Academic literature on the topic 'Video games. 0'

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Journal articles on the topic "Video games. 0"

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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.

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Critically examines some of the research approaches to video games both in Russia and abroad. The article summarizes conclusions of the leading Western specialists in video games studies and proposes an alternative understanding of video games as particular emergent interactive social­communicative means of contemporary digital culture that input to general education, goal­setting, and other gamers’ skills.
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Larkin, Marilynn. "Violent video games increase aggression." Lancet 355, no. 9214 (2000): 1525. http://dx.doi.org/10.1016/s0140-6736(05)74584-0.

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Young, 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.

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Maddison, 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.

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This study sought to quantify the energy expenditure and physical activity associated with playing the “new generation” active and nonactive console-based video games in 21 children ages 10–14 years. Energy expenditure (kcal) derived from oxygen consumption (VO2) was continuously assessed while children played nonactive and active console video games. Physical activity was assessed continuously using the Actigraph accelerometer. Significant (p < .001) increases from baseline were found for energy expenditure (129–400%), heart rate (43–84%), and activity counts (122–1,288 versus 0–23) when playing the active console video games. Playing active console video games over short periods of time is similar in intensity to light to moderate traditional physical activities such as walking, skipping, and jogging.
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Tokarieva, 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.

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Mendes, 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.

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Describing the permanence of cultural objects is an important step in understanding societal trends. A relatively novel cultural object is the video game, which is an interactive media, that is, the player is an active contributor to the overall experience. This article aims to investigate video game permanence in collective memory using their popularity as a proxy, employing data based on the Steam platform from July 2012 to December 2020. The objectives include characterizing the database; studying the growth of players, games, and game categories; providing a model for the relative popularity distribution; and applying this model in three strata, global, major categories, and among categories. We detected linear growth trends in the number of players and the number of categories, and an exponential trend in the number of games released. Furthermore, we verified that lognormal distributions, emerging from multiplicative processes, provide a first approximation for the popularity in all strata. In addition, we proposed an improvement via Box–Cox transformations with similar parameters (from −0.12 (95% CI: −0.18, −0.07) to −0.04 (95% CI: −0.08, 0)). We were able to justify this improved model by interpreting the magnitude of each Box–Cox parameter as a measure of memory effects.
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Binnie, 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.

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Meyer, 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.

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Young, 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.

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Jansz, 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.

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Dissertations / Theses on the topic "Video games. 0"

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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.

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Yuan, 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.

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Franklin, 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.

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McDonough, 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.

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Thesis (Ph.D.)--University of Mississippi, 2008.<br>Typescript. Vita. "May 2008." Major Professor: Scott G. Owens Includes bibliographical references (leaves 69-81). Also available online via ProQuest to authorized users.
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Books on the topic "Video games. 0"

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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.

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al, et, and Drew Davidson. Well Played 3 0: Video Games, Value and Meaning. Lulu Press, Inc., 2011.

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Phantasy Star 0 Official Strategy Guides Bradygames. Bradygames, 2009.

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al, et, and Drew Davidson. Well Played 2 0: Video Games, Value and Meaning. Lulu Press, Inc., 2010.

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Vintage Games 2. 0: An Insider Look at the Most Influential Games of All Time. Taylor & Francis Group, 2016.

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Barton, Matt. Vintage Games 2. 0: An Insider Look at the Most Influential Games of All Time. CRC Press LLC, 2019.

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Reed, Aaron. Learning Xna 3. 0: Xna 3. 0 Game Development for the PC, Xbox 360, and Zune. O'Reilly Media, Incorporated, 2008.

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Video Games and Creativity. Elsevier, 2015. http://dx.doi.org/10.1016/c2014-0-00065-2.

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Carter, Chad. Microsoft Xna Game Studio 3. 0 Unleashed. Pearson Education, Limited, 2009.

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Barton, Matt. Vintage Games 2. 0: An Insider Look at the Most Influential Games of All Time. CRC Press LLC, 2019.

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Book chapters on the topic "Video games. 0"

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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.

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Bryce, 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.

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Becker, 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.

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Gee, 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.

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Loh, 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.

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Simpson, 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.

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Bittanti, 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.

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Guillory, Brant. "Video Games." In Communication Technology Update and Fundamentals. Elsevier, 2010. http://dx.doi.org/10.1016/b978-0-240-81475-9.50014-1.

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Miller, Carolyn Handler. "Video Games." In Digital Storytelling. Elsevier, 2008. http://dx.doi.org/10.1016/b978-0-240-80959-5.50021-8.

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"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.

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Video games do not live in a bubble of just the game, they also exist within the larger society, and because of that existence within society, there is a connection with different governments. The largest connection that video games have with government is through copyright protection, as is afforded to other pieces of media and art. Along with this comes talk of censorship and labeling. Video games are also moving into new realms of connection with governments with the rise of eSports. South Korea is one of the most influential when it comes to connection between governments and video games, passing many different laws and having different policies that are connected to video games. This chapter explores video games and government.
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Conference papers on the topic "Video games. 0"

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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.

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Kemtur, 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.

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Egorova, 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.

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The comic combines the features of such art forms as literature and fine art. They have long been present in the media and, as a rule, are now being worked on in large editions. In America, Japan and Europe, the comics industry is no less developed than the cinema and television industry, literature and video games. In Russia, comics as a genre arestill in their infancy.
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Ioan, 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.

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The purpose of this writing was that one of testing the working instruments, which are to be used within the doctor paper. To evaluate the play actions it has been used the evaluation scale of the International Volleyball Federation (Manual for Statistical Match Records). The results have been graphically presented and centralized. Every actionis evaluated by using a scale of 5 degrees based on the effect on the score or further control of the ball by the team that plays the ball or by the opposite team: ACE (4) won point, EXCELLENT (3) - full control either won or maintained, GOOD (2) - limited control, won or maintained, WEAK (1) - lost control or without control, FAULT (MISTAKE) - 0 - lost point. "Ace" (evaluated 4) is used just for the following actions: service, attack, blockage. "Full control" (evaluated 3) is being used when all possibilities are created for further play constructions. "Limited control" (evaluated 2), in case if the further attack preparation can not be done by using all options. "Without control" (evaluated 1) is used when the attack. construction is not possible, but however the ball remains in play. The research was developed throughout the period August-November 2014, all game video recordings of a female junior team (15-16 years of age) participating in the national championships were processed. The results are graphically presented and centralized on games and highlight features different game model, the efficiency of one or more processes, inclinad balance to the winning team, this data can be used for personalizing, individualization of sports training and automatically increase efficiency training. As is clear from the statistics each technical element rated highlight strengths or weaknesses of a team.
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Govindarajan, 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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