Academic literature on the topic 'Video games – Social aspects'
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Journal articles on the topic "Video games – Social aspects"
Pietersen, André J., Jan K. Coetzee, Dominika Byczkowska-Owczarek, Florian Elliker, and Leane Ackermann. "Online Gamers, Lived Experiences, and Sense of Belonging: Students at the University of the Free State, Bloemfontein." Qualitative Sociology Review 14, no. 4 (January 8, 2019): 122–37. http://dx.doi.org/10.18778/1733-8077.14.4.08.
Full textVerheijen, Geert P., William J. Burk, Sabine E. M. J. Stoltz, Yvonne H. M. van den Berg, and Antonius H. N. Cillessen. "Associations Between Different Aspects of Video Game Play Behavior and Adolescent Adjustment." Journal of Media Psychology 32, no. 1 (January 2020): 27–39. http://dx.doi.org/10.1027/1864-1105/a000253.
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 (May 10, 2018): 937–52. http://dx.doi.org/10.1177/1354856518772027.
Full textTichon, Jennifer G., and Timothy Mavin. "Experiencing Resilience via Video Games." Social Science Computer Review 35, no. 5 (August 18, 2016): 666–75. http://dx.doi.org/10.1177/0894439316664507.
Full textPérez-Latorre, Óliver, Víctor Navarro-Remesal, Antonio José Planells de la Maza, and Cristina Sánchez-Serradilla. "Recessionary games: Video games and the social imaginary of the Great Recession (2009–2015)." Convergence: The International Journal of Research into New Media Technologies 25, no. 5-6 (December 14, 2017): 884–900. http://dx.doi.org/10.1177/1354856517744489.
Full textIvory, Adrienne Holz, James D. Ivory, and Madison Lanier. "Video Game Use as Risk Exposure, Protective Incapacitation, or Inconsequential Activity Among University Students." Journal of Media Psychology 29, no. 1 (January 2017): 42–53. http://dx.doi.org/10.1027/1864-1105/a000210.
Full textCășvean, Tulia Maria, Vasile Hodorogea, and Ioan Emanuel Cășvean. "The Experience Created by the Social and Cultural Context Constructed by Video Games: A Digitization of Life and Death." Journal for Social Media Inquiry 3, no. 1 (July 27, 2021): 19–31. http://dx.doi.org/10.18662/jsmi/3.1/14.
Full textJaipal, Kamini, and Candace Figg. "Using Video Games in Science Instruction: Pedagogical, Social, and Concept-Related Aspects." Canadian Journal of Science, Mathematics and Technology Education 9, no. 2 (June 23, 2009): 117–34. http://dx.doi.org/10.1080/14926150903047780.
Full textCerezo-Pizarro, Mario, Francisco-Ignacio Revuelta-Domínguez, Jorge Guerra-Antequera, and Jairo Melo-Sánchez. "The Cultural Impact of Video Games: A Systematic Review of the Literature." Education Sciences 13, no. 11 (November 7, 2023): 1116. http://dx.doi.org/10.3390/educsci13111116.
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 textDissertations / Theses on the topic "Video games – Social aspects"
Wong, Chi-hang, and 王志恆. "The localization of Japanese video games in Taiwan." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2013. http://hdl.handle.net/10722/197549.
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Pelurson, Gaspard. "Queer quests : journeying through manifestations of queerness in video games." Thesis, University of Sussex, 2017. http://sro.sussex.ac.uk/id/eprint/78270/.
Full textLi, King-lun, and 李景麟. "Nintendo revolution: what is happening in videogame industry and individuals." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hub.hku.hk/bib/B44676670.
Full textChambers, Christopher. "Addressing Cheating and Workload Characterization in Online Games." PDXScholar, 2006. https://pdxscholar.library.pdx.edu/open_access_etds/2669.
Full textTran, Chris. "What's Real Anymore: A Comparison of World of Warcraft, SecondLife and Online Experiences." Thesis, University of North Texas, 2009. https://digital.library.unt.edu/ark:/67531/metadc10976/.
