Journal articles on the topic 'Video game users'
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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 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 textTrepte, Sabine, and Leonard Reinecke. "Avatar Creation and Video Game Enjoyment." Journal of Media Psychology 22, no. 4 (January 2010): 171–84. http://dx.doi.org/10.1027/1864-1105/a000022.
Full textGenovesi, Matteo. "Choices and Consequences: The Role of Players in The Walking Dead: A Telltale Game Series." Open Cultural Studies 1, no. 1 (December 20, 2017): 350–58. http://dx.doi.org/10.1515/culture-2017-0032.
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 textPuspitasari, Ira, Elzha Odie Syahputra, Indra Kharisma Raharjana, and Ferry Jie. "The Continuance Intention of User’s Engagement in Multiplayer Video Games based on Uses and Gratifications Theory." Journal of Information Systems Engineering and Business Intelligence 4, no. 2 (October 28, 2018): 131. http://dx.doi.org/10.20473/jisebi.4.2.131-138.
Full textWajid, Abdul, Nasir Kamal, Muhammad Sharjeel, Raaez Muhammad Sheikh, Huzaifah Bin Wasim, Muhammad Hashir Ali, Wajahat Hussain, Syed Taha Ali, and Latif Anjum. "A First Look at Private Communications in Video Games using Visual Features." Proceedings on Privacy Enhancing Technologies 2021, no. 3 (April 27, 2021): 433–52. http://dx.doi.org/10.2478/popets-2021-0055.
Full textNeiva, Eduardo, and Carlo Romano. "The Semiotic Immersion of Video Games, Gaming Technology and Interactive Strategies." Public Journal of Semiotics 1, no. 2 (July 1, 2007): 31–49. http://dx.doi.org/10.37693/pjos.2007.1.8819.
Full textAljohaney, Ahmed A. "Effect of Video Game Usage on Academic Performance of Medical Students in King Abdulaziz University." Journal of King Abdulaziz University - Medical Sciences 22, no. 1 (January 1, 2015): 33–38. http://dx.doi.org/10.4197/med.22-1.5.
Full textKarkar, AbdelGhani, Somaya AlMaadeed, Rehab Salem, Mariam AbdelHady, Sara Abou-Aggour, and Hafsa Samea. "KinFit: A Factual Aerobic Sport Game with Stimulation Support." International Journal of Emerging Technologies in Learning (iJET) 13, no. 12 (December 20, 2018): 50. http://dx.doi.org/10.3991/ijet.v13i12.8626.
Full textTie, Anna-Lisa. "Copyright law issues in the context of video game Let's Plays and livestreams." Interactive Entertainment Law Review 3, no. 2 (December 23, 2020): 121–30. http://dx.doi.org/10.4337/ielr.2020.02.04.
Full textTie, Anna-Lisa. "Copyright law issues in the context of video game Let's Plays and livestreams." Interactive Entertainment Law Review 3, no. 2 (December 23, 2020): 121–30. http://dx.doi.org/10.4337/ielr.2020.02.04.
Full textLund, Kate, Mark Lochrie, and Paul Coulton. "Designing Scalable Location Based Games that Encourage Emergent Behaviour." International Journal of Ambient Computing and Intelligence 4, no. 4 (October 2012): 1–20. http://dx.doi.org/10.4018/jaci.2012100101.
Full textAhmad, Ibrahim, Nazreen Abdullasim, and Norhaida Mohd Suaib. "Usability testing on game interface design using video-based behavior analysis." International Journal of Engineering & Technology 7, no. 2.15 (April 6, 2018): 142. http://dx.doi.org/10.14419/ijet.v7i2.15.11372.
Full textDusi, Nicola, Maria Federico, and Marco Furini. "MovieRemix: Having Fun Playing with Videos." International Journal of Computer Games Technology 2011 (2011): 1–13. http://dx.doi.org/10.1155/2011/857371.
