Academic literature on the topic 'Video games. 0'
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Journal articles on the topic "Video games. 0"
Denikin, Anton A. "In Support of Video Games." Observatory of Culture, no. 3 (June 28, 2014): 53–59. http://dx.doi.org/10.25281/2072-3156-2014-0-3-53-59.
Full textLarkin, Marilynn. "Violent video games increase aggression." Lancet 355, no. 9214 (2000): 1525. http://dx.doi.org/10.1016/s0140-6736(05)74584-0.
Full textYoung, Jeffrey R. "Should video games be considered art?" New Scientist 214, no. 2859 (2012): 48. http://dx.doi.org/10.1016/s0262-4079(12)60913-0.
Full textMaddison, Ralph, Cliona Ni Mhurchu, Andrew Jull, Yannan Jiang, Harry Prapavessis, and Anthony Rodgers. "Energy Expended Playing Video Console Games: An Opportunity to Increase Children’s Physical Activity?" Pediatric Exercise Science 19, no. 3 (2007): 334–43. http://dx.doi.org/10.1123/pes.19.3.334.
Full textTokarieva, A. V. "Serious video games in foreign language education." Bulletin of Alfred Nobel University. Series "Pedagogy and Psychology", no. 13 (2017): 306–11. http://dx.doi.org/10.32342/2522-4115-2017-0-13-306-311.
Full textMendes, Leonardo O., Leonardo R. Cunha, and Renio S. Mendes. "Popularity of Video Games and Collective Memory." Entropy 24, no. 7 (2022): 860. http://dx.doi.org/10.3390/e24070860.
Full textBinnie, C. D., G. F. A. Harding, A. Richens, and A. Wilkins. "Video games and epileptic seizures—a consensus statement." Seizure 3, no. 4 (1994): 245–46. http://dx.doi.org/10.1016/s1059-1311(05)80170-0.
Full textMeyer, Anthony D. "Mind at Play. The Psychology of Video Games." Journal of the American Academy of Child Psychiatry 24, no. 2 (1985): 245. http://dx.doi.org/10.1016/s0002-7138(09)60466-0.
Full textYoung, Garry. "Violent video games and morality: a meta-ethical approach." Ethics and Information Technology 17, no. 4 (2015): 311–21. http://dx.doi.org/10.1007/s10676-016-9386-0.
Full textJansz, Jeroen, and Raynel G. Martis. "The Lara Phenomenon: Powerful Female Characters in Video Games." Sex Roles 56, no. 3-4 (2007): 141–48. http://dx.doi.org/10.1007/s11199-006-9158-0.
Full textDissertations / Theses on the topic "Video games. 0"
Miles, Christopher E. "Co-evolving real times strategy game players." abstract and full text PDF (free order & download UNR users only), 2007. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3274501.
Full textYuan, Bei. "Towards generalized accessibility of video games for the visually impaired." abstract and full text PDF (UNR users only), 2009. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3355610.
Full textFranklin, Christopher A. "Less is more! less interaction, more accessible /." abstract and full text PDF (free order & download UNR users only), 2008. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1453648.
Full textMcDonough, Suzanne Lacy. "Comparison of an inter-active dance video game and traditional exercise equipment relative to use preferences and energy expenditure in adolescent females ages 16-18 /." Full text available from ProQuest UM Digital Dissertations, 2008. http://0-proquest.umi.com.umiss.lib.olemiss.edu/pqdweb?index=0&did=1850500751&SrchMode=1&sid=1&Fmt=2&VInst=PROD&VType=PQD&RQT=309&VName=PQD&TS=1277393354&clientId=22256.
Full textBooks on the topic "Video games. 0"
Gunter, Barrie. Does Playing Video Games Make Players More Violent? Palgrave Macmillan UK, 2016. http://dx.doi.org/10.1057/978-1-137-57985-0.
Full textal, et, and Drew Davidson. Well Played 3 0: Video Games, Value and Meaning. Lulu Press, Inc., 2011.
Find full textal, et, and Drew Davidson. Well Played 2 0: Video Games, Value and Meaning. Lulu Press, Inc., 2010.
Find full textVintage Games 2. 0: An Insider Look at the Most Influential Games of All Time. Taylor & Francis Group, 2016.
Find full textBarton, Matt. Vintage Games 2. 0: An Insider Look at the Most Influential Games of All Time. CRC Press LLC, 2019.
