Journal articles on the topic 'Video games evaluation'
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KATO, Ryo, Takashi KAWAI, Ranae IKESHITA, et al. "Ergonomic Evaluation of Portable Video Games." Journal of Digital Games Research 2, no. 1 (2008): 67–75. http://dx.doi.org/10.9762/digraj.2.1_67.
Full textAust, Robert, Michael Nitsche, and Johannes Pelka. "Digital game-based learning and video games in teacher training. Conception, evaluation and results from Leipzig University." Perspectives of Innovations, Economics and Business 14, no. 3 (2014): 113–31. http://dx.doi.org/10.15208/pieb.2014.14.
Full textTreglia, Eugenia, Angela Magnanini, and Gianni Caione. "Video Games and Accessibility." International Journal of Digital Literacy and Digital Competence 10, no. 2 (2019): 29–36. http://dx.doi.org/10.4018/ijdldc.2019040103.
Full textStrååt, Björn, Fredrik Rutz, and Magnus Johansson. "Does Game Quality Reflect Heuristic Evaluation?" International Journal of Gaming and Computer-Mediated Simulations 6, no. 4 (2014): 45–58. http://dx.doi.org/10.4018/ijgcms.2014100104.
Full textHendryani, Rika. "THE EVALUATION OF BOBBY BOLA DAN PERI BUKU AJAIB 3 FOR LANGUAGE LEARNING." IJET (Indonesian Journal of English Teaching) 7, no. 1 (2018): 24–35. http://dx.doi.org/10.15642/ijet2.2018.7.1.24-35.
Full textAnderson, Sky LaRell. "Portraying Mental Illness in Video Games." Loading 13, no. 21 (2020): 20–33. http://dx.doi.org/10.7202/1071449ar.
Full textFindley, Michael R. "The Relationship between Student Learning Styles and Motivation during Educational Video Game Play." International Journal of Online Pedagogy and Course Design 1, no. 3 (2011): 63–73. http://dx.doi.org/10.4018/ijopcd.2011070105.
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 (2021): 129. http://dx.doi.org/10.3390/info12030129.
Full textKato, Ryo, Takashi Kawai, Kenji Nihei, et al. "Evaluation of Microflow Experiences Induced While Playing Video Games." Journal of Digital Games Research 4, no. 1 (2010): 59–67. http://dx.doi.org/10.9762/digraj.4.1_59.
Full textJaramillo-Alcázar, Angel, Sergio Luján-Mora, and Luis Salvador-Ullauri. "Inclusive Education: Mobile Serious Games for People with Cognitive Disabilities." Enfoque UTE 9, no. 1 (2018): 53–66. http://dx.doi.org/10.29019/enfoqueute.v9n1.236.
Full textBontchev, Boyan. "Adaptation in Affective Video Games: A Literature Review." Cybernetics and Information Technologies 16, no. 3 (2016): 3–34. http://dx.doi.org/10.1515/cait-2016-0032.
Full textLevac, Danielle, Joanna Nawrotek, Emilie Deschenes, et al. "Development and Reliability Evaluation of the Movement Rating Instrument for Virtual Reality Video Game Play." JMIR Serious Games 4, no. 1 (2016): e9. http://dx.doi.org/10.2196/games.5528.
Full textLevac, Danielle, Deborah Espy, Emily Fox, Sujata Pradhan, and Judith E. Deutsch. "“Kinect-ing” With Clinicians: A Knowledge Translation Resource to Support Decision Making About Video Game Use in Rehabilitation." Physical Therapy 95, no. 3 (2015): 426–40. http://dx.doi.org/10.2522/ptj.20130618.
Full textFernandez-Luque, L., T. Tøllefsen, and E. Brox. "Healthy Gaming – Video Game Design to promote Health." Applied Clinical Informatics 02, no. 02 (2011): 128–42. http://dx.doi.org/10.4338/aci-2010-10-r-0060.
Full textFunk, Jeanne B., Debra D. Buchman, Jennifer Jenks, and Heidi Bechtoldt. "Playing violent video games, desensitization, and moral evaluation in children." Journal of Applied Developmental Psychology 24, no. 4 (2003): 413–36. http://dx.doi.org/10.1016/s0193-3973(03)00073-x.
Full textLee, Jin Ha, Rachel Ivy Clarke, and Andrew Perti. "Empirical evaluation of metadata for video games and interactive media." Journal of the Association for Information Science and Technology 66, no. 12 (2015): 2609–25. http://dx.doi.org/10.1002/asi.23357.
Full textIbrahim, Amer, Hamzah Alkhazaleh, Nahel Abdallah, M. A. Habli, and Tawfik Zeki. "Using Playability Heuristics to Evaluate Player Experience in Educational Video Games." GIS Business 14, no. 6 (2019): 667–78. http://dx.doi.org/10.26643/gis.v14i6.15027.
