Journal articles on the topic 'Video games – Social aspects'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the top 50 journal articles for your research on the topic 'Video games – Social aspects.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.
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 textOrtiz, Luz, Héctor Tillerias, Christian Chimbo, and Veronica Toaza. "Impact on the video game industry during the COVID-19 pandemic." Athenea 1, no. 1 (September 25, 2020): 5–13. http://dx.doi.org/10.47460/athenea.v1i1.1.
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 (August 2016): 14–23. http://dx.doi.org/10.5153/sro.4082.
Full textde Carvalho, Carlos Vaz, and Antonio Coelho. "Game-Based Learning, Gamification in Education and Serious Games." Computers 11, no. 3 (March 4, 2022): 36. http://dx.doi.org/10.3390/computers11030036.
Full textChess, Shira. "A time for play: Interstitial time, Invest/Express games, and feminine leisure style." New Media & Society 20, no. 1 (July 28, 2016): 105–21. http://dx.doi.org/10.1177/1461444816660729.
Full textShen, Yuhao. "The Research on the Effects of Violent Video Games upon Chinese Teenagers’ Memory." BCP Education & Psychology 9 (March 29, 2023): 61–66. http://dx.doi.org/10.54691/bcpep.v9i.4610.
Full textKajszczarek, Dawid. "Linguistic landscape in film works and video games." Homo Ludens, no. 1(15) (May 29, 2023): 65–79. http://dx.doi.org/10.14746/hl.2022.15.4.
Full textHawk, Christopher E., and Robert D. Ridge. "Is It Only the Violence?" Journal of Media Psychology 33, no. 3 (July 2021): 134–44. http://dx.doi.org/10.1027/1864-1105/a000291.
Full textMaravić, Manojlo, and Dušan Ristić. "Video games and discourses of fear: Towards medium panic." Kultura, no. 176 (2022): 23–37. http://dx.doi.org/10.5937/kultura2276023m.
Full textMehra, Ishita, Shagufta Nasir, and Anand Prakash. "Computer and Video Games in Mental Health." Science Insights 42, no. 4 (April 28, 2023): 877–83. http://dx.doi.org/10.15354/si.23.re261.
Full textLeblanc-Latour, Maxime, Craig Bryan, and Andrew E. Pelling. "Utilizing social media and video games to control #DIY microscopes." PeerJ Computer Science 3 (December 11, 2017): e139. http://dx.doi.org/10.7717/peerj-cs.139.
Full textBargavi, Dr S. K. Manju, and Rohnak Kabrabam. "The Potential of Video Gaming in Addressing Global Issues." International Research Journal of Computer Science 11, no. 01 (January 31, 2024): 73–79. http://dx.doi.org/10.26562/irjcs.2024.v1101.12.
Full textWang, Xiaohan. "The Impact of Violent Online Games on Chinese Adolescents’ Social Relationships." BCP Education & Psychology 9 (March 29, 2023): 150–59. http://dx.doi.org/10.54691/bcpep.v9i.4676.
Full textKılınç, Hakan, Mehmet Fırat, and T. Volkan Yüzer. "Trends of video use in distance education: A research synthesis." Pegem Eğitim ve Öğretim Dergisi 7, no. 1 (January 6, 2017): 55–82. http://dx.doi.org/10.14527/pegegog.2017.003.
Full textMuros-Ruiz, Beatriz, Yolanda Aragón-Carretero, and Antonio Bustos-Jiménez. "Youth’s Usage of Leisure Time with Video Games and Social Networks." Comunicar 20, no. 40 (March 1, 2013): 31–39. http://dx.doi.org/10.3916/c40-2013-02-03.
Full textBellini, Mattia. "Formal Organization and Complex Responses to Video Games Narratives." Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (October 5, 2021): 1–17. http://dx.doi.org/10.1145/3474702.
Full textBassiouni, Dina H., and Chris Hackley. "Video games and young children’s evolving sense of identity: a qualitative study." Young Consumers 17, no. 2 (June 20, 2016): 127–42. http://dx.doi.org/10.1108/yc-08-2015-00551.