Full textCabeza-Ramírez, Luis Javier, Guzmán Antonio Muñoz-Fernández, and Luna Santos-Roldán. "Video Game Streaming in Young People and Teenagers: Uptake, User Groups, Dangers, and Opportunities." Healthcare 9, no. 2 (February 10, 2021): 192. http://dx.doi.org/10.3390/healthcare9020192.
Full textPalacio, Ramón R., Christian O. Acosta, Joaquín Cortez, and Alberto L. Morán. "Usability perception of different video game devices in elderly users." Universal Access in the Information Society 16, no. 1 (October 22, 2015): 103–13. http://dx.doi.org/10.1007/s10209-015-0435-y.
Full textHaviv, Avery, Yufeng Huang, and Nan Li. "Intertemporal Demand Spillover Effects on Video Game Platforms." Management Science 66, no. 10 (October 2020): 4788–807. http://dx.doi.org/10.1287/mnsc.2019.3414.
Full textBurdenko, E. V., and V. V. Shchepetov. "IMPACT OF THE COVID - 19 PANDEMIC ON THE GLOBAL VIDEO GAMES MARKET." International Trade and Trade Policy 7, no. 1 (March 26, 2021): 36–51. http://dx.doi.org/10.21686/2410-7395-2021-1-36-5.
Full textSengün, Sercan. "Why do i fall for the elf, when i am no orc myself? The ımplıcatıons of vırtual avatars ın dıgıtal communıcatıon." Comunicação e Sociedade 27 (June 29, 2015): 181–93. http://dx.doi.org/10.17231/comsoc.27(2015).2096.
Full textIannace, Gino, Giuseppe Ciaburro, and Amelia Trematerra. "Video games noise exposure in teenagers and young adults." Noise & Vibration Worldwide 51, no. 1-2 (November 25, 2019): 3–11. http://dx.doi.org/10.1177/0957456519889956.
Full textDurusoy, Murat. "In-Game Photography: Creating New Realities through Video Game Photography." Membrana Journal of Photography, Vol. 3, no. 1 (2018): 42–47. http://dx.doi.org/10.47659/m4.042.art.
Full textFiadotau, Mikhail. "Dezaemon, RPG Maker, NScripter: Exploring and classifying game ‘produsage’ in 1990s Japan." Journal of Gaming & Virtual Worlds 11, no. 3 (October 1, 2019): 215–30. http://dx.doi.org/10.1386/jgvw.11.3.215_1.
Full textAhn, Dohyun, and Dong-Hee Shin. "Observers versus agents." Information Technology & People 29, no. 3 (August 1, 2016): 474–95. http://dx.doi.org/10.1108/itp-07-2014-0152.
Full textMaravić, Manojlo. "Media convergence of video games and films: Narrative, aesthetics and industrial synergy." Kultura, no. 168 (2020): 246–62. http://dx.doi.org/10.5937/kultura2068246m.
Full textShima, Keisuke, Masaru Okamoto, Nan Bu, and Toshio Tsuji. "Novel Human Interface for Game Control Using Voluntarily Generated Biological Signals." Journal of Robotics and Mechatronics 18, no. 5 (October 20, 2006): 626–33. http://dx.doi.org/10.20965/jrm.2006.p0626.
Full textMills, Devin J., Wen Li, and Loredana Marchica. "Negative Affect, Life Satisfaction, and Internet Gaming Disorder: Exploring the Mediating Effect of Coping and the Moderating Effect of Passion." World Journal of Social Science Research 6, no. 1 (January 22, 2019): 45. http://dx.doi.org/10.22158/wjssr.v6n1p45.
Full textÖZSOY, Özgür, and Bülent Onur TURAN. "SUCCESS AND FAILURE ANALYSIS OF FILMS ADAPTED FROM VIDEO GAMES." TURKISH ONLINE JOURNAL OF DESIGN ART AND COMMUNICATION 11, no. 2 (April 1, 2021): 635–58. http://dx.doi.org/10.7456/11102100/020.
