Academic literature on the topic 'Video games – Research'
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Journal articles on the topic "Video games – Research"
Ćwil, Małgorzata, and William T. Howe. "Cross-Cultural Analysis of Gamer Identity: A Comparison of the United States and Poland." Simulation & Gaming 51, no. 6 (2020): 785–801. http://dx.doi.org/10.1177/1046878120945735.
Full textCosta, Liliana Vale, and Ana Isabel Veloso. "Factors Influencing the Adoption of Video Games in Late Adulthood." International Journal of Technology and Human Interaction 12, no. 1 (2016): 35–50. http://dx.doi.org/10.4018/ijthi.2016010103.
Full textRipamonti, Laura Anna, Marco Trubian, Dario Maggiorini, and Simone Previti. "Video Games and Operations Research." Computers in Entertainment 16, no. 1 (2017): 1–12. http://dx.doi.org/10.1145/2767136.
Full textDenikin, 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.
Full textEden, Allison, Erin Maloney, and Nicholas David Bowman. "Gender Attribution in Online Video Games." Journal of Media Psychology 22, no. 3 (2010): 114–24. http://dx.doi.org/10.1027/1864-1105/a000016.
Full textPintér, Róbert. "A gamer bennük van – Az eNET Internetkutató, az Esportmilla és az Esport1 közös magyar videojátékos és e-sport kutatásának főbb eredményei." Információs Társadalom 18, no. 1 (2018): 107. http://dx.doi.org/10.22503/inftars.xviii.2018.1.7.
Full textIvory, James D. "Video Games as a Multifaceted Medium: A Review of Quantitative Social Science Research on Video Games and a Typology of Video Game Research Approaches." Review of Communication Research 1 (2013): 31–68. http://dx.doi.org/10.12840/issn.2255-4165_2013_01.01_002.
Full textPrice, John A. "Social Science Research on Video Games." Journal of Popular Culture 18, no. 4 (1985): 111–25. http://dx.doi.org/10.1111/j.0022-3840.1985.00111.x.
Full textLee, Chiawen, Kirk Damon Aiken, and Huang Chia Hung. "Effects of College Students' Video Gaming Behavior on Self-Concept Clarity and Flow." Social Behavior and Personality: an international journal 40, no. 4 (2012): 673–79. http://dx.doi.org/10.2224/sbp.2012.40.4.673.
Full textMcLean, Lavinia, and Mark D. Griffiths. "Gamers’ Attitudes towards Victims of Crime." International Journal of Cyber Behavior, Psychology and Learning 3, no. 2 (2013): 13–33. http://dx.doi.org/10.4018/ijcbpl.2013040102.
Full textDissertations / Theses on the topic "Video games – Research"
Du, Plessis Corné. "Video games as “play assemblages”: applying philosophical concepts from deleuze and guattari to create a novel approach to video games." Thesis, Nelson Mandela Metropolitan University, 2017. http://hdl.handle.net/10948/16119.
Full textChen, Renee Chia-Lei. "Autoethnographic Research through Storytelling in Animation and Video Games." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461270639.
Full textOrtiz, de Gortari A. B. "Exploring 'Game Transfer Phenomena' : a multimodal research approach for investigating video games' effects." Thesis, Nottingham Trent University, 2015. http://irep.ntu.ac.uk/id/eprint/27888/.
Full textWatson, William R. "Formative research on an instructional design theory for educational video games." [Bloomington, Ind.] : Indiana University, 2007. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3278250.
Full textMirza-Babaei, Pejman. "Biometric storyboards : a games user research approach for improving qualitative evaluations of player experience." Thesis, University of Sussex, 2014. http://sro.sussex.ac.uk/id/eprint/47858/.
Full textLéo, Smith. "The Effect of Dynamic Music in Video Games : An Overview of Current Research." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-414409.
Full textCicchirillo, Vincent J. "The effects of priming racial stereotypes through violent video games." Columbus, Ohio : Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view.cgi?acc%5Fnum=osu1243867231.
