Literatura académica sobre el tema "Video games – Social aspects"
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Artículos de revistas sobre el tema "Video games – Social aspects"
Pietersen, André J., Jan K. Coetzee, Dominika Byczkowska-Owczarek, Florian Elliker y Leane Ackermann. "Online Gamers, Lived Experiences, and Sense of Belonging: Students at the University of the Free State, Bloemfontein". Qualitative Sociology Review 14, n.º 4 (8 de enero de 2019): 122–37. http://dx.doi.org/10.18778/1733-8077.14.4.08.
Texto completoVerheijen, Geert P., William J. Burk, Sabine E. M. J. Stoltz, Yvonne H. M. van den Berg y Antonius H. N. Cillessen. "Associations Between Different Aspects of Video Game Play Behavior and Adolescent Adjustment". Journal of Media Psychology 32, n.º 1 (enero de 2020): 27–39. http://dx.doi.org/10.1027/1864-1105/a000253.
Texto completoCrawford, Garry, Daniel Muriel y 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, n.º 5-6 (10 de mayo de 2018): 937–52. http://dx.doi.org/10.1177/1354856518772027.
Texto completoTichon, Jennifer G. y Timothy Mavin. "Experiencing Resilience via Video Games". Social Science Computer Review 35, n.º 5 (18 de agosto de 2016): 666–75. http://dx.doi.org/10.1177/0894439316664507.
Texto completoPérez-Latorre, Óliver, Víctor Navarro-Remesal, Antonio José Planells de la Maza y 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, n.º 5-6 (14 de diciembre de 2017): 884–900. http://dx.doi.org/10.1177/1354856517744489.
Texto completoIvory, Adrienne Holz, James D. Ivory y Madison Lanier. "Video Game Use as Risk Exposure, Protective Incapacitation, or Inconsequential Activity Among University Students". Journal of Media Psychology 29, n.º 1 (enero de 2017): 42–53. http://dx.doi.org/10.1027/1864-1105/a000210.
Texto completoCășvean, Tulia Maria, Vasile Hodorogea y 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, n.º 1 (27 de julio de 2021): 19–31. http://dx.doi.org/10.18662/jsmi/3.1/14.
Texto completoJaipal, Kamini y Candace Figg. "Using Video Games in Science Instruction: Pedagogical, Social, and Concept-Related Aspects". Canadian Journal of Science, Mathematics and Technology Education 9, n.º 2 (23 de junio de 2009): 117–34. http://dx.doi.org/10.1080/14926150903047780.
Texto completoCerezo-Pizarro, Mario, Francisco-Ignacio Revuelta-Domínguez, Jorge Guerra-Antequera y Jairo Melo-Sánchez. "The Cultural Impact of Video Games: A Systematic Review of the Literature". Education Sciences 13, n.º 11 (7 de noviembre de 2023): 1116. http://dx.doi.org/10.3390/educsci13111116.
Texto completoFernandez-Luque, L., T. Tøllefsen y E. Brox. "Healthy Gaming – Video Game Design to promote Health". Applied Clinical Informatics 02, n.º 02 (2011): 128–42. http://dx.doi.org/10.4338/aci-2010-10-r-0060.
Texto completoTesis sobre el tema "Video games – Social aspects"
Wong, Chi-hang y 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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Modern Languages and Cultures
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Doctor of Philosophy
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/.
Texto completoLi, King-lun y 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.
Texto completoChambers, Christopher. "Addressing Cheating and Workload Characterization in Online Games". PDXScholar, 2006. https://pdxscholar.library.pdx.edu/open_access_etds/2669.
Texto completoTran, 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/.
Texto completoZhu, 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.
Texto completoMenuez, 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.
Texto completoJin, 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.
Texto completoClearwater, 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.
Texto completoRăzman, 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.
Texto completoLibros sobre el tema "Video games – Social aspects"
Albuquerque, Beatriz. Video games + glitch = learning: Video games vs. teachers. Saarbrücken, Germany: LAP Lambert Academic Publishing, 2012.
Buscar texto completoDyer-Witheford, Nick. Games of empire: Global capitalism and video games. Minneapolis, MN: University of Minnesota Press, 2009.
Buscar texto completoDyer-Witheford, Nick. Games of empire: Global capitalism and video games. Minneapolis: University of Minnesota Press, 2009.
Buscar texto completoDyer-Witheford, Nick. Games of empire: Global capitalism and video games. Minneapolis, MN: University of Minnesota Press, 2009.
Buscar texto completoBissell, Tom. Extra lives: Why video games matter. New York: Pantheon Books, 2010.
Buscar texto completoBissell, Tom. Extra lives: Why video games matter. New York: Pantheon Books, 2010.
Buscar texto completoBissell, Tom. Extra lives: Why video games matter. New York: Pantheon Books, 2010.
Buscar texto completoCruz-Cunha, Maria Manuela, Vitor Hugo Carvalho y Paula Cristina Almeida Tavares. Business, technological, and social dimensions of computer games: Multidisciplinary developments. Hershey, PA: Information Science Reference, 2011.