Full textContreras-Espinosa, Ruth S., and Carlos A. Scolari. "How do teens learn to play video games?" Journal of Information Literacy 13, no. 1 (2019): 45. http://dx.doi.org/10.11645/13.1.2358.
Full textHarabagiu, Neculai. "The Importance of Using the “Data Volley” Software and of the “Data Video” System in the Tactical Training of the Middle Blocker for Official Games." GYMNASIUM XXI, no. 1 (2020): 34. http://dx.doi.org/10.29081/gsjesh.2020.21.1.03.
Full textSarhan, Shahenda, Mohamed Abu ElSoud, and Hebatullah Rashed. "Enhancing Video Games Policy Based on Least-Squares Continuous Action Policy Iteration: Case Study on StarCraft Brood War and Glest RTS Games and the 8 Queens Board Game." International Journal of Computer Games Technology 2016 (2016): 1–14. http://dx.doi.org/10.1155/2016/7090757.
Full textO'Connor, Thomas J., Rory A. Cooper, Shirley G. Fitzgerald, et al. "Evaluation of a Manual Wheelchair Interface to Computer Games." Neurorehabilitation and Neural Repair 14, no. 1 (2000): 21–31. http://dx.doi.org/10.1177/154596830001400103.
Full textAmory, Alan, and Bolepo Molomo. "Gendered Play and Evaluation of Computer Video Games by Young South Africans." Gender, Technology and Development 16, no. 2 (2012): 177–96. http://dx.doi.org/10.1177/097185241201600203.
Full textChittaro, Luca, and Riccardo Sioni. "Existential video games: Proposal and evaluation of an interactive reflection about death." Entertainment Computing 26 (May 2018): 59–77. http://dx.doi.org/10.1016/j.entcom.2018.01.004.
Full textNafi’ah, Khotimatun, and Abdul Latif. "Methods Innovation, Media and Evaluation on Vocabularies Learning in Boarding Classroom SMPIT LHI YOGYAKARTA." International Journal of Arabic Language Teaching 2, no. 02 (2021): 178. http://dx.doi.org/10.32332/ijalt.v2i02.2600.
Full textSolano, López, Guerrero, and Quesada. "User Experience Evaluation of Voice Interfaces: A Preliminary Study of Games for Seniors and the Elderly." Proceedings 31, no. 1 (2019): 65. http://dx.doi.org/10.3390/proceedings2019031065.
Full textBevilacqua, Fernando, Henrik Engström, and Per Backlund. "Automated Analysis of Facial Cues from Videos as a Potential Method for Differentiating Stress and Boredom of Players in Games." International Journal of Computer Games Technology 2018 (2018): 1–14. http://dx.doi.org/10.1155/2018/8734540.
Full textIkawati, Hastuti Diah, Ary Purmadi, Zul Anwar, and Zulfakar Zulfakar. "Pengembangan Media Video Permainan Tradisional Suku Sasak untuk Pelestarian Budaya dan Sumber Belajar Muatan Lokal." JTP - Jurnal Teknologi Pendidikan 20, no. 3 (2018): 234–48. http://dx.doi.org/10.21009/jtp.v20i3.9536.
Full textFILIPOVIĆ, ALEKSANDAR, and ŽELJKO BJELAJAC. "GAMIFICATION OF LEARNING: USE OF VIDEO GAME IN EDUCATION PROCESS." Kultura polisa, no. 45 (July 3, 2021): 103–18. http://dx.doi.org/10.51738/kpolisa2021.18.2r.2.01.
Full textHimang, Melanie M., Celbert Mirasol Himang, Angie Monterde Ceniza, and Lanndon Ocampo. "Using an Extended Technology Acceptance Model for Online Strategic Video Games." International Journal of Technology and Human Interaction 17, no. 1 (2021): 32–58. http://dx.doi.org/10.4018/ijthi.2021010103.
Full textKiani, Vahid, and Hamid Reza Pourreza. "An Effective Slow-Motion Detection Approach for Compressed Soccer Videos." ISRN Machine Vision 2012 (March 25, 2012): 1–8. http://dx.doi.org/10.5402/2012/959508.
Full textRen Hsu, Der. "CULTURAL CREATIVE AR GAME AND SIDE EFFECTS EVALUATION." INTERNATIONAL JOURNAL OF MANAGEMENT & INFORMATION TECHNOLOGY 11, no. 5 (2016): 3022–26. http://dx.doi.org/10.24297/ijmit.v11i5.4683.
Full textHoffman, Kelly M. "Social and Cognitive Affordances of Two Depression-Themed Games." Games and Culture 14, no. 7-8 (2017): 875–95. http://dx.doi.org/10.1177/1555412017742307.
Full textYoo, Seung-Chul, and Matthew S. Eastin. "Contextual advertising in games: Impacts of game context on a player’s memory and evaluation of brands in video games." Journal of Marketing Communications 23, no. 6 (2016): 614–31. http://dx.doi.org/10.1080/13527266.2016.1155074.