Full textAtanasov, Simeon. "Juiciness: Exploring and designing around experience of feedback in video games." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22264.
Full textBjörkskog, Gaston. "Detecting cheaters who utilise third-party software to gain an advantage in multiplayer video games." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-84878.
Full textOlsén, Jonas. "Computer gaming’s facilitation of the English subject : A quantitative research on the influence of computer gaming on students' English performance." Thesis, Örebro universitet, Institutionen för humaniora, utbildnings- och samhällsvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-54770.
Full textBooks on the topic "Video games – Research"
Bibliography: Research on video and computer games : a selection (1970- ). UNESCO International Clearinghouse on Children and Violence on the Screen at Nordicom, 2000.
Find full textIntegrating video game research and practice in library and information science. Information Science Reference (an imprint of IGI Global), 2015.
Find full textEmbrick, David G. Social exclusion, power and video game play: New research in digital media and technology /. Lexington Books, 2012.
Find full textEmbrick, David G. Social exclusion, power and video game play: New research in digital media and technology /. Lexington Books, 2012.
Find full textSanger, Jack. Screen-based entertainment technology and the young learner: A research study. British Library Research and Innovation Centre, 1997.
Find full textSwoboda, Wolfgang H. Bildschirmspiele und Automatenspielstätten im Freizeitalltag junger Erwachsener: Analysen zum Forschungsstand mit einer qualitativen Explorationsstudie über Freizeit-, Spiel- und Mediengebrauch. Böhlau, 1990.
Find full textBehavioral mathematics for game AI. Charles River Media, Course Technology, Cengage Learning, 2009.
Find full textERIC Clearinghouse on Elementary and Early Childhood Education., ed. Video games: Research, ratings, recommendations. ERIC Clearinghouse on Elementary and Early Childhood Education, University of Illinois, 1998.
Find full textChamberlin, Barbara, and Ann Maloney. Active Video Games: Impacts and Research. Oxford University Press, 2012. http://dx.doi.org/10.1093/oxfordhb/9780195398809.013.0018.
Full textBook chapters on the topic "Video games – Research"
Grizzard, Matthew, and C. Joseph Francemone. "Research on the Emotions Caused by Video Games Demands Integration." In Video Games. Routledge, 2018. http://dx.doi.org/10.4324/9781351235266-4.
Full textWalkerdine, Valerie. "Video Game Research." In Children, Gender, Video Games. Palgrave Macmillan UK, 2007. http://dx.doi.org/10.1057/9780230235373_2.
Full textHapp, Christian, and André Melzer. "Of Empathy and Media Content: Bringing Together Two Important Areas of Research." In Empathy and Violent Video Games. Palgrave Macmillan UK, 2014. http://dx.doi.org/10.1057/9781137440136_1.
Full textVisi, Federico, and Frithjof Faasch. "Motion Controllers, Sound, and Music in Video Games: State of the Art and Research Perspectives." In Emotion in Video Game Soundtracking. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-72272-6_8.
Full textBurkle, Martha, and Michael Magee. "Research Challenges for Education in Video-Games and Virtual Reality." In Methodological Challenges When Exploring Digital Learning Spaces in Education. SensePublishers, 2014. http://dx.doi.org/10.1007/978-94-6209-737-7_4.
Full textMendenhall, Zack, Gad Saad, and Marcelo Vinhal Nepomuceno. "Homo Virtualensis: Evolutionary Psychology as a Tool for Studying Video Games." In Evolutionary Psychology and Information Systems Research. Springer US, 2010. http://dx.doi.org/10.1007/978-1-4419-6139-6_14.
Full textKoizumi, Mariko. "Video Games: the Once Sustainable Industry is in Need of Policy." In Advances in Information and Communication Research. Springer Singapore, 2020. http://dx.doi.org/10.1007/978-981-15-4704-1_9.
