Books on the topic 'Video games – Psychological aspects – Testing'
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Pervez, Mohammad. Video-games in Pakistan: A psychological perspective. Islamabad, Pakistan: National Institute of Psychology, Centre of Excellence, Quaid-e-Azam University, 1985.
Find full textGackenbach, Jayne. Video game play and consciousness. Hauppauge, N.Y: Nova Science Publishers, 2011.
Find full textGood video games and good learning: Collected essays on video games, learning, and literacy. New York: P. Lang, 2007.
Find full textKnoll, Joachim H. Gewalt und Spiele: Gewalt und Videospiel im Widerstreit der Meinungen. Düsseldorf: Livonia, 1993.
Find full textM, Ryan Richard, ed. Glued to games: How video games draw us in and hold us spellbound. Santa Barbara, Calif: ABC-CLIO, 2011.
Find full textGod in the machine: Video games as spiritual pursuit. West Conshohocken, PA: Templeton Press, 2013.
Find full textGentile, Douglas A. The impact of video games on children and youth. Arlington, Va: Educational Research Service, 2001.
Find full textGentile, Douglas A. The impact of video games on children and youth. Arlington, Va: Educational Research Service, 2001.
Find full textVideo kids: Making sense of Nintendo. Cambridge, Mass: Harvard University Press, 1991.
Find full textMarcovitz, Hal. Are video games harmful? San Diego, CA: ReferencePoint Press, 2011.
Find full textA casual revolution: Reinventing video games and their players. Cambridge, MA: MIT Press, 2010.
Find full textPennsylvania. General Assembly. Task Force on Violent Interactive Video Games. The report of the Task Force on Violent Interactive Video Games. Harrisburg, Pa: Pennsylvania Joint State Government Commission, 2008.
Find full textPennsylvania. General Assembly. Task Force on Violent Interactive Video Games. The report of the Task Force on Violent Interactive Video Games. Harrisburg, Pa: Pennsylvania Joint State Government Commission, 2008.
Find full textPennsylvania. General Assembly. Task Force on Violent Interactive Video Games. The report of the Task Force on Violent Interactive Video Games. Harrisburg, Pa: Pennsylvania Joint State Government Commission, 2008.
Find full textHalf-real: Video Games between Real Rules and Fictional Worlds. Cambridge, Mass: MIT Press, 2005.
Find full textHalf-real: Video games between real rules and fictional worlds. Cambridge, Mass: MIT Press, 2011.
Find full textDeMaria, Rusel. Reset: Changing the way we look at video games. San Francisco, CA: Berrett-Koehler Publishers, 2008.
Find full textDeMaria, Rusel. Reset: Changing the way we look at video games. San Francisco, Calif: Berrett-Koehler Publishers, 2007.
Find full textPsychology, pedagogy, and assessment in serious games. Hershey, Pennsylvania: Information Science Reference, 2014.
Find full textBideo gēmu ni kansuru shinrigakuteki kenkyū: Gēmu pureiyā no shinri jōtai to botan sōsa kōdō o chūshin ni. Tōkyō-to Chiyoda-ku: Kazama Shobō, 2012.
Find full textUnited, States Congress Senate Committee on Commerce Science and Transportation. The impact of interactive violence on children: Hearing before the Committee on Commerce, Science, and Transportation, United States Senate, One Hundred Sixth Congress, second session, March 21, 2000. Washington: U.S. G.P.O., 2003.
Find full textInderst, Rudolf. Contact - Conflict - Combat: Zur Tradition des Konfliktes in digitalen Spielen. Boizenburg: VWH, Verlag Werner Hülsbusch, 2011.
Find full textLinderoth, Jonas. Datorspelandets mening: Bortom idén om den interaktiva illusionen. Göteborg, Sweden: Acta Universitatis Gothoburgensis, 2004.
Find full textBeyond game design: Nine steps towards creating better videogames. Boston, MA: Charles River Media/Cengage Technology, 2009.
Find full textShavaun, Scott P., ed. Game addiction: The experience and the effects. Jefferson, N.C: McFarland & Company, 2009.
Find full textDeath by video game: Tales of obsession from the virtual frontline. London: Serpent's Tail, 2015.
Find full textPecchinenda, Gianfranco. Videogiochi e cultura della simulazione: La nascita dell'"homo game". Roma: GLF editori Laterza, 2003.
Find full textThe art of failure: An essay on the pain of playing video games. Cambridge, Mass: MIT Press, 2013.
Find full textAstrid, Kristen, and Oppl Caroline, eds. Computerspiele mit und ohne Gewalt: Auswahl und Wirkung bei Kindern. Stuttgart: Kohlhammer, 2007.
Find full textUnplugged: My journey into the dark world of video game addiction. Deerfield Beach, FL: Health Communications, 2010.
Find full textRandazzo, Antonella. Bambini psico-programmati: Essere consapevoli dell'influenza della pubblicità, della TV, dei videogiochi. Torino: Il leone verde, 2007.
Find full textFreyermuth, Gundolf S., Lisa Gotto, and Fabian Wallenfels. Serious Games, Exergames, Exerlearning: Zur Transmedialisierung und Gamification des Wissenstransfers. Bielefeld: Transcript, 2013.
Find full textERIC Clearinghouse on Elementary and Early Childhood Education., ed. Video games: Research, ratings, recommendations. Champaign, IL: ERIC Clearinghouse on Elementary and Early Childhood Education, University of Illinois, 1998.
Find full textBerger, Arthur. Video Games: A Popular Culture Phenomenon. Transaction Publishers, 2002.
Find full textPeter, Vorderer, and Bryant Jennings, eds. Playing video games: Motives, responses, and consequences. Mahwah, N.J: Lawrence Erlbaum Associates, 2006.
Find full textPlaying video games: Motives, responses, and consequences. Mahwah, NJ: Lawrence Erlbaum Associates, 2006.
Find full textPlaying Video Games: Motives, Responses, and Consequences (Lea's Communication). Lawrence Erlbaum Associates, 2006.
Find full textMummert, Shawn Patrick. I, Lara: Subjectivity, ideology, and violence in three-dimensional video games and their secondary texts. 1999.
Find full textPayne, Matthew Thomas. Playing War: Military Video Games After 9/11. NYU Press, 2016.
Find full textPayne, Matthew Thomas. Playing War: Military Video Games After 9/11. NYU Press, 2016.
Find full textGetting Gamers: The Psychology of Video Games and Their Impact on the People who Play Them. Rowman & Littlefield Publishers, 2019.
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