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 (2016): 1217–47. http://dx.doi.org/10.1177/0018720816669646.
Full textKyshtymova, I. M., and S. B. Timofeev. "Psychological master form of computer games." Social Psychology and Society 10, no. 4 (2019): 160–74. http://dx.doi.org/10.17759/sps.2019100411.
Full textKatsarov, Johannes, Markus Christen, Ralf Mauerhofer, David Schmocker, and Carmen Tanner. "Training Moral Sensitivity Through Video Games: A Review of Suitable Game Mechanisms." Games and Culture 14, no. 4 (2017): 344–66. http://dx.doi.org/10.1177/1555412017719344.
Full textOmari, Kamal, Mohamed Moussetad, El Houssine Labriji, and Said Harchi. "Proposal for a New Tool to Evaluate a Serious Game." International Journal of Emerging Technologies in Learning (iJET) 15, no. 17 (2020): 238. http://dx.doi.org/10.3991/ijet.v15i17.15253.
Full textAguilar, Lourdes. "Learning Prosody in a Video Game-Based Learning Approach." Multimodal Technologies and Interaction 3, no. 3 (2019): 51. http://dx.doi.org/10.3390/mti3030051.
Full textRojo, Teresa, Myriam González-Limón, and Asunción Rodríguez-Ramos. "Company–University Collaboration in Applying Gamification to Learning about Insurance." Informatics 6, no. 3 (2019): 42. http://dx.doi.org/10.3390/informatics6030042.
Full textJöckel, Sven, Christopher Blake, and Daniela Schlütz. "Influence of Age-Rating Label Salience on Perception and Evaluation of Media." Journal of Media Psychology 25, no. 2 (2013): 83–94. http://dx.doi.org/10.1027/1864-1105/a000086.
Full textBöttcher, Niels, Héctor P. Martínez, and Stefania Serafin. "Procedural Audio in Computer Games Using Motion Controllers: An Evaluation on the Effect and Perception." International Journal of Computer Games Technology 2013 (2013): 1–16. http://dx.doi.org/10.1155/2013/371374.
Full textTripette, Julien, Takafumi Ando, Haruka Murakami, et al. "Evaluation of active video games intensity: Comparison between accelerometer-based predictions and indirect calorimetric measurements." Technology and Health Care 22, no. 2 (2014): 199–208. http://dx.doi.org/10.3233/thc-140817.
Full textTripette, Julien, Haruka Murakami, Takafumi Ando, et al. "Active video games for health promotion: from METs evaluation to physcial intervention in young adults." Japanese Journal of Physical Fitness and Sports Medicine 63, no. 1 (2014): 159. http://dx.doi.org/10.7600/jspfsm.63.159.
Full textClyde, Jerremie, and Glenn Wilkinson. "The Siren Song of Digital Simulation." International Journal of Virtual and Personal Learning Environments 2, no. 2 (2011): 46–58. http://dx.doi.org/10.4018/jvple.2011040105.
Full textPérez, Santiago A., Ana M. Díaz, and Diego M. López. "Personalized Tracking of Physical Activity in Children Using a Wearable Heart Rate Monitor." International Journal of Environmental Research and Public Health 17, no. 16 (2020): 5895. http://dx.doi.org/10.3390/ijerph17165895.
Full textSchmidt-Daly, Tarah N., Jennifer M. Riley, Charles R. Amburn, Kelly S. Hale, and P. David Yacht. "Video Game Play and Effect on Spatial Knowledge Tasks Using an Augmented Sand Table." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (2016): 1429–33. http://dx.doi.org/10.1177/1541931213601328.
Full textGarmen, Pablo, Celestino Rodríguez, Patricia García-Redondo, and Juan-Carlos San-Pedro-Veledo. "Multiple intelligences and video games: Assessment and intervention with TOI software." Comunicar 27, no. 58 (2019): 95–104. http://dx.doi.org/10.3916/c58-2019-09.
Full textJittawiriyanukoon, C., and V. Srisarkun. "Evaluation of color image interpolation based on incompressible Navier Stokes technique." Bulletin of Electrical Engineering and Informatics 10, no. 3 (2021): 1634–39. http://dx.doi.org/10.11591/eei.v10i3.1820.
Full textNawaz, Ather, Nina Skjæret, Jorunn Lægdheim Helbostad, Beatrix Vereijken, Elisabeth Boulton, and Dag Svanaes. "Usability and acceptability of balance exergames in older adults: A scoping review." Health Informatics Journal 22, no. 4 (2016): 911–31. http://dx.doi.org/10.1177/1460458215598638.
Full textHarrington, Christina N., Kristin J. Hare, and Wendy A. Rogers. "Developing a Quick-Start Guide to Aid Older Adults in Interacting with Gesture-Based Video Games." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 61, no. 1 (2017): 32–36. http://dx.doi.org/10.1177/1541931213601503.
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