Journal articles on the topic 'Video games'
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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 textAlshhre, Ali. "World Literature Representation via Video Games." Arab World English Journal For Translation and Literary Studies 7, no. 1 (2023): 101–14. http://dx.doi.org/10.24093/awejtls/vol7no1.7.
Full textArgento, Amanda, Devin Mill, Victoria Carmichael, Jessica Mettler, and Nancy Heath. "Gamers and Video Games Users: What’s the Difference?" Journal of Interpersonal Relations, Intergroup Relations and Identity 10 (2017): 59–69. http://dx.doi.org/10.33921/cnsq2631.
Full textRemington Huan, Chayen, and Diny Anggriani Adnas. "Pengaruh Estetik Video Game terhadap Minat Gamer dengan Genre Survival." Jurnal SAINTEKOM 13, no. 1 (2023): 32–41. http://dx.doi.org/10.33020/saintekom.v13i1.350.
Full textPietersen, 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 (2019): 122–37. http://dx.doi.org/10.18778/1733-8077.14.4.08.
Full textBean, Anthony. "Therapeutic Use of Video Games in the Treatment of Posttraumatic Stress Disorder (PTSD): A Case Study of an Immersed 10-Year-Old Boy." Journal of Psychology and Psychotherapy Research 9 (December 22, 2022): 158–69. http://dx.doi.org/10.12974/2313-1047.2022.09.9.
Full textFilipović, Aleksandar. "ERGODIC VIDEO GAMES AS AGONIST OF MASOCHISM IN GAMERS." KULTURA POLISA 21, no. 1 (2024): 63–81. http://dx.doi.org/10.51738/kpolisa2024.21.1r.63f.
Full textPampi, Mudang, and Md Asghar. "A Blur Line Between Hobby and Addiction: Online Video Gaming Among the Youth of Arunachal Pradesh." Oriental Anthropologist: A Bi-annual International Journal of the Science of Man 21, no. 1 (2021): 116–24. http://dx.doi.org/10.1177/0972558x21994249.
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 textSabiri, Abdennour. "The Impact of Video Games on the Vocabulary Size of EFL Learners in Morocco." International Journal of Applied Language Studies and Culture 8, no. 1 (2025): 1–28. https://doi.org/10.34301/alsc.v8i1.47.
Full textLaurence, Asep Hermawan, Innocentius Bernarto, and Ferdi Antonio. "Video Game Engagement: A Passkey to the Intentions of Continue Playing, Purchasing Virtual Items, and Player Recruitment (3Ps)." International Journal of Computer Games Technology 2023 (April 29, 2023): 1–13. http://dx.doi.org/10.1155/2023/2648097.
Full textSu, Nathan N. "Single and Multiplayer Video Gamers: Looking at Their Experiences and Psychosocial Well-Being During the COVID-19 Pandemic." International Journal of Psychological Studies 13, no. 4 (2021): 51. http://dx.doi.org/10.5539/ijps.v13n4p51.
Full text&NA;. "Video Games." Journal of Developmental & Behavioral Pediatrics 13, no. 1 (1992): 53???54. http://dx.doi.org/10.1097/00004703-199202000-00011.
Full textFlaherty, N. "Video games." Electronics Systems and Software 3, no. 5 (2005): 12–15. http://dx.doi.org/10.1049/ess:20050501.
Full textProt, Sara, Katelyn A. McDonald, Craig A. Anderson, and Douglas A. Gentile. "Video Games:." Pediatric Clinics of North America 59, no. 3 (2012): 647–58. http://dx.doi.org/10.1016/j.pcl.2012.03.016.
Full textSchueren, Betty. "Video Games." Activities, Adaptation & Aging 8, no. 1 (1986): 49–58. http://dx.doi.org/10.1300/j016v08n01_07.
Full textFUNK, J. "Video Games." Adolescent Medicine Clinics 16, no. 2 (2005): 395–411. http://dx.doi.org/10.1016/j.admecli.2005.02.007.
Full textPrimack, Brian A. "Video Games." American Journal of Preventive Medicine 37, no. 4 (2009): 379–80. http://dx.doi.org/10.1016/j.amepre.2009.07.001.
Full textKou, Yue. "An Analysis of Character Design in Video Games." Communications in Humanities Research 14, no. 1 (2023): 186–91. http://dx.doi.org/10.54254/2753-7064/14/20230455.
Full textHoroszkiewicz, Krzysztof, Bartosz Horoszkiewicz, and Grzegorz Załęski. "Psychomotor performance in video games." Journal of Education, Health and Sport 12, no. 7 (2022): 667–82. http://dx.doi.org/10.12775/jehs.2022.12.07.067.
Full textAlvarado Villa, David Alejandro, Osval Antonio Montesinos López, and Pedro C. Santana-Mancilla. "Training of an intelligent agent to improve the gaming experience for video gamers." Avances en Interacción Humano-Computadora, no. 1 (November 30, 2021): 123. http://dx.doi.org/10.47756/aihc.y6i1.105.
Full textYang, Dongyan. "To What Extent Does Storytelling in Video Games Help Students with Their Moral Learning Development." Lecture Notes in Education Psychology and Public Media 61, no. 1 (2024): 174–84. http://dx.doi.org/10.54254/2753-7048/61/20240524.
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 textPérez, Adriana, James Thrasher, Noelia Cabrera, et al. "Exposure to tobacco in video games and smoking among gamers in Argentina." Tobacco Control 28, no. 4 (2018): 427–33. http://dx.doi.org/10.1136/tobaccocontrol-2017-053973.
