Journal articles on the topic 'Video games Modification'
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Kelly, Matthew. "The Game of Politics." Games and Culture 13, no. 5 (2015): 459–78. http://dx.doi.org/10.1177/1555412015623897.
Full textLee, Ch A. "Video game modding in the U.S. intellectual property law: Controversial issues and gaps." Digital Law Journal 3, no. 4 (2022): 8–31. http://dx.doi.org/10.38044/2686-9136-2022-3-4-8-31.
Full textBakour, Chighaf, Fahad Mansuri, Courtney Johns-Rejano, Michelle Crozier, Ronee Wilson, and William Sappenfield. "Association between screen time and obesity in US adolescents: A cross-sectional analysis using National Survey of Children’s Health 2016–2017." PLOS ONE 17, no. 12 (2022): e0278490. http://dx.doi.org/10.1371/journal.pone.0278490.
Full textAbbasi, Amir Zaib, Umair Rehman, Zahra Afaq, et al. "Predicting Video Game Addiction Through the Dimensions of Consumer Video Game Engagement: Quantitative and Cross-sectional Study." JMIR Serious Games 9, no. 4 (2021): e30310. http://dx.doi.org/10.2196/30310.
Full textBontchev, Boyan, and Radina Panayotova. "Towards Automatic Generation of Serious Maze Games for Education." Serdica Journal of Computing 11, no. 3-4 (2018): 249–78. http://dx.doi.org/10.55630/sjc.2017.11.249-278.
Full textFreitas, Joana. "A (Silent) Game of Words." Journal of Sound and Music in Games 3, no. 1 (2022): 50–59. http://dx.doi.org/10.1525/jsmg.2022.3.1.50.
Full textWajid, Abdul, Nasir Kamal, Muhammad Sharjeel, et al. "A First Look at Private Communications in Video Games using Visual Features." Proceedings on Privacy Enhancing Technologies 2021, no. 3 (2021): 433–52. http://dx.doi.org/10.2478/popets-2021-0055.
Full textBontchev, Boyan, and Radina Panayotova. "Generation of Educational 3D Maze Games for Carpet Handicraft in Bulgaria." Digital Presentation and Preservation of Cultural and Scientific Heritage 7 (September 10, 2017): 41–52. http://dx.doi.org/10.55630/dipp.2017.7.3.
Full textShabih, Ferhana, Awais Gohar, Farah Ahmed, and Hasan Danish. "Effect of video game addiction on the physical and mental wellbeing of adolescents of Karachi." Journal of Fatima Jinnah Medical University 15, no. 3 (2022): 106–11. http://dx.doi.org/10.37018/biyk3428.
Full textKlevjer, Rune. "Virtuality and Depiction in Video Game Representation." Games and Culture 14, no. 7-8 (2017): 724–41. http://dx.doi.org/10.1177/1555412017727688.
Full textGraakjær, Nicolai Jørgensgaard. "‘Listen to the atmosphere!’: On spectator sounds and their potentially disruptive role in a football simulation video game." Soundtrack 11, no. 1 (2020): 39–55. http://dx.doi.org/10.1386/ts_00004_1.
Full textLaritskaia, Maria Germanovna. "The aesthetics of visual style, fulfillment of creative need for games, and use of games for educational purposes on the example of Minecraft." Культура и искусство, no. 5 (May 2021): 1–11. http://dx.doi.org/10.7256/2454-0625.2021.5.35591.
Full textFreitas, Joana. "Kill the Orchestra." Journal of Sound and Music in Games 2, no. 2 (2021): 22–41. http://dx.doi.org/10.1525/jsmg.2021.2.2.22.
Full textAlsaadi, Bashaer, Bushra Alsaadi, Athir Alghamdi, Mashaal Alfhaid, Nedaa Almuallim, and Maram Meccawy. "Learning While Playing: Introducing Programming Concepts to Children in Minecraft." International Journal of Online and Biomedical Engineering (iJOE) 18, no. 13 (2022): 4–24. http://dx.doi.org/10.3991/ijoe.v18i13.26451.
Full textKope, Andrew, Caroline Rose, and Michael Katchabaw. "Modeling Autobiographical Memory for Believable Agents." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 9, no. 1 (2021): 23–29. http://dx.doi.org/10.1609/aiide.v9i1.12686.
Full textSantos, Fernando, Filpa Domingos, Gonçalo Cruz, et al. "Performance analysis of professional U-23 portuguese players in small-sided games." Retos 46 (September 12, 2022): 1056–64. http://dx.doi.org/10.47197/retos.v46.90769.
Full textVallade, Benoît, Alexandre David, and Tomoharu Nakashima. "Three Layers Framework Concept for Adjustable Artificial Intelligence." Journal of Advanced Computational Intelligence and Intelligent Informatics 19, no. 6 (2015): 867–79. http://dx.doi.org/10.20965/jaciii.2015.p0867.
