Articles de revues sur le sujet « Game habit »
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Leling, Apliana Kodu, Sirli Mardianna Trishinta, and Tantry Ajeng Parnawati. "Association Between The Level of Habit of Playing Online Games and Social Behavior In Adolescents." Care : Jurnal Ilmiah Ilmu Kesehatan 12, no. 3 (2024): 499–507. https://doi.org/10.33366/jc.v12i3.6408.
Texte intégralJiang, Nan, Manmeet Kaur, Mohd Muttaqin Bin Mohd Adnan, Jason James Turner, and See Kwong Goh. "Development of Habitual Behaviour in Online Social Gaming." International Journal of Cyber Behavior, Psychology and Learning 11, no. 1 (2021): 20–37. http://dx.doi.org/10.4018/ijcbpl.2021010102.
Texte intégralNudin Nudin, Wa Ode Reska Prasetya, and Wa Ode Arwati Wangi. "Edukasi Kelompok Dalam Mengurangi Kecanduan Bermain Game Terhadap Siswa SD." Aksi Nyata : Jurnal Pengabdian Sosial dan Kemanusiaan 1, no. 3 (2024): 94–103. http://dx.doi.org/10.62383/aksinyata.v1i3.303.
Texte intégralPrilian, Elvin Eka, Mario Dani, Runi Prameswari, and Peri Akbar Manaf. "To Whale or Not to Whale: Repeated Purchase Behavior Paid Players in Genshin Impact." Indonesian Journal of Multidisciplinary Science 2, no. 10 (2023): 3293–307. http://dx.doi.org/10.55324/ijoms.v2i10.580.
Texte intégralYusnizal, Firdaus Yulia Pebrianti dan Titi Andriyani. "PENGARUH KECANDUAN GAME ONLINE TERHADAP PERILAKU KONSUMTIF SISWA PENGGUNA GAME ONLINE." JURNAL RISET TERAPAN AKUNTANSI 2, no. 2 (2020): 169–80. https://doi.org/10.5281/zenodo.3840736.
Texte intégralGe, Qi, Brad R. Humphreys, and Kun Zhou. "Are Fair Weather Fans Affected by Weather? Rainfall, Habit Formation, and Live Game Attendance." Journal of Sports Economics 21, no. 3 (2019): 304–22. http://dx.doi.org/10.1177/1527002519885427.
Texte intégralSuliswati, Suliswati, and Indriana Rakhmawati. "Hubungan Kebiasaan Bermain Video Game dengan Perkembangan Sosial Anak Sekolah Dasar (SD)." JKEP 3, no. 1 (2018): 66–80. http://dx.doi.org/10.32668/jkep.v3i1.202.
Texte intégralLi, Mengjun, and Ayoung Suh. "We-intention to continue playing mobile multiplayer games: the role of social play habit." Internet Research 31, no. 4 (2021): 1153–76. http://dx.doi.org/10.1108/intr-04-2020-0208.
Texte intégralFebriani, Vania Wahyu, T. Brenda Chandrawati, and Albertus Dwiyoga Widiantoro. "Designing Education Game to Choose Hygiene and Healthy Snacks for Children." SISFORMA 2, no. 2 (2017): 27. http://dx.doi.org/10.24167/sisforma.v2i2.619.
Texte intégralCarvalho, Darlinton Barbosa Feres, Daniel Bueno Domingueti, Sandro Martins De Almeida Santos, and Diego Roberto Colombo Dias. "A Game to Deal With Alcohol Abuse (Jib): Development and Game Experience Evaluation." JMIR Serious Games 7, no. 4 (2019): e11151. http://dx.doi.org/10.2196/11151.
Texte intégralZelika, Silva, Masturi Masturi, and Santoso Santoso. "MENGATASI KEBIASAAN BERMAIN GAME ONLINE MELALUI KONSELING BEHAVIORISTIK DENGAN TEKNIK SELF MANAGEMENT." Jurnal Muria Research Guidance and Counseling (MRGC) 1, no. 1 (2022): 103–12. http://dx.doi.org/10.24176/mrgc.v1i1.8598.
Texte intégralQiu, Zixuan. "Game Design and Player Characteristics in Chinese MMORPGs: A Case Study of Justice." Lecture Notes in Education Psychology and Public Media 98, no. 1 (2025): 39–47. https://doi.org/10.54254/2753-7048/2025.ht24119.