Full textZhu, Jun Chao. "The evolution of official media reports on video games :a case study of the People's Daily." Thesis, University of Macau, 2018. http://umaclib3.umac.mo/record=b3953768.
Full textMenuez, Paolo Xavier Machado. "The Downward Spiral: Postmodern Consciousness as Buddhist Metaphysics in the Dark Souls Video Game Series." PDXScholar, 2017. https://pdxscholar.library.pdx.edu/open_access_etds/4161.
Full textJin, Chengyue. "Game narrative conveyed through visual elements in digital games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20104.
Full textClearwater, David A. "Full spectrum propaganda : the U.S. military, video games, and the genre of the military-themed shooter." Thesis, McGill University, 2006. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=100338.
Full textRăzman, Diana Cristina. "Press ‘F’ to pay respects : Grief and memorialization in video games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20098.
Full textBooks on the topic "Video games – Social aspects"
Albuquerque, Beatriz. Video games + glitch = learning: Video games vs. teachers. Saarbrücken, Germany: LAP Lambert Academic Publishing, 2012.
Find full textDyer-Witheford, Nick. Games of empire: Global capitalism and video games. Minneapolis, MN: University of Minnesota Press, 2009.
Find full textDyer-Witheford, Nick. Games of empire: Global capitalism and video games. Minneapolis: University of Minnesota Press, 2009.
Find full textDyer-Witheford, Nick. Games of empire: Global capitalism and video games. Minneapolis, MN: University of Minnesota Press, 2009.
Find full textCruz-Cunha, Maria Manuela, Vitor Hugo Carvalho, and Paula Cristina Almeida Tavares. Business, technological, and social dimensions of computer games: Multidisciplinary developments. Hershey, PA: Information Science Reference, 2011.
Find full textBook chapters on the topic "Video games – Social aspects"
Augusto Bordini, Rogério, and Oliver Korn. "Gamification and Mobile Apps: Allies in Reducing Loneliness Among Young Adults." In Mental Health | Atmospheres | Video Games, 87–102. Bielefeld, Germany: transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839462645-009.
Full textPeña, Jorge. "A Communication Model of Social Demands in Video Games." In Video Games, 126–45. New York, NY : Routledge, 2018. | Series: Electronic media research series: Routledge, 2018. http://dx.doi.org/10.4324/9781351235266-8.
Full textKryston, Kevin, Eric Novotny, Ralf Schmälzle, and Ron Tamborini. "Social Demand in Video Games and the Synchronization Theory of Flow." In Video Games, 161–77. New York, NY : Routledge, 2018. | Series: Electronic media research series: Routledge, 2018. http://dx.doi.org/10.4324/9781351235266-10.
Full textHobson, Anne. "Emergent Governance From Polycentric Order in Virtual Reality Social Spaces." In Law, Video Games, Virtual Realities, 74–95. London: Routledge, 2023. http://dx.doi.org/10.4324/9781003197805-5.
Full textKoyama, Yuhsuke. "Mobile Phone Games: Prosperity of Social Games and Rapid Market Maturation." In History of the Japanese Video Game Industry, 223–43. Singapore: Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-99-1342-8_14.
Full textKonert, Johannes, Stefan Göbel, and Ralf Steinmetz. "Video Game Personalization via Social Media Participation." In Games for Training, Education, Health and Sports, 35–46. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-05972-3_5.
Full textCesar, Pablo, and David Geerts. "Social Interaction Design for Online Video and Television." In Handbook of Digital Games and Entertainment Technologies, 1157–93. Singapore: Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-4560-50-4_39.
Full textCesar, Pablo, and David Geerts. "Social Interaction Design for Online Video and Television." In Handbook of Digital Games and Entertainment Technologies, 1–37. Singapore: Springer Singapore, 2015. http://dx.doi.org/10.1007/978-981-4560-52-8_39-1.
Full textPiero, Mike. "The Chronotope of the Threshold in Medieval-Themed Role-Playing Games." In Video Game Chronotopes and Social Justice, 51–83. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-91944-3_2.
Full textTerzieva, Valentina, Elena Paunova-Hubenova, and Boyan Bontchev. "Personalization of Educational Video Games in APOGEE." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 477–87. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-53294-9_34.