Full textHnatenko, Daria, Yuliia Venher, and Tetyana Druzhyna. "THE PECULIARITIES OF TRANSLATING ENGLISH COMPUTER MULTIMEDIA VIDEO GAMES." Naukovy Visnyk of South Ukrainian National Pedagogical University named after K. D. Ushynsky: Linguistic Sciences 2020, no. 31 (December 2020): 66–83. http://dx.doi.org/10.24195/2616-5317-2020-31-5.
Full textJavorcik, Tomas, and Cenek Durian. "Relationship Between Computer Gambling and Academic Performance of High School Students." European Conference on e-Learning 21, no. 1 (October 21, 2022): 149–55. http://dx.doi.org/10.34190/ecel.21.1.711.
Full textSASU, Dinu Vlad, Adela Laura POPA, and Naiana ȚARCĂ. "ASPECTS REGARDING THE INFLUENCE OF MASS MEDIA ON THE HUMAN PSYCHIC SYSTEM OF THE YOUNG CONSUMER FROM A MARKETING PERSPECTIVE." ANNALS OF THE UNIVERSITY OF ORADEA. ECONOMIC SCIENCES 32, no. 2 (December 2023): 265–74. http://dx.doi.org/10.47535/1991auoes32(2)025.
Full textСапицька, О. М. "The role of video games in obtaining and disseminating historical knowledge." ВІСНИК СХІДНОУКРАЇНСЬКОГО НАЦІОНАЛЬНОГО УНІВЕРСИТЕТУ імені Володимира Даля, no. 3(259) (February 18, 2020): 62–70. http://dx.doi.org/10.33216/1998-7927-2020-259-3-62-70.
Full textCostal, Tomás. "Why is that creature grunting?" Translation and Translanguaging in Multilingual Contexts 4, no. 1 (April 24, 2018): 151–77. http://dx.doi.org/10.1075/ttmc.00008.cos.
Full textSilva, Patrícia Dias da, and José Luís Garcia. "YouTubers as satirists: Humour and remix in online video." JeDEM - eJournal of eDemocracy and Open Government 4, no. 1 (October 18, 2012): 89–114. http://dx.doi.org/10.29379/jedem.v4i1.95.
Full textQuijano-Cruz, Johansen. "Chopin's Dream as Reality: A Critical Reading of Eternal Sonata." Eludamos: Journal for Computer Game Culture 3, no. 2 (October 26, 2009): 209–18. http://dx.doi.org/10.7557/23.6006.
Full textMolano-Tobar, Nancy Janneth, Luz Marina Chalapud Narváez, and Andres Felipe Villaquiran Hurtado. "El uso del videojuego y su relación en el sobrepeso en universitarios, Popayán, Colombia (The use of the video game and its relation to overweight in university students, Popayan, Colombia)." Retos 48 (March 31, 2023): 138–44. http://dx.doi.org/10.47197/retos.v48.96638.
Full textChen, Yibing, and Haoyu Qin. "Research and analysis of browser games." Applied and Computational Engineering 17, no. 1 (October 23, 2023): 45–52. http://dx.doi.org/10.54254/2755-2721/17/20230910.
Full textKristanto, Damar, M. Nilzam Aly, Bambang Suharto, Rahmat Yuliawan, and Aji Akbar Firdaus. "Are video games the best way to stay-at-home?" TIJAB (The International Journal of Applied Business) 5, no. 1 (April 28, 2021): 51. http://dx.doi.org/10.20473/tijab.v5.i1.2021.51-59.
Full textCesário, Vanessa, Mariana Ribeiro, and António Coelho. "Design Recommendations for Improving Immersion in Role-Playing Video Games. A Focus on Storytelling and Localisation." Interaction Design and Architecture(s), no. 58 (October 1, 2023): 207–25. http://dx.doi.org/10.55612/s-5002-058-009.
Full textCesário, Vanessa, Mariana Ribeiro, and António Coelho. "Design Recommendations for Improving Immersion in Role-Playing Video Games. A Focus on Storytelling and Localisation." Interaction Design and Architecture(s), no. 58 (October 1, 2023): 207–25. http://dx.doi.org/10.55612/s-5002-058-009).