Texte intégralDhir, Amandeep, Ashraf Khalil, Puneet Kaur, and Risto Rajala. "Rationale for “Liking” on Social Networking Sites." Social Science Computer Review 37, no. 4 (2018): 529–50. http://dx.doi.org/10.1177/0894439318779145.
Texte intégralAgus, Agus, Kurniati Zainuddin, and Muhrajan Piara. "Behavior of Verval Violence in Online Game Players (Mobile Legend: Bang Bang)." ARRUS Journal of Social Sciences and Humanities 4, no. 2 (2024): 184–98. http://dx.doi.org/10.35877/soshum2484.
Texte intégralHairunisa, Indah. "The THE DESCRIPTION AND THE IMPACT OF PLAYING ONLINE GAME ON PHARMACY STUDENTS IN SAMARINDA." Jurnal Ilmu Kesehatan 7, no. 1 (2019): 12–17. http://dx.doi.org/10.30650/jik.v7i1.255.
Texte intégralUlum, Mohamad Miftachul, Sri Mugianti, and Imam Sunarno. "Development of PeCiKu TAHeS Educational Media (Hand Washing Habits and Short Nails for Grat and Healthy Children) to Increase Knowledge and Attitudes to Prevent Covid 19 at Tanjungsari 2 Elementary School, Blitar City." JOSAR (Journal of Students Academic Research) 6, no. 2 (2022): 134–47. http://dx.doi.org/10.35457/josar.v6i2.2068.
Texte intégralWohn, Donghee Yvette. "The Role of Habit Strength in Social Network Game Play." Communication Research Reports 29, no. 1 (2012): 74–79. http://dx.doi.org/10.1080/08824096.2011.639912.
Texte intégralYakub Buruja Karim, Maura Novandi, Aldin Ramadhani, and Jihad Lukis Panjawa. "Faktor Pendorong Mahasiswa Bermain Game Online Mobile." Bandung Conference Series: Journalism 3, no. 3 (2023): 388–96. http://dx.doi.org/10.29313/bcsj.v3i3.9652.
Texte intégralMulyaningsih, Sri Desi. "Design of Educational Games of The introduction of Nutritious Food For Kids." SISFORMA 2, no. 2 (2017): 42. http://dx.doi.org/10.24167/sisforma.v2i2.617.
Texte intégralMuhisom, Hariyanto, Nelly Astuti, and Darsono. "Hubungan Kebiasaan Bermain Game Online dan Motivasi Belajar dengan Hasil Belajar Tematik Peserta Didik Kelas V SD Negeri se-Gugus Diponegoro Kecamatan Metro Selatan." Pedagogi: Jurnal Pendidikan Dasar 11, no. 2 (2025): 12–19. https://doi.org/10.23960/pdg.v11i2.683.
Texte intégralWati, Widia. "ANALISIS FAKTOR-FAKTOR KEBIASAAN ANAK BERMAIN GAME ONLINE DI SDN ANGKATAN KIDUL 01." WASIS : Jurnal Ilmiah Pendidikan 4, no. 1 (2023): 49–54. http://dx.doi.org/10.24176/wasis.v4i1.9817.
Texte intégralHanik, Umi, Siti Nurjanah, Ratna Yunita Sari, Imamatul Faizah, and Riska Rohmawati. "Does game addiction have a relationship with adolescent sleep quality?" Bali Medical Journal 12, no. 3 (2023): 2812–14. http://dx.doi.org/10.15562/bmj.v12i3.4355.
Texte intégralÇeviker, Arzu Pekğöz, and Mustafa Önder Şekercioğlu. "Determination of the Nutritional Habits of the Primary Teacher Candidates for the Game and Physical Activities Teaching Course." Journal of Educational Issues 8, no. 1 (2022): 557. http://dx.doi.org/10.5296/jei.v8i1.19826.
Texte intégralJolley, Kristie. "Video Games to Reading: Reaching Out to Reluctant Readers." English Journal 97, no. 4 (2008): 1–6. http://dx.doi.org/10.58680/ej20086300.
Texte intégralKuswantoro, RB Hendri. "Minat Memainkan Game Edukasi Berbasis Smartphone (Studi Kasus Pada Minat Komunitas Gamer Semarang Memainkan Game Bubble Zoo Collect )." Journal of Animation and Games Studies 4, no. 1 (2018): 51–72. http://dx.doi.org/10.24821/jags.v4i1.2121.