Full textAguilar, Lourdes. "Learning Prosody in a Video Game-Based Learning Approach." Multimodal Technologies and Interaction 3, no. 3 (July 8, 2019): 51. http://dx.doi.org/10.3390/mti3030051.
Full textAslan, Alper, Murat Coban, Turkan Karakus Yilmaz, and Yuksel Goktas. "The Native Symbols Engaging Turkish Players to Digital Games in a Playability Perspective." Simulation & Gaming 48, no. 4 (April 27, 2017): 480–97. http://dx.doi.org/10.1177/1046878117704684.
Full textDel Bosco, Barbara, Roberto Chierici, and Alice Mazzucchelli. "User entrepreneurship in the video game industry: the role of communities." Journal of Small Business and Enterprise Development 27, no. 4 (July 17, 2020): 681–701. http://dx.doi.org/10.1108/jsbed-07-2019-0252.
Full textJosé Planells, Antonio. "Video games and the crowdfunding ideology: From the gamer-buyer to the prosumer-investor." Journal of Consumer Culture 17, no. 3 (October 18, 2015): 620–38. http://dx.doi.org/10.1177/1469540515611200.
Full textLuo, Yinyi, and Mark Richard Johnson. "How do players understand video game hardware: Tactility or tech-speak?" New Media & Society 22, no. 8 (October 17, 2019): 1462–83. http://dx.doi.org/10.1177/1461444819880155.
Full textO'Connor, Thomas J., Rory A. Cooper, Shirley G. Fitzgerald, Michael J. Dvorznak, Michael L. Boninger, David P. VanSickle, and Lisa Glass. "Evaluation of a Manual Wheelchair Interface to Computer Games." Neurorehabilitation and Neural Repair 14, no. 1 (March 2000): 21–31. http://dx.doi.org/10.1177/154596830001400103.
Full textBawa, Papia. "Game On!" International Journal of Game-Based Learning 10, no. 3 (July 2020): 16–46. http://dx.doi.org/10.4018/ijgbl.2020070102.
Full textNg, Yiing Y’ng, Chee Weng Khong, and Robert Jeyakumar Nathan. "Evaluating Affective User-Centered Design of Video Games Using Qualitative Methods." International Journal of Computer Games Technology 2018 (June 4, 2018): 1–13. http://dx.doi.org/10.1155/2018/3757083.
Full textZhang, Jiahao. "Analysis on the Share Price and Forecasting Calculation Data of Activision Blizzard, Inc. Based on SWOT-Model." E3S Web of Conferences 214 (2020): 02015. http://dx.doi.org/10.1051/e3sconf/202021402015.
Full textFernández-Núñez, Luís, Darío Penas, Jorge Viteri, Carlos Gómez-Rodríguez, and Jesús Vilares. "Developing Open-Source Roguelike Games for Visually-Impaired Players by Using Low-Complexity NLP Techniques." Proceedings 54, no. 1 (August 19, 2020): 10. http://dx.doi.org/10.3390/proceedings2020054010.
Full textHENG, Shupeng, Huanfang ZHAO, Cuiying FAN, and Zongkui ZHOU. "The impacts of virtual avatar in video game on users’ self-concept." Advances in Psychological Science 28, no. 5 (2020): 810. http://dx.doi.org/10.3724/sp.j.1042.2020.00810.
Full textStrubberg, Brandon C., Timothy J. Elliott, Erin P. Pumroy, and Angela E. Shaffer. "Measuring Fun." Loading 13, no. 21 (September 14, 2020): 1–19. http://dx.doi.org/10.7202/1071448ar.
Full textPassalacqua, Mario, Raphaël Morin, Sylvain Sénécal, Lennart E. Nacke, and Pierre-Majorique Léger. "Demystifying the First-Time Experience of Mobile Games: The Presence of a Tutorial Has a Positive Impact on Non-Expert Players’ Flow and Continuous-Use Intentions." Multimodal Technologies and Interaction 4, no. 3 (July 11, 2020): 41. http://dx.doi.org/10.3390/mti4030041.
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