Full textCiszek, Przemysław. "Polish Thematic Media on Video Games 1990–2020." Media Biznes Kultura, no. 1 (10) (2021): 103–14. http://dx.doi.org/10.4467/25442554.mbk.21.006.13972.
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 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 textNewcombe, Jonathan, and Billy Brick. "Blending Video Games Into Language Learning." International Journal of Computer-Assisted Language Learning and Teaching 7, no. 4 (2017): 75–89. http://dx.doi.org/10.4018/ijcallt.2017100106.
Full textJimenez, Nadia, Sonia San-Martin, Carmen Camarero, and Rebeca San Jose Cabezudo. "What kind of video gamer are you?" Journal of Consumer Marketing 36, no. 1 (2019): 218–27. http://dx.doi.org/10.1108/jcm-06-2017-2249.
Full textCole, Jennifer M., and Sarah Grogan. "‘Kind of like a Barbie doll, but for grown men!’: Women gamers’ accounts of female bodies in digital games." Psychology of Women and Equalities Section Review 1, no. 2 (2018): 19–29. http://dx.doi.org/10.53841/bpspowe.2018.1.2.19.
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 textLavenir, Gabrielle, and Nicolas Bourgeois. "Old people, video games and french press: A topic model approach on a study about discipline, entertainment and self-improvement." MedieKultur: Journal of media and communication research 33, no. 63 (2017): 20. http://dx.doi.org/10.7146/mediekultur.v33i63.24749.
Full textMumtaz Qazi and Hardeep Singh Matharu. "The effect of action and casual video games on visual reaction time and accommodation in non-gamers." International Journal of Science and Research Archive 10, no. 1 (2023): 745–48. http://dx.doi.org/10.30574/ijsra.2023.10.1.0798.
Full textSokolov, E. S. "Games That Kill Us: Video Games and Violence in the Russian Printed Media Discourse." Sociology of Power 32, no. 3 (2020): 165–88. http://dx.doi.org/10.22394/2074-0492-2020-3-165-188.
Full textSokolov, E.S. "Games that kill us: video games and violence in the russian printed media discourse." Sociology of Power, no. 3 (June 7, 2020): 165–88. https://doi.org/10.22394/2074-0492-2020-3-165-188.
Full textCotton, James, Daniel Mayes, Florian Jentsch, and Valerie Sims. "The Relationship between Video Game Characteristics and Player Ability." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 45, no. 13 (2001): 945–47. http://dx.doi.org/10.1177/154193120104501310.
Full textMalhotra, Varun M., Pratyush R. Kabra, and Ritika Malhotra. "Attitudes and practices of medical students regarding video-games: should community medicine educationists get serious about serious games." International Journal Of Community Medicine And Public Health 4, no. 3 (2017): 729. http://dx.doi.org/10.18203/2394-6040.ijcmph20170748.
Full textAleksandr, Novozhenin. "Research on the Impact of Video Game Characteristics on Russian Consumers Purchase Intention." Frontiers in Business, Economics and Management 15, no. 3 (2024): 139–42. http://dx.doi.org/10.54097/4xjbdx74.
Full textSomoza Medina, Xosé, and Marta Somoza Medina. "Video Games and the COVID-19 Pandemic: Virtual Worlds as New Playgrounds and Training Spaces." COVID 4, no. 1 (2023): 1–12. http://dx.doi.org/10.3390/covid4010001.
Full textCarvalho, Nuno, and Luís Silveira. "From virtual to real." Cadernos de Geografia 50 (December 16, 2024): 137–54. https://doi.org/10.14195/0871-1623_50_10.
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, 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 (2019): 937–52. https://doi.org/10.1177/1354856518772027.
Full textSonnega, Amanda, and John Sonnega. "OLDER ADULTS WHO PLAY VIDEO GAMES: WHO ARE THEY AND HOW DO THEY FARE?" Innovation in Aging 8, Supplement_1 (2024): 1330. https://doi.org/10.1093/geroni/igae098.4246.
Full textPoole, Steven. "Video games review." New Scientist 204, no. 2737 (2009): 55. http://dx.doi.org/10.1016/s0262-4079(09)63210-3.
Full textCastaño Díaz, Carlos Mauricio, and Worawach Tungtjitcharoen. "Art Video Games." Games and Culture 10, no. 1 (2015): 3–34. http://dx.doi.org/10.1177/1555412014557543.
Full textDel-Moral, M. Esther, and Christian RodrÍguez-GonzÁlez. "War Video Games." Journal on Computing and Cultural Heritage 13, no. 4 (2020): 1–13. http://dx.doi.org/10.1145/3404196.
Full textSanford, Kathy, Lisa J. Starr, Liz Merkel, and Sarah Bonsor Kurki. "Serious games: video games for good?" E-Learning and Digital Media 12, no. 1 (2015): 90–106. http://dx.doi.org/10.1177/2042753014558380.
Full textZhang, Heyang. "Research on the Commercial Value and Artistic Value of Video Games." Communications in Humanities Research 5, no. 1 (2023): 100–103. http://dx.doi.org/10.54254/2753-7064/5/20230107.
Full textRafidiyah, Dina, Muhammad Julian Adhitama, and Denny Wianto. "VIDEO GAMES: AN INNOVATIVE WAY TO MASTER ENGLISH." TEFLA Journal (Teaching English as Foreign Language and Applied Linguistic Journal) 1, no. 2 (2019): 16–19. http://dx.doi.org/10.35747/tefla.v1i2.1070.
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