Full textGraves, Lee E. F., Nicola D. Ridgers, Karen Williams, Gareth Stratton, Greg Atkinson, and Nigel T. Cable. "The Physiological Cost and Enjoyment of Wii Fit in Adolescents, Young Adults, and Older Adults." Journal of Physical Activity and Health 7, no. 3 (2010): 393–401. http://dx.doi.org/10.1123/jpah.7.3.393.
Full textComeras-Chueca, Cristina, Lorena Villalba-Heredia, Jose Luis Perez-Lasierra, et al. "Active Video Games Improve Muscular Fitness and Motor Skills in Children with Overweight or Obesity." International Journal of Environmental Research and Public Health 19, no. 5 (2022): 2642. http://dx.doi.org/10.3390/ijerph19052642.
Full textPurnomo, SF Luthfie Arguby, SF Lukfianka Sanjaya Purnama, and Lilik Untari. "PROSTHETIC TRANSLATION: RETRANSLATIONS OF VIDEO GAME REMAKES AND REMASTERS REFUTE RETRANSLATION HYPOTHESIS." Humanus 18, no. 1 (2019): 12. http://dx.doi.org/10.24036/humanus.v18i1.103507.
Full textPandurevic, Dominik, Paweł Draga, Alexander Sutor, and Klaus Hochradel. "Analysis of Competition and Training Videos of Speed Climbing Athletes Using Feature and Human Body Keypoint Detection Algorithms." Sensors 22, no. 6 (2022): 2251. http://dx.doi.org/10.3390/s22062251.
Full textPerek, Piotr, Aleksander Mielczarek, and Dariusz Makowski. "High-Performance Image Acquisition and Processing for Stereoscopic Diagnostic Systems with the Application of Graphical Processing Units." Sensors 22, no. 2 (2022): 471. http://dx.doi.org/10.3390/s22020471.
Full textCassidy, Gianna, and Raymond Macdonald. "The effects of music choice on task performance: A study of the impact of self-selected and experimenter-selected music on driving game performance and experience." Musicae Scientiae 13, no. 2 (2009): 357–86. http://dx.doi.org/10.1177/102986490901300207.
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 (2021): 61–87. http://dx.doi.org/10.7206/cemj.2658-0845.41.
Full textRankin, Yolanda A., Sana Tibi, Casey Kennington, and Na-eun Han. "In-Game Social Interactions to Facilitate ESL Students' Morphological Awareness, Language and Literacy Skills." Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (2021): 1–25. http://dx.doi.org/10.1145/3474706.
Full textKlimova, Margarita A. "Nicknames in Video Gaming: Functional Use and Variation." Вопросы ономастики 17, no. 3 (2020): 293–315. http://dx.doi.org/10.15826/vopr_onom.2020.17.3.045.
Full textRezabala, Martha Elena Alonzo, and Jhonny Saulo Villafuerte Holguín. "Adaptations for Teaching Children with Special Educational Needs in ESL Context." International Journal of Social Science Studies 8, no. 1 (2019): 121. http://dx.doi.org/10.11114/ijsss.v8i1.4668.
Full textAlois, Jaclyn, Srinidhi Bellamkonda, Eamon T. Campolettano, et al. "Do American Youth Football Players Intentionally Use Their Heads for High-Magnitude Impacts?" American Journal of Sports Medicine 47, no. 14 (2019): 3498–504. http://dx.doi.org/10.1177/0363546519882034.
Full textMahardika, Fitrianti, Esti Yunitasari, and Praba Rachmawati. "Systematic Review : The Effect of Intervention Rehabilitation “Computer-Based Cognitive Training Program” to Improve Cognitive Skills of Children with ADHD." Jurnal Ners dan Kebidanan (Journal of Ners and Midwifery) 8, no. 2 (2021): 263–69. http://dx.doi.org/10.26699/jnk.v8i2.art.p263-269.
Full textSchimith, Talila, and Andresa de Souza Ugaya. "Jogos e brincadeiras: modificações entre gerações." MOTRICIDADES: Revista da Sociedade de Pesquisa Qualitativa em Motricidade Humana 4, no. 3 (2020): 231–44. http://dx.doi.org/10.29181/2594-6463-2020-v4-n3-p231-244.
Full textWilliamson, Rylen A., Ash T. Kolstad, Maciej Krolikowski, et al. "Incidence of Head Contacts, Penalties, and Player Contact Behaviors in Youth Ice Hockey: Evaluating the “Zero Tolerance for Head Contact” Policy Change." Orthopaedic Journal of Sports Medicine 9, no. 3 (2021): 232596712199237. http://dx.doi.org/10.1177/2325967121992375.
Full textRohleder, Jonas, and Tobias Vogt. "Changes in Floor Exercise Characteristics in World Elite Male Gymnasts." Journal of Human Kinetics 67, no. 1 (2019): 291–300. http://dx.doi.org/10.2478/hukin-2018-0083.
