered Design Process." In 2018 Design of Medical Devices Conference. American Society of Mechanical Engineers, 2018. http://dx.doi.org/10.1115/dmd2018-6932.
Full textBroderick, James, Jim Duggan, and Sam Redfern. "Using Auditory Display Techniques to Enhance Decision Making and Perceive Changing Environmental Data Within a 3D Virtual Game Environment." In The 23rd International Conference on Auditory Display. Arlington, Virginia: The International Community for Auditory Display, 2017. http://dx.doi.org/10.21785/icad2017.012.
Full textYadav, Darshan, Daniel Long, Beshoy Morkos, and Scott Ferguson. "Estimating the Value of Excess: A Case Study of Gaming Computers, Consoles and the Video Game Industry." In ASME 2019 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/detc2019-98428.
Full textOlarewaju, Oluseyi, Athanasios V. Kokkinakis, Simon Demediuk, Justus Roberstson, Isabelle Nölle, Sagarika Patra, Daniel Slawson, et al. "Automatic Generation of Text for Match Recaps using Esport Caster Commentaries." In 6th International Conference on Computer Science, Engineering And Applications (CSEA 2020). AIRCC Publishing Corporation, 2020. http://dx.doi.org/10.5121/csit.2020.101810.
Full textLu, Yan, Joseph T. Chao, and Kevin R. Parker. "HUNT: Scavenger Hunt with Augmented Reality." In InSITE 2015: Informing Science + IT Education Conferences: USA. Informing Science Institute, 2015. http://dx.doi.org/10.28945/2237.
Full textRibeiro, Elison, and Marcos Seruffo. "Proposal of quantitative and qualitative metrics to assess affective user-centered design of video games." In XVII Simpósio Brasileiro de Fatores Humanos em Sistemas Computacionais. Sociedade Brasileira de Computação (SBC), 2018. http://dx.doi.org/10.5753/ihc.2018.4197.
Full textDohan, Murtada, and Mu Mu. "Understanding User Attention In VR Using Gaze Controlled Games." In TVX '19: ACM International Conference on Interactive Experiences for TV and Online Video. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3317697.3325118.
Full textDarin, Ticianne, Rossana Andrade, and Jaime Sánchez. "SLUP: A Standard List of Usability Problems in Multimodal Video Games designed for People Who Are Blind." In XVII Simpósio Brasileiro de Fatores Humanos em Sistemas Computacionais. Sociedade Brasileira de Computação (SBC), 2018. http://dx.doi.org/10.5753/ihc.2018.4231.
Full textWauck, Helen, Ziang Xiao, Po-Tsung Chiu, and Wai-Tat Fu. "Untangling the Relationship Between Spatial Skills, Game Features, and Gender in a Video Game." In IUI'17: 22nd International Conference on Intelligent User Interfaces. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3025171.3025225.
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