Texte intégralYonathan, Orville, and Sinta Paramita. "Representasi Budaya Termarginalisasi dalam Game." Koneksi 5, no. 1 (2021): 194. http://dx.doi.org/10.24912/kn.v5i1.10234.
Texte intégralAjis, Helmi, Riza Fatimah Zahrah, and Hatma Heris Mahendra. "Analisis Pengaruh Game Online Mobile Legends Terhadap Minat Belajar Siswa Kelas V Di SDN Cibunigeulis 1." Jurnal Pendidikan Rafflesia 3, no. 1 (2024): 63–72. https://doi.org/10.70963/jpr.v3i1.95.
Texte intégralBekoum Essokolo, Vicky-Lauren, and Elisabeth Robinot. "«Let’s Go Deep into the Game to Save Our Planet!» How an Immersive and Educational Video Game Reduces Psychological Distance and Raises Awareness." Sustainability 14, no. 10 (2022): 5774. http://dx.doi.org/10.3390/su14105774.
Texte intégralVuong, Quan-Hoang, Manh-Toan Ho, Viet-Phuong La, Tam-Tri Le, Thanh Huyen T. Nguyen, and Minh-Hoang Nguyen. "A Multinational Data Set of Game Players' Behaviors in a Virtual World and Environmental Perceptions." Data Intelligence 3, no. 4 (2021): 606–30. http://dx.doi.org/10.1162/dint_a_00111.
Texte intégralJulywan, Fadhil Arta, and Wiryo Setiana. "Peran Bimbingan Orang Tua Dalam Upaya Mengurangi Kebiasaan Anak Bermain Game Online." Irsyad: Jurnal Bimbingan, Penyuluhan, Konseling, dan Psikoterapi Islam 11, no. 1 (2023): 1–18. http://dx.doi.org/10.15575/irsyad.v11i1.23683.
Texte intégralHarsono, Alnando, Ridwan Sanjaya, and Bernadinus Harnadi. "Game Save The Sea! as an Education Media to Prevent Water Pollution." Journal of Business and Technology 1, no. 2 (2021): 68. http://dx.doi.org/10.24167/jbt.v1i2.3537.
Texte intégralSafitri, Anis, and Tadkiroatun Musfiroh. "Beauty Standard Discourse on Skin Game Advertisement." International Journal of Linguistics, Literature and Translation 5, no. 12 (2022): 102–10. http://dx.doi.org/10.32996/ijllt.2022.5.12.13.
Texte intégralSahuri, Genta, Rosalina Rosalina, and Hardwin Welly Tulili Panandu. "Tower Defense Game based on 2D Grid Using Goal-Based Pathfinding Method." International Journal of Management Science and Information Technology 3, no. 1 (2023): 1–7. http://dx.doi.org/10.35870/ijmsit.v3i1.819.
Texte intégralDien, Sherryna, and Andreas Rantepadang. "Kebiasaan Bermain Game Online dengan Keluhan Kelelahan Mata Pada Remaja." Nutrix Journal 7, no. 1 (2023): 19. http://dx.doi.org/10.37771/nj.v7i1.916.
Texte intégralAndi Sri Purnama Danianti, Tenriwati, and Amirullah. "The Impact of Online Gaming Addiction On Behavior Change Among Adolescents." Jurnal Life Birth 5, no. 1 (2021): 11–18. http://dx.doi.org/10.37362/jlb.v5i1.571.
Texte intégralHariani, Fidya, Wiwin Arbaini, and Dini Palupi Putri. "TINGKAT PENDIDIKAN ORANG TUA: Antar Motivasi Belajar dan Kebiasaan Bermain Game Online." TA'DIBUNA: Jurnal Pendidikan Agama Islam 3, no. 1 (2020): 71. http://dx.doi.org/10.30659/jpai.3.1.71-90.
Texte intégralLakić, Nikola, Andrija Bernik, and Andrej Čep. "Addiction and Spending in Gacha Games." Information 14, no. 7 (2023): 399. http://dx.doi.org/10.3390/info14070399.
