Journal articles on the topic 'Video Games based on Manga'
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Kiryakos, Senan, and Shigeo Sugimoto. "Building a bibliographic hierarchy for manga through the aggregation of institutional and hobbyist descriptions." Journal of Documentation 75, no. 2 (March 6, 2019): 287–313. http://dx.doi.org/10.1108/jd-06-2018-0089.
Full textOóhagan, Dr Minako. "MANGA, ANIME AND VIDEO GAMES: GLOBALIZING JAPANESE CULTURAL PRODUCTION." Perspectives 14, no. 4 (July 24, 2007): 242–47. http://dx.doi.org/10.1080/09076760708669041.
Full textLoriguillo-López, Antonio. "Osamu Tezuka, el Dios del Manga: Exhibition at the Museu Nacional d’Art de Catalunya." Mutual Images Journal, no. 7 (December 20, 2019): 57–62. http://dx.doi.org/10.32926/2019.7.r.lor.osamu.
Full textTakeshi, Kawamura, and Sara Jansen. "The Lost Babylon." TDR/The Drama Review 44, no. 1 (March 2000): 114–35. http://dx.doi.org/10.1162/10542040051058942.
Full textMainetti, R., A. Sedda, M. Ronchetti, G. Bottini, and N. A. Borghese. "Duckneglect: Video-games based neglect rehabilitation." Technology and Health Care 21, no. 2 (February 28, 2013): 97–111. http://dx.doi.org/10.3233/thc-120712.
Full textGutiérrez, Enrique Javier Díez. "Video Games and Gender-based Violence." Procedia - Social and Behavioral Sciences 132 (May 2014): 58–64. http://dx.doi.org/10.1016/j.sbspro.2014.04.278.
Full textKang, Hyun, Chang Woo Lee, and Keechul Jung. "Recognition-based gesture spotting in video games." Pattern Recognition Letters 25, no. 15 (November 2004): 1701–14. http://dx.doi.org/10.1016/j.patrec.2004.06.016.
Full textLiu, Wei. "Sports Games Video Segmentation based on Adaptive." International Journal of Signal Processing, Image Processing and Pattern Recognition 9, no. 2 (February 28, 2016): 25–34. http://dx.doi.org/10.14257/ijsip.2016.9.2.03.
Full textMathew, Geethu Elizebeth. "Direction Based Heuristic for Pathfinding in Video Games." Procedia Computer Science 47 (2015): 262–71. http://dx.doi.org/10.1016/j.procs.2015.03.206.
Full textBebie, T., and H. Bieri. "A Video-Based 3D-Reconstruction of Soccer Games." Computer Graphics Forum 19, no. 3 (September 2000): 391–400. http://dx.doi.org/10.1111/1467-8659.00431.
Full textLesser, Andrew J. "An Investigation of Digital Game-Based Learning Software in the Elementary General Music Classroom." Journal of Sound and Music in Games 1, no. 2 (2020): 1–24. http://dx.doi.org/10.1525/jsmg.2020.1.2.1.
Full textBorderie, Joceran, and Nicolas Michinov. "Identifying Flow in Video Games." International Journal of Gaming and Computer-Mediated Simulations 8, no. 3 (July 2016): 19–38. http://dx.doi.org/10.4018/ijgcms.2016070102.
Full textFerguson, Sarah. "Building Sets, Video Games, and Scatterplots." Mathematics Teaching in the Middle School 24, no. 6 (April 2019): 348–53. http://dx.doi.org/10.5951/mathteacmiddscho.24.6.0348.
Full textDrigas, Athanasios, and Marios Pappas. "On line and other Game-Based Learning for Mathematics." International Journal of Online Engineering (iJOE) 11, no. 4 (August 5, 2015): 62. http://dx.doi.org/10.3991/ijoe.v11i4.4742.
Full textShafer, Daniel M., Corey P. Carbonara, and Lucy Popova. "Spatial Presence and Perceived Reality as Predictors of Motion-Based Video Game Enjoyment." Presence: Teleoperators and Virtual Environments 20, no. 6 (December 1, 2011): 591–619. http://dx.doi.org/10.1162/pres_a_00084.
Full textLi, Xiaozhou, Zheying Zhang, and Kostas Stefanidis. "A Data-Driven Approach for Video Game Playability Analysis Based on Players’ Reviews." Information 12, no. 3 (March 17, 2021): 129. http://dx.doi.org/10.3390/info12030129.