Buscar texto completoCapítulos de libros sobre el tema "Video games – Social aspects"
Augusto Bordini, Rogério y Oliver Korn. "Gamification and Mobile Apps: Allies in Reducing Loneliness Among Young Adults". En Mental Health | Atmospheres | Video Games, 87–102. Bielefeld, Germany: transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839462645-009.
Texto completoPeña, Jorge. "A Communication Model of Social Demands in Video Games". En Video Games, 126–45. New York, NY : Routledge, 2018. | Series: Electronic media research series: Routledge, 2018. http://dx.doi.org/10.4324/9781351235266-8.
Texto completoKryston, Kevin, Eric Novotny, Ralf Schmälzle y Ron Tamborini. "Social Demand in Video Games and the Synchronization Theory of Flow". En Video Games, 161–77. New York, NY : Routledge, 2018. | Series: Electronic media research series: Routledge, 2018. http://dx.doi.org/10.4324/9781351235266-10.
Texto completoHobson, Anne. "Emergent Governance From Polycentric Order in Virtual Reality Social Spaces". En Law, Video Games, Virtual Realities, 74–95. London: Routledge, 2023. http://dx.doi.org/10.4324/9781003197805-5.
Texto completoKoyama, Yuhsuke. "Mobile Phone Games: Prosperity of Social Games and Rapid Market Maturation". En 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.
Texto completoKonert, Johannes, Stefan Göbel y Ralf Steinmetz. "Video Game Personalization via Social Media Participation". En 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.
Texto completoCesar, Pablo y David Geerts. "Social Interaction Design for Online Video and Television". En 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.
Texto completoCesar, Pablo y David Geerts. "Social Interaction Design for Online Video and Television". En 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.
Texto completoPiero, Mike. "The Chronotope of the Threshold in Medieval-Themed Role-Playing Games". En 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.
Texto completoTerzieva, Valentina, Elena Paunova-Hubenova y Boyan Bontchev. "Personalization of Educational Video Games in APOGEE". En 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.
Texto completoActas de conferencias sobre el tema "Video games – Social aspects"
Briciu, Victor-Alexandru, Arabela Briciu, Vlad Robert Antochi y Vlad Batranu-Pintea. "ORGANIZING ESPORTS EVENTS IN ROMANIA. CASE STUDIES FROM THE EARLY STAGE OF DEVELOPMENT". En 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.
Texto completoConstantin, Valentinadaniela, Roxana denisa Stoenescu y Manoela Popescu. "THE STEREOTYPES' ROLE IN CREATING AN IMAGE: PORTRAYING THE ROMANIAN VIDEO GAMER". En eLSE 2014. Editura Universitatii Nationale de Aparare "Carol I", 2014. http://dx.doi.org/10.12753/2066-026x-14-047.
Texto completoJukić, Dinko. "Video Game Industry: A Marketing Perspective". En 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.
Texto completoAntonoaie, Cristina. "ASPECTS REGARDING ICT TRUST, SECURITY AND PRIVACY IN EU COUNTRIES". En eLSE 2020. University Publishing House, 2020. http://dx.doi.org/10.12753/2066-026x-20-156.
Texto completoGrinblate, Elizabete. "Tiešsaistes un bezsaistes sadalījums videospēļu kopienās". En LU Studentu zinātniskā konference "Mundus et". LU Akadēmiskais apgāds, 2021. http://dx.doi.org/10.22364/lu.szk.2.rk.07.
Texto completoGarcia, Lucy, Augusto Salazar, Mauricio Garcia, Sayira Hernandez y Cesar Gomez. "VIDEO GAME ANALYTICS AND DOWN SYNDROME". En eLSE 2018. ADL Romania, 2018. http://dx.doi.org/10.12753/2066-026x-18-036.
Texto completoStanescu, Rares. "THE NEW ON COURT TENNIS SOFTWARE - PERSPECTIVES IN TRAINING PROCESS". En eLSE 2018. Carol I National Defence University Publishing House, 2018. http://dx.doi.org/10.12753/2066-026x-18-192.
Texto completoUngureanu, Teodora. "THE POTENTIAL OF CITY INFORMATION MODELING (CIM) IN UNDERSTANDING AND LEARNING FROM THE IMPACT OF URBAN REGULATIONS ON RESIDENTIAL AREAS IN ROMANIA". En eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-056.
Texto completoBendell, Rhyse, Jessica Williams, Stephen Fiore y Florian Jentsch. "Participant Gaming Experience Predicts Mental Model Formation, Task Performance, and Teaming Behavior in Simulated Search and Rescue". En 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1003569.
Texto completoTovstochub, Ihor. "MASKING USAGE OF PROCEDURAL GENERATION IN VIDEO GAMES". En 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.
Texto completoInformes sobre el tema "Video games – Social aspects"
Symonenko, Svitlana V., Nataliia V. Zaitseva, Viacheslav V. Osadchyi, Kateryna P. Osadcha y Ekaterina O. Shmeltser. Virtual reality in foreign language training at higher educational institutions. [б. в.], febrero de 2020. http://dx.doi.org/10.31812/123456789/3759.
Texto completoIatsyshyn, 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 y Svitlana H. Lytvynova. Application of augmented reality technologies for preparation of specialists of new technological era. [б. в.], febrero de 2020. http://dx.doi.org/10.31812/123456789/3749.
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