Journal articles on the topic 'Video games – Research'
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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 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 (2016): 833–50. http://dx.doi.org/10.1177/0165551515618594.
Full textSari, Dinar Ayu Mirunggan, Murtono Murtono, and Irfai Fathurohman. "Pengembangan Media Video Animasi 3D Dalam Permainan Tradisional Petak Benteng Untuk Keterampilan Motorik." Risenologi 6, no. 1 (2021): 8–12. http://dx.doi.org/10.47028/j.risenologi.2021.61.147.
Full textWahyuono, Jusuf Ariz, and Ardian Indro Yuwono. "RECEPTION ANALYSIS OF PORNOGRAPHY IN VIDEO GAME PLAYER." INJECT (Interdisciplinary Journal of Communication) 4, no. 2 (2019): 137–52. http://dx.doi.org/10.18326/inject.v4i2.137-152.
Full textSherry, John L. "Formative Research for STEM Educational Games." Zeitschrift für Psychologie 221, no. 2 (2013): 90–97. http://dx.doi.org/10.1027/2151-2604/a000134.
Full textEvans, Michael A., Anderson Norton, Mido Chang, Kirby Deater-Deckard, and Osman Balci. "Youth and Video Games." Zeitschrift für Psychologie 221, no. 2 (2013): 98–106. http://dx.doi.org/10.1027/2151-2604/a000135.
Full textCrawford, Garry, Daniel Muriel, and Steven Conway. "A feel for the game: Exploring gaming ‘experience’ through the case of sports-themed video games." Convergence: The International Journal of Research into New Media Technologies 25, no. 5-6 (2018): 937–52. http://dx.doi.org/10.1177/1354856518772027.
Full textCrawford, Garry, and Victoria K. Gosling. "More than a Game: Sports-Themed Video Games and Player Narratives." Sociology of Sport Journal 26, no. 1 (2009): 50–66. http://dx.doi.org/10.1123/ssj.26.1.50.
Full textGeerts, David, Marije Nouwen, Evert van Beek, Karin Slegers, Fernanda Chocron Miranda, and Lizzy Bleumers. "Using the SGDA Framework to Design and Evaluate Research Games." Simulation & Gaming 50, no. 3 (2018): 272–301. http://dx.doi.org/10.1177/1046878118808826.
Full textOssenfort, Kathryn L., and Derek M. Isaacowitz. "Video Games and Emotion Regulation." GeroPsych 31, no. 4 (2018): 205–13. http://dx.doi.org/10.1024/1662-9647/a000196.
Full textSøraker, Johnny Hartz. "Gaming the gamer? – The ethics of exploiting psychological research in video games." Journal of Information, Communication and Ethics in Society 14, no. 2 (2016): 106–23. http://dx.doi.org/10.1108/jices-02-2015-0003.
Full textWood, Kelli, and David S. Carter. "Art and technology: archiving video games for humanities research in university libraries." Art Libraries Journal 43, no. 4 (2018): 185–95. http://dx.doi.org/10.1017/alj.2018.29.
Full textZulkarnaen, Rifaldi, Sri Hendarsih, and Eko Suryani. "GAMBARAN POLA KOMUNIKASI ORANG TUA DAN PERILAKU ANAK PENGGUNA VIDEO GAME DI SMP N 3 GAMPING SLEMAN." Caring : Jurnal Keperawatan 7, no. 1 (2018): 40–52. http://dx.doi.org/10.29238/caring.v7i1.354.
Full textCostello, Robert, Murray Lambert, and Florian Kern. "How Can Accessibility for Deaf and Hearing-Impaired Players be Improved in Video Games?" International Journal of R&D Innovation Strategy 1, no. 1 (2019): 16–32. http://dx.doi.org/10.4018/ijrdis.2019010102.
Full textNguyen, Phuong, and Luong Nguyen. "A study on game consumer behavior." Management Science Letters 11, no. 9 (2021): 2323–30. http://dx.doi.org/10.5267/j.msl.2021.6.002.
Full textSteinkuehler, Constance. "Massively Multiplayer Online Gaming as a Constellation of Literacy Practices." E-Learning and Digital Media 4, no. 3 (2007): 297–318. http://dx.doi.org/10.2304/elea.2007.4.3.297.
Full textSevin, Rebecca, and Whitney Decamp. "From Playing to Programming: The Effect of Video Game Play on Confidence with Computers and an Interest in Computer Science." Sociological Research Online 21, no. 3 (2016): 14–23. http://dx.doi.org/10.5153/sro.4082.
Full textEllefsen, Ugo, and Miguel Á. Bernal-Merino. "Harnessing the roar of the crowd." Journal of Internationalization and Localization 5, no. 1 (2018): 21–48. http://dx.doi.org/10.1075/jial.00009.ell.
Full textLawler, Jeffrey, and Sean Smith. "Reprogramming the History of Video Games: A Historian’s Approach to Video Games and Their History." International Public History 4, no. 1 (2021): 47–54. http://dx.doi.org/10.1515/iph-2021-2018.
Full textChernikova, Angelina, and Murilo Branco. "Product placement in computer/video games: an analysis of the impact on customers purchasing decision." Innovative Marketing 15, no. 3 (2019): 60–70. http://dx.doi.org/10.21511/im.15(3).2019.05.