Full textKerous, Bojan, Filip Skola, and Fotis Liarokapis. "EEG-based BCI and video games: a progress report." Virtual Reality 22, no. 2 (October 23, 2017): 119–35. http://dx.doi.org/10.1007/s10055-017-0328-x.
Full textSöbke, Heinrich, and Thomas Bröker. "A browser-based advergame as communication catalyst: types of communication in video games." Comunicação e Sociedade 27 (June 29, 2015): 75–94. http://dx.doi.org/10.17231/comsoc.27(2015).2090.
Full textWest, Greg L., Kyoko Konishi, and Veronique D. Bohbot. "Video Games and Hippocampus-Dependent Learning." Current Directions in Psychological Science 26, no. 2 (April 2017): 152–58. http://dx.doi.org/10.1177/0963721416687342.
Full textBarr, Matthew. "Student attitudes to games-based skills development: Learning from video games in higher education." Computers in Human Behavior 80 (March 2018): 283–94. http://dx.doi.org/10.1016/j.chb.2017.11.030.
Full textNewcombe, Jonathan, and Billy Brick. "Blending Video Games Into Language Learning." International Journal of Computer-Assisted Language Learning and Teaching 7, no. 4 (October 2017): 75–89. http://dx.doi.org/10.4018/ijcallt.2017100106.
Full textIbrahim, Amer, Francisco Luis Gutiérrez Vela, Patricia Paderewski Rodríguez, José Luís González Sánchez, and Natalia Padilla Zea. "Playability Guidelines for Educational Video Games." International Journal of Game-Based Learning 2, no. 4 (October 2012): 18–40. http://dx.doi.org/10.4018/ijgbl.2012100102.
Full textPérez-Latorre, Óliver, Víctor Navarro-Remesal, Antonio José Planells de la Maza, and Cristina Sánchez-Serradilla. "Recessionary games: Video games and the social imaginary of the Great Recession (2009–2015)." Convergence: The International Journal of Research into New Media Technologies 25, no. 5-6 (December 14, 2017): 884–900. http://dx.doi.org/10.1177/1354856517744489.
Full textGonzález-González, Carina S., Nazaret Gómez del Río, Pedro A. Toledo-Delgado, and Francisco José García-Peñalvo. "Active Game-Based Solutions for the Treatment of Childhood Obesity." Sensors 21, no. 4 (February 10, 2021): 1266. http://dx.doi.org/10.3390/s21041266.
Full textRosli, Mohd Shafie, and Muhammad Fairuz Nizam Awalludin. "Improving Vocabulary Skills Using Video Games." Asia Proceedings of Social Sciences 2, no. 4 (December 4, 2018): 87–90. http://dx.doi.org/10.31580/apss.v2i4.324.
Full textBuchanan, Kym, and Angela M. Vanden Elzen. "Beyond a Fad: Why Video Games Should Be Part of 21st Century Libraries." Education Libraries 35, no. 1-2 (September 19, 2017): 15. http://dx.doi.org/10.26443/el.v35i1-2.342.
Full textGligorov, Riste, Michiel Hildebrand, Jacco Van Ossenbruggen, Lora Aroyo, and Guus Schreiber. "Topical Video Search: Analysing Video Concept Annotation through Crowdsourcing Games." Human Computation 4, no. 1 (April 26, 2017): 47–70. http://dx.doi.org/10.15346/hc.v4i1.77.
Full textBontchev, Boyan. "Adaptation in Affective Video Games: A Literature Review." Cybernetics and Information Technologies 16, no. 3 (September 1, 2016): 3–34. http://dx.doi.org/10.1515/cait-2016-0032.
Full textKataoka, Mitsuteru, Takashi Tanaka, Yoshitaka Ogata, Nobutaka Kuroki, and Masahiro Numa. "Video Digesting Technique for Baseball Games Based on Information Entropy." Journal of The Institute of Image Information and Television Engineers 64, no. 12 (2010): 1940–43. http://dx.doi.org/10.3169/itej.64.1940.
Full textPasch, Marco, Nadia Bianchi-Berthouze, Betsy van Dijk, and Anton Nijholt. "Movement-based sports video games: Investigating motivation and gaming experience." Entertainment Computing 1, no. 2 (April 2009): 49–61. http://dx.doi.org/10.1016/j.entcom.2009.09.004.