Full textDardis, Frank E. "The Advent of Virtual Direct Experience (VDE) Research in Video Games." In Digital Advertising. Routledge, 2017. http://dx.doi.org/10.4324/9781315623252-26.
Full text"Video Games." In The Routledge Research Companion to Media Geography. Routledge, 2016. http://dx.doi.org/10.4324/9781315613178-12.
Full text"3. Research on Video Games." In Video Kids. Harvard University Press, 1991. http://dx.doi.org/10.4159/harvard.9780674422483.c3.
Full textConference papers on the topic "Video games – Research"
Calvillo Gámez, Eduardo H., Paul Cairns, Jeremy Gow, Jonathan Back, and Eddie Capstick. "Video games as research instruments." In the 28th of the international conference extended abstracts. ACM Press, 2010. http://dx.doi.org/10.1145/1753846.1754182.
Full textBeatty, Ian D. "Improving physics instruction by analyzing video games." In 2012 PHYSICS EDUCATION RESEARCH CONFERENCE. AIP, 2013. http://dx.doi.org/10.1063/1.4789654.
Full textMauricio Castano Diaz, Carlos, Birgit Dorner, Heinrich Hussmann, and Jan-Willem Strijbos. "Eppur Si Muove - Considerations in the Research of Commercial Video Games." In 2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games). IEEE, 2016. http://dx.doi.org/10.1109/vs-games.2016.7590346.
Full textShliakhovchuk, Elena. "USING VIDEO GAMES IN INTERCULTURAL, DIVERSITY AND INCLUSION EDUCATION." In 11th annual International Conference of Education, Research and Innovation. IATED, 2018. http://dx.doi.org/10.21125/iceri.2018.0946.
Full textEsquivel-Gámez, Ismael. "COGNITIVE SKILLS TRAINING: A PROPOSAL BASED ON VIDEO GAMES." In 11th annual International Conference of Education, Research and Innovation. IATED, 2018. http://dx.doi.org/10.21125/iceri.2018.0263.
Full textJimenez-Hernandez, Erendira M., Hanna Oktaba, Mario Piattini, Frida Diaz-Barriga Arceo, Alan M. Revillagigedo-Tulais, and Sergio V. Flores-Zarco. "Methodology to Construct Educational Video Games in Software Engineering." In 2016 4th International Conference in Software Engineering Research and Innovation (CONISOFT). IEEE, 2016. http://dx.doi.org/10.1109/conisoft.2016.25.
Full textAsadi, Amir-reza, and Reza Hemadi. "Understanding Virtual Currencies in Video Games: A Review." In 2018 2nd National and 1st International Digital Games Research Conference: Trends, Technologies, and Applications (DGRC). IEEE, 2018. http://dx.doi.org/10.1109/dgrc.2018.8712047.
Full textMartí-Parreño, José, Ernesto Méndez-Ibáñez, and Joaquin Aldás-Manzano. "THE MOTIVATIONAL EFFECTS OF EDUCATIONAL VIDEO GAMES: AN EXPERIMENTAL DESIGN." In 10th annual International Conference of Education, Research and Innovation. IATED, 2017. http://dx.doi.org/10.21125/iceri.2017.1927.
Full textFuentes Chab, Iván Humberto, Damián Uriel Rosado Castellanos, Olivia Graciela Fragoso Diaz, and Ivette Stephany Pacheco Farfán. "Quality Model based on Playability for the Understandability and Usability Components in Serious Video Games." In 9th International Conference on Signal, Image Processing and Pattern Recognition (SPPR 2020). AIRCC Publishing Corporation, 2020. http://dx.doi.org/10.5121/csit.2020.101912.
Full textSmith, Roger, and Adrienne Decker. "Understanding the impact of QPOC representation in video games." In 2016 Research on Equity and Sustained Participation in Engineering, Computing, and Technology (RESPECT). IEEE, 2016. http://dx.doi.org/10.1109/respect.2016.7836164.
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