Full textConference papers on the topic "Video games – Social aspects"
Briciu, Victor-Alexandru, Arabela Briciu, Vlad Robert Antochi, and Vlad Batranu-Pintea. "ORGANIZING ESPORTS EVENTS IN ROMANIA. CASE STUDIES FROM THE EARLY STAGE OF DEVELOPMENT." In 9th SWS International Scientific Conferences on SOCIAL SCIENCES - ISCSS 2022. SGEM WORLD SCIENCE, 2022. http://dx.doi.org/10.35603/sws.iscss.2022/s10.097.
Full textConstantin, Valentinadaniela, Roxana denisa Stoenescu, and Manoela Popescu. "THE STEREOTYPES' ROLE IN CREATING AN IMAGE: PORTRAYING THE ROMANIAN VIDEO GAMER." In eLSE 2014. Editura Universitatii Nationale de Aparare "Carol I", 2014. http://dx.doi.org/10.12753/2066-026x-14-047.
Full textJukić, Dinko. "Video Game Industry: A Marketing Perspective." In 29th International Scientific Conference Strategic Management and Decision Support Systems in Strategic Management. University of Novi Sad, Faculty of Economics in Subotica, 2024. http://dx.doi.org/10.46541/978-86-7233-428-9_391.
Full textAntonoaie, Cristina. "ASPECTS REGARDING ICT TRUST, SECURITY AND PRIVACY IN EU COUNTRIES." In eLSE 2020. University Publishing House, 2020. http://dx.doi.org/10.12753/2066-026x-20-156.
Full textGrinblate, Elizabete. "Tiešsaistes un bezsaistes sadalījums videospēļu kopienās." In LU Studentu zinātniskā konference "Mundus et". LU Akadēmiskais apgāds, 2021. http://dx.doi.org/10.22364/lu.szk.2.rk.07.
Full textGarcia, Lucy, Augusto Salazar, Mauricio Garcia, Sayira Hernandez, and Cesar Gomez. "VIDEO GAME ANALYTICS AND DOWN SYNDROME." In eLSE 2018. ADL Romania, 2018. http://dx.doi.org/10.12753/2066-026x-18-036.
Full textStanescu, Rares. "THE NEW ON COURT TENNIS SOFTWARE - PERSPECTIVES IN TRAINING PROCESS." In eLSE 2018. Carol I National Defence University Publishing House, 2018. http://dx.doi.org/10.12753/2066-026x-18-192.
Full textUngureanu, Teodora. "THE POTENTIAL OF CITY INFORMATION MODELING (CIM) IN UNDERSTANDING AND LEARNING FROM THE IMPACT OF URBAN REGULATIONS ON RESIDENTIAL AREAS IN ROMANIA." In eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-056.
Full textBendell, Rhyse, Jessica Williams, Stephen Fiore, and Florian Jentsch. "Participant Gaming Experience Predicts Mental Model Formation, Task Performance, and Teaming Behavior in Simulated Search and Rescue." In 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1003569.
Full textTovstochub, Ihor. "MASKING USAGE OF PROCEDURAL GENERATION IN VIDEO GAMES." In THEORETICAL AND PRACTICAL ASPECTS OF MODERN SCIENTIFIC RESEARCH, chair Olha Zinchenko. European Scientific Platform, 2024. http://dx.doi.org/10.36074/logos-21.06.2024.031.
Full textReports on the topic "Video games – Social aspects"
Symonenko, Svitlana V., Nataliia V. Zaitseva, Viacheslav V. Osadchyi, Kateryna P. Osadcha, and Ekaterina O. Shmeltser. Virtual reality in foreign language training at higher educational institutions. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3759.
Full textIatsyshyn, Anna V., Valeriia O. Kovach, Yevhen O. Romanenko, Iryna I. Deinega, Andrii V. Iatsyshyn, Oleksandr O. Popov, Yulii G. Kutsan, Volodymyr O. Artemchuk, Oleksandr Yu Burov, and Svitlana H. Lytvynova. Application of augmented reality technologies for preparation of specialists of new technological era. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3749.
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