Full textSchimith, Talila, and Andresa De Souza Ugaya. "Jogos e brincadeiras: modificações entre gerações." MOTRICIDADES: Revista da Sociedade de Pesquisa Qualitativa em Motricidade Humana 4, no. 3 (2020): 231. http://dx.doi.org/10.29181/2594-6463.2020.v4.n3.p231-244.
Full textLacelle, Kristen Lila, Mario Stampanoni Bassi, Allen Anthony Champagne, Nicole Coverdale, and Douglas J. Cook. "Characterization of the Biomechanical and Situational Aspects of High Magnitude Subconcussive Impacts in Collegiate Football." Neurology 95, no. 20 Supplement 1 (2020): S1.2—S1. http://dx.doi.org/10.1212/01.wnl.0000719864.38158.60.
Full textThangavel, Gomathi, Mevludin Memedi, and Karin Hedström. "Customized Information and Communication Technology for Reducing Social Isolation and Loneliness Among Older Adults: Scoping Review." JMIR Mental Health 9, no. 3 (2022): e34221. http://dx.doi.org/10.2196/34221.
Full textGupta, Dev. "Stacked 3d package with improved bandwidth and power efficiency." Additional Conferences (Device Packaging, HiTEC, HiTEN, and CICMT) 2013, DPC (2013): 000347–76. http://dx.doi.org/10.4071/2013dpc-ta12.
Full textBeattie, Scott. "Extremity, Video Games and the Censors." M/C Journal 9, no. 5 (2006). http://dx.doi.org/10.5204/mcj.2669.
Full textSrauy, Sam, and John Cheney-Lippold. "Realism in FIFA? How social realism enabled platformed racism in a video game." First Monday, June 1, 2019. http://dx.doi.org/10.5210/fm.v24i6.10091.
Full textLortet, Alain. "Devis ludique pour les modèles d’ingénierie de dispositifs pédagogiques | Gamification Specifications for Engineering Models of Educational Devices." Canadian Journal of Learning and Technology / La revue canadienne de l’apprentissage et de la technologie 44, no. 3 (2018). http://dx.doi.org/10.21432/cjlt27637.
Full textMoore, Christopher Luke. "Digital Games Distribution: The Presence of the Past and the Future of Obsolescence." M/C Journal 12, no. 3 (2009). http://dx.doi.org/10.5204/mcj.166.
Full textBazylak, Jason. "Gamification of Professional Development for First Year Engineering Students." Proceedings of the Canadian Engineering Education Association (CEEA), August 7, 2015. http://dx.doi.org/10.24908/pceea.v0i0.5926.
Full textSoderman, Braxton. "Intrinsic motivation: flOw, video games, and participatory culture." Transformative Works and Cultures 2 (February 17, 2009). http://dx.doi.org/10.3983/twc.2009.097.
Full textWu, Xiuyun, Paul J. Veugelers, and Arto Ohinmaa. "Health Behavior, Health-Related Quality of Life, and Mental Health Among Canadian Children: A Population-Based Cohort Study." Frontiers in Nutrition 8 (March 11, 2021). http://dx.doi.org/10.3389/fnut.2021.638259.
Full textAbrate, Graziano, and Anna Menozzi. "User innovation and network effects: the case of video games." Industrial and Corporate Change, August 23, 2020. http://dx.doi.org/10.1093/icc/dtaa030.
Full textLosh, Elizabeth. "Artificial Intelligence." M/C Journal 10, no. 5 (2007). http://dx.doi.org/10.5204/mcj.2710.
Full textLupton, Deborah, and Gareth M. Thomas. "Playing Pregnancy: The Ludification and Gamification of Expectant Motherhood in Smartphone Apps." M/C Journal 18, no. 5 (2015). http://dx.doi.org/10.5204/mcj.1012.
Full textCharlton, Jan, Jill Cordes, Thomas Hayes, and Carrie Walton. "117 Murder on the Laboratory Floor." International Journal of Healthcare Simulation, December 23, 2021. http://dx.doi.org/10.54531/dojt8974.
Full textXiao, Leon Y., Laura L. Henderson, Rune K. L. Nielsen, and Philip W. S. Newall. "Regulating Gambling-Like Video Game Loot Boxes: a Public Health Framework Comparing Industry Self-Regulation, Existing National Legal Approaches, and Other Potential Approaches." Current Addiction Reports, July 26, 2022. http://dx.doi.org/10.1007/s40429-022-00424-9.
Full textChen, Ji, Iian Black, Diane Nichols, et al. "Pilot Test of Dosage Effects in HEXORR II for Robotic Hand Movement Therapy in Individuals With Chronic Stroke." Frontiers in Rehabilitation Sciences 2 (October 1, 2021). http://dx.doi.org/10.3389/fresc.2021.728753.
Full textMunoz Gomez, E., N. Moreno-Segura, T. Sentandreu-Mano, et al. "Physical activity and technology usage performed by patients with coronary artery disease: a gender approach." European Journal of Cardiovascular Nursing 21, Supplement_1 (2022). http://dx.doi.org/10.1093/eurjcn/zvac060.046.
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