Find full textReed, Aaron. Learning Xna 3. 0: Xna 3. 0 Game Development for the PC, Xbox 360, and Zune. O'Reilly Media, Incorporated, 2008.
Find full textCarter, Chad. Microsoft Xna Game Studio 3. 0 Unleashed. Pearson Education, Limited, 2009.
Find full textBarton, Matt. Vintage Games 2. 0: An Insider Look at the Most Influential Games of All Time. CRC Press LLC, 2019.
Find full textBook chapters on the topic "Video games. 0"
Watson, Steuart T., and Darrell Davis. "Video Games." In Encyclopedia of Child Behavior and Development. Springer US, 2011. http://dx.doi.org/10.1007/978-0-387-79061-9_3025.
Full textBryce, Jo, and Linda K. Kaye. "Computer and Video Games." In Media Psychology. Macmillan Education UK, 2011. http://dx.doi.org/10.1007/978-0-230-35720-4_7.
Full textBecker, Katrin. "Video Game Pedagogy." In Games: Purpose and Potential in Education. Springer US, 2008. http://dx.doi.org/10.1007/978-0-387-09775-6_5.
Full textGee, James Paul. "Video Games, Learning, and “Content”." In Games: Purpose and Potential in Education. Springer US, 2008. http://dx.doi.org/10.1007/978-0-387-09775-6_3.
Full textLoh, Christian Sebastian. "Confronting the Dark Side of Video Games." In Games: Purpose and Potential in Education. Springer US, 2008. http://dx.doi.org/10.1007/978-0-387-09775-6_8.
Full textSimpson, Elizabeth, and Susan Stansberry. "Video Games and Teacher Development: Bridging the Gap in the Classroom." In Games: Purpose and Potential in Education. Springer US, 2008. http://dx.doi.org/10.1007/978-0-387-09775-6_7.
Full textBittanti, Matteo. "The Technoludic Film:Images of Video Games in Movies (1973–2001)." In Entertainment Computing. Springer US, 2003. http://dx.doi.org/10.1007/978-0-387-35660-0_37.
Full textGuillory, Brant. "Video Games." In Communication Technology Update and Fundamentals. Elsevier, 2010. http://dx.doi.org/10.1016/b978-0-240-81475-9.50014-1.
Full textMiller, Carolyn Handler. "Video Games." In Digital Storytelling. Elsevier, 2008. http://dx.doi.org/10.1016/b978-0-240-80959-5.50021-8.
Full text"Video Games and Government." In Advances in Library and Information Science. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8175-0.ch006.
Full textConference papers on the topic "Video games. 0"
Doumas, Leonidas A. A., Guillermo Puebla, John E. Hummel, and Andrea E. Martin. "Predicate learning via neural oscillations supports one-shot generalization between video games." In 2019 Conference on Cognitive Computational Neuroscience. Cognitive Computational Neuroscience, 2019. http://dx.doi.org/10.32470/ccn.2019.1112-0.
Full textKemtur, Anirudha, Francois Paugam, Basile Pinsard, et al. "AI-based modeling of brain and behavior: Combining neuroimaging, imitation learning and video games." In 2022 Conference on Cognitive Computational Neuroscience. Cognitive Computational Neuroscience, 2022. http://dx.doi.org/10.32470/ccn.2022.1303-0.
Full textEgorova, S. D., A. Lock, and M. G. Nechaev. "COMICS DEVELOPMENT FACTORS IN RUSSIA FOR THE INTERNATIONAL MARKET." In TWEET-FENTS. Новосибирский государственный университет архитектуры, дизайна и искусств им. А.Д. Крячкова, 2020. http://dx.doi.org/10.37909/978-5-89170-266-0-2020-1011.
Full textIoan, Augustin. "POSSIBILITIES OF PLAY ACTIONS EVALUATION IN VOLLEYBALL." In eLSE 2015. Carol I National Defence University Publishing House, 2015. http://dx.doi.org/10.12753/2066-026x-15-228.
Full textGovindarajan, Lakshmi Narasimhan, Rex Liu, Alekh Ashok, et al. "Taxonomizing the Computational Demands of Videos Games for Deep Reinforcement Learning Agents." In 2022 Conference on Cognitive Computational Neuroscience. Cognitive Computational Neuroscience, 2022. http://dx.doi.org/10.32470/ccn.2022.1294-0.
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