Full textGonçalves, Rogério Sales, Rodrigo Alves Prado, Guênia Mara Vieira Ladeira, and Andréa Licre Pessina Gasparini. "Development of Serious Games for the Rehabilitation of the Human Vertebral Spine for Home Care." Robotics 12, no. 2 (April 12, 2023): 58. http://dx.doi.org/10.3390/robotics12020058.
Full textBányai, Fanni, Ágnes Zsila, Zsolt Demetrovics, and Orsolya Király. "A problémás videojáték-használat újabb elméleti és gyakorlati megközelítései." Információs Társadalom 18, no. 1 (April 6, 2018): 93. http://dx.doi.org/10.22503/inftars.xviii.2018.1.6.
Full textIchihara, Kohei. "A Study of Social Acceptability of NFTs." International Journal of Blockchain Technologies and Applications 1, no. 1 (2023): 9–14. http://dx.doi.org/10.18178/ijbta.2023.1.1.9-14.
Full textCarran, Margaret, and Mark Griffiths. "Gambling and social gambling: An exploratory study of young people's perceptions and behaviour." Aloma: Revista de Psicologia, Ciències de l'Educació i de l'Esport 33, no. 1 (May 5, 2015): 101–13. http://dx.doi.org/10.51698/aloma.2015.33.1.101-113.
Full textMaharditya, I. G. N. Adhimas. "Representation of Gender-Based Violence Words in Genshin Impact." Humanitatis : Journal of Language and Literature 9, no. 2 (June 28, 2023): 389–96. http://dx.doi.org/10.30812/humanitatis.v9i2.2797.
Full textFan, Kexin, and Xuyin Zhang. "Video Game Addiction: Formation and Impact on Human Life." Journal of Education, Humanities and Social Sciences 8 (February 7, 2023): 1604–8. http://dx.doi.org/10.54097/ehss.v8i.4530.
Full textFung, Kin Pong, Katja Rogers, Stuart Hallifax, Gabrielle S. Woodside, Daniel Vogel, and Lennart E. Nacke. "LightPlay: Using an External Ambient Lighting Strip for Video Game Indicators." Proceedings of the ACM on Human-Computer Interaction 6, CHI PLAY (October 25, 2022): 1–22. http://dx.doi.org/10.1145/3549504.
Full textAdelhardt, Zinaida. "YouTube as a source of educational content in teenagers’ learning practices." European Conference on Social Media 9, no. 1 (April 28, 2022): 277–79. http://dx.doi.org/10.34190/ecsm.9.1.267.
Full textPelling, Nadine J. "Children and Adolescents: The Impact of the Internet." Australian Journal of Guidance and Counselling 14, no. 2 (December 2004): 176–86. http://dx.doi.org/10.1017/s103729110000248x.
Full textQiu, Sihang, Alessandro Bozzon, Max V. Birk, and Ujwal Gadiraju. "Using Worker Avatars to Improve Microtask Crowdsourcing." Proceedings of the ACM on Human-Computer Interaction 5, CSCW2 (October 13, 2021): 1–28. http://dx.doi.org/10.1145/3476063.
Full textJiang, Yukun, Xinyue Shen, Rui Wen, Zeyang Sha, Junjie Chu, Yugeng Liu, Michael Backes, and Yang Zhang. "Games and Beyond: Analyzing the Bullet Chats of Esports Livestreaming." Proceedings of the International AAAI Conference on Web and Social Media 18 (May 28, 2024): 761–73. http://dx.doi.org/10.1609/icwsm.v18i1.31350.
Full textPodrіgalo, L., S. Piatysotska, Y. Zhernovnikova, and H. Poltoratska. "Hygienic assessment of gaming conditions in the context of studying health risk factors for video game players." Scientific Journal of National Pedagogical Dragomanov University. Series 15. Scientific and pedagogical problems of physical culture (physical culture and sports), no. 2(174) (February 17, 2024): 145–50. http://dx.doi.org/10.31392/udu-nc.series15.2024.2(174).32.
Full text