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 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 textGhattas, Fady, and Lilia Reyes. "Positive and Negative Themes in Popular Video Games Based on Entertainment Software Review Board Ratings." Global Pediatric Health 6 (January 2019): 2333794X1985974. http://dx.doi.org/10.1177/2333794x19859740.
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 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 textAierbe, Ana, Eider Oregui, and Isabel Bartau. "Video games, parental mediation and gender socialization." Digital Education Review, no. 36 (December 31, 2019): 100–116. http://dx.doi.org/10.1344/der.2019.36.100-116.
Full textKvěton, Petr, and Martin Jelínek. "Frustration and Violence in Mobile Video Games." Swiss Journal of Psychology 79, no. 2 (April 2020): 63–70. http://dx.doi.org/10.1024/1421-0185/a000236.
Full textMenendez-Ferreira, R., J. Torregrosa, A. Panizo-Lledot, A. Gonzalez-Pardo, and David Camacho. "Improving Youngsters’ Resilience Through Video Game-Based Interventions." Vietnam Journal of Computer Science 07, no. 03 (April 14, 2020): 263–79. http://dx.doi.org/10.1142/s2196888820500153.
Full textAlamri, Abdulrahman. "Should Video Games Be Included in the Learning Process?" International Journal of Education 8, no. 1 (February 26, 2016): 23. http://dx.doi.org/10.5296/ije.v8i1.8388.
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 textFelczak, Mateusz. "Live Streaming Platforms and the Critical Discourse About Video Games." Replay. The Polish Journal of Game Studies 4, no. 1 (November 22, 2017): 19–37. http://dx.doi.org/10.18778/2391-8551.04.02.
Full textQaffas, Alaa A. "An Operational Study of Video Games’ Genres." International Journal of Interactive Mobile Technologies (iJIM) 14, no. 15 (September 11, 2020): 175. http://dx.doi.org/10.3991/ijim.v14i15.16691.
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 textArgento, Amanda, Devin Mill, Victoria Carmichael, Jessica Mettler, and Nancy Heath. "Gamers and Video Games Users: What’s the Difference?" Journal of Interpersonal Relations, Intergroup Relations and Identity 10 (2017): 59–69. http://dx.doi.org/10.33921/cnsq2631.
Full textAbreu, M., I. Neves, J. Silva, and O. Santos. "Promoting physical activity through video games based on self-behavioral models." Journal Biomedical and Biopharmaceutical Research 11, no. 1 (June 2014): 33–44. http://dx.doi.org/10.19277/bbr.11.1.74.
Full textAlankus, Gazihan, and Caitlin Kelleher. "Reducing Compensatory Motions in Motion-Based Video Games for Stroke Rehabilitation." Human–Computer Interaction 30, no. 3-4 (December 3, 2014): 232–62. http://dx.doi.org/10.1080/07370024.2014.985826.
Full textFitriani, Indah, Lina Meilinawati, and N. Rinaju Purnomowulan. "Otaku Subculture Character in Japanese Poetry Anthology Otaku Senryu." Jurnal Humaniora 28, no. 2 (November 12, 2016): 176. http://dx.doi.org/10.22146/jh.v28i2.16400.
Full textGower, Lily, and Janet McDowall. "Interactive music video games and children's musical development." British Journal of Music Education 29, no. 1 (February 21, 2012): 91–105. http://dx.doi.org/10.1017/s0265051711000398.
Full textBelmonte Avila, Juan F. "Push, Press, Become: Tactility Linked to Identity Configurations in Video Games." Senses, emotions and artefacts: relational approaches, no. 25 (January 15, 2020): 1–10. http://dx.doi.org/10.7238/d.v0i25.3163.
Full textDonati, Maria Anna, Cristiana Alessia Guido, Giuliano De Meo, Alberto Spalice, Francesco Sanson, Carola Beccari, and Caterina Primi. "Gaming among Children and Adolescents during the COVID-19 Lockdown: The Role of Parents in Time Spent on Video Games and Gaming Disorder Symptoms." International Journal of Environmental Research and Public Health 18, no. 12 (June 21, 2021): 6642. http://dx.doi.org/10.3390/ijerph18126642.
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