Texte intégralKula, Agnieszka, and Krzysztof Skibski. "Play it again – redundancy, literature and language games." Images. The International Journal of European Film, Performing Arts and Audiovisual Communication 33, no. 42 (2023): 9–24. http://dx.doi.org/10.14746/i.2023.33.42.1.
Texte intégralNursidik, Nursidik, and Akhmad Zaenul Ibad. "Pengaruh Game Terhadap Perkembangan Psikologi Anak." Jurnal Multidisiplin Madani 2, no. 3 (2022): 1331–42. http://dx.doi.org/10.54259/mudima.v2i3.555.
Texte intégralFebriani, Vania Wahyu, Brenda Chandrawati, and Dwiyoga Widiantoro. "Making Education Game to Choose Healthy Snacks for Children." SISFORMA 3, no. 1 (2017): 26. http://dx.doi.org/10.24167/sisforma.v3i1.621.
Texte intégralSalsabilla, Amanda, Rahmiati Rahmiati, and Nurafni Nurafni. "HUBUNGAN KEBIASAAN BERMAIN GAME ONLINE DENGAN PRESTASI BELAJAR PESERTA DIDIK KELAS TINGGI MIN 16 JAKARTA TIMUR." Didaktik : Jurnal Ilmiah PGSD STKIP Subang 8, no. 1 (2022): 638–46. http://dx.doi.org/10.36989/didaktik.v8i1.336.
Texte intégralHusni, Na'imatul, and Putri Maisaroh Lestari. "USING GUESSING GAME IN TEACHING ENGLISH FOR YOUNG LEARNERS." Enrich: Jurnal Pendidikan, Bahasa, Sastra dan Linguistik 5, no. 1 (2024): 1–11. http://dx.doi.org/10.36546/enrich.v5i1.1190.
Texte intégralLiu, Yanni, Dongsheng Liu, Yufei Yuan, and Norm Archer. "Examining situational continuous mobile game play behavior from the perspectives of diversion and flow experience." Information Technology & People 31, no. 4 (2018): 948–65. http://dx.doi.org/10.1108/itp-02-2016-0042.
Texte intégralAkbar, M. Rezky, Gugus Irianto, and Ainur Rofiq. "Purchase Behaviour Determinants on Online Mobile Game in Indonesia." International Journal of Multicultural and Multireligious Understanding 5, no. 6 (2018): 16. http://dx.doi.org/10.18415/ijmmu.v5i6.457.
Texte intégralSusan Dwi Oktafiani, Sarwo Edy, and Diryo Suparto. "Pengaruh Intensitas Bermain Game Online Terhadap Kebiasaan Mengumpat Pada Remaja Di Kelurahan Panggung Kecamatan Tegal Timur Kota Tegal." JISPENDIORA Jurnal Ilmu Sosial Pendidikan Dan Humaniora 1, no. 1 (2022): 222–35. http://dx.doi.org/10.56910/jispendiora.v1i1.1426.
Texte intégralBilțiu, Pamfil. "Șezatoarea în Maramureș." Anuarul Muzeului Etnograif al Transilvaniei 35 (December 20, 2021): 9–40. http://dx.doi.org/10.47802/amet.2021.35.01.
Texte intégralOzalp, Hakan. "Entrants out of Habit? An Investigation of Niche Entry in the Video Game Industry." Academy of Management Proceedings 2017, no. 1 (2017): 12307. http://dx.doi.org/10.5465/ambpp.2017.12307abstract.
Texte intégralCurley, Martin, and Piero Formica. "Experiencing Experiments: A Multiplayer Game for Sharing Ideas." Industry and Higher Education 26, no. 1 (2012): 7–14. http://dx.doi.org/10.5367/ihe.2012.0078.
Texte intégralPutri, Elsa Ananda, and Zulherman Zulherman. "The Use of Wordwall Application Towards Elementary School Students Acceptance: Extension TAM Model." AL-ISHLAH: Jurnal Pendidikan 14, no. 4 (2022): 5557–72. http://dx.doi.org/10.35445/alishlah.v14i4.2047.
Texte intégralFadlillah, M., and Rendy Setyowahyudi. "Ultaco Game Development as a Media to Introduce Covid-19 Health Protocol in Early Childhood." AL-ISHLAH: Jurnal Pendidikan 13, no. 1 (2021): 485–96. http://dx.doi.org/10.35445/alishlah.v13i1.532.
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