Full textPorter, Guy, and Vladan Starcevic. "Are Violent Video Games Harmful?" Australasian Psychiatry 15, no. 5 (2007): 422–26. http://dx.doi.org/10.1080/10398560701463343.
Full textGreen, C. Shawn, and Aaron R. Seitz. "The Impacts of Video Games on Cognition (and How the Government Can Guide the Industry)." Policy Insights from the Behavioral and Brain Sciences 2, no. 1 (2015): 101–10. http://dx.doi.org/10.1177/2372732215601121.
Full textBorderie, Joceran, and Nicolas Michinov. "Identifying Flow in Video Games." International Journal of Gaming and Computer-Mediated Simulations 8, no. 3 (2016): 19–38. http://dx.doi.org/10.4018/ijgcms.2016070102.
Full textDonchin, Emanuel. "Video games as research tools: The Space Fortress game." Behavior Research Methods, Instruments, & Computers 27, no. 2 (1995): 217–23. http://dx.doi.org/10.3758/bf03204735.
Full textMyers, David. "Guest editorial: Video games: Issues in research and learning." Simulation & Gaming 36, no. 4 (2005): 442–46. http://dx.doi.org/10.1177/1046878105282569.
Full text罗, 红. "Research Summary of Negative Effects of Violent Video Games." Advances in Psychology 06, no. 02 (2016): 188–94. http://dx.doi.org/10.12677/ap.2016.62023.
Full textCalvillo-Gámez, Eduardo, Jeremy Gow, and Paul Cairns. "Introduction to special issue: Video games as research instruments." Entertainment Computing 2, no. 1 (2011): 1–2. http://dx.doi.org/10.1016/j.entcom.2011.03.011.
Full textFerguson, Christopher J. "Violent Video Games, Sexist Video Games, and the Law: Why Can't We Find Effects?" Annual Review of Law and Social Science 14, no. 1 (2018): 411–26. http://dx.doi.org/10.1146/annurev-lawsocsci-101317-031036.
Full textOrtiz, Luz, Héctor Tillerias, Christian Chimbo, and Veronica Toaza. "Impact on the video game industry during the COVID-19 pandemic." Athenea 1, no. 1 (2020): 5–13. http://dx.doi.org/10.47460/athenea.v1i1.1.
Full textMyasnikova, М. А., and P. E. Arkhipov. "Video Games Differentiation in the Framework of the Culturological Research of the Media." Izvestia Ural Federal University Journal Series 1. Issues in Education, Science and Culture 27, no. 1 (2021): 12–22. http://dx.doi.org/10.15826/izv1.2021.27.1.002.
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 textO’Hagan, Minako. "Putting Pleasure First: Localizing Japanese Video Games." TTR 22, no. 1 (2010): 147–65. http://dx.doi.org/10.7202/044785ar.
Full textFoley, Louise, and Ralph Maddison. "Use of Active Video Games to Increase Physical Activity in Children: A (Virtual) Reality?" Pediatric Exercise Science 22, no. 1 (2010): 7–20. http://dx.doi.org/10.1123/pes.22.1.7.
Full textMcLean, Lavinia, and Mark D. Griffiths. "Violent Video Games and Attitudes Towards Victims of Crime." International Journal of Cyber Behavior, Psychology and Learning 3, no. 3 (2013): 1–16. http://dx.doi.org/10.4018/ijcbpl.2013070101.
Full textHamlen, Karla R. "Understanding Children’s Choices and Cognition in Video Game Play." Zeitschrift für Psychologie 221, no. 2 (2013): 107–14. http://dx.doi.org/10.1027/2151-2604/a000136.
Full textBogacheva, N. V., and A. E. Voiskounsky. "Computer games and creativity: the positive aspects and negative trends." Современная зарубежная психология 6, no. 4 (2017): 29–40. http://dx.doi.org/10.17759/jmfp.2017060403.
Full textHamlen, Karla R. "General Problem-Solving Styles and Problem-Solving Approaches in Video Games." Journal of Educational Computing Research 56, no. 4 (2017): 467–84. http://dx.doi.org/10.1177/0735633117729221.
Full textGoldstein, Jeffrey, Lara Cajko, Mark Oosterbroek, Moniek Michielsen, Oscar Van Houten, and Femke Salverda. "VIDEO GAMES AND THE ELDERLY." Social Behavior and Personality: an international journal 25, no. 4 (1997): 345–52. http://dx.doi.org/10.2224/sbp.1997.25.4.345.
Full textMurphy, Shane. "Video Games, Competition and Exercise: A New Opportunity for Sport Psychologists?" Sport Psychologist 23, no. 4 (2009): 487–503. http://dx.doi.org/10.1123/tsp.23.4.487.
Full textVari, Judit. "Playful Trajectories and Experimentations." Brill Research Perspectives in Global Youth 1, no. 1 (2021): 1–102. http://dx.doi.org/10.1163/25903160-12340001.
Full textBass, Ian. "The Potential of Video Games for Enhancing Teaching History." International Journal of Management and Applied Research 7, no. 3 (2020): 308–18. http://dx.doi.org/10.18646/2056.73.20-022.
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