Articoli di riviste sul tema "Adult gamer"
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Costa, 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.
Testo completoBrown, Julie A., and Bob De Schutter. "Game Design for Older Adults." International Journal of Gaming and Computer-Mediated Simulations 8, no. 1 (2016): 1–12. http://dx.doi.org/10.4018/ijgcms.2016010101.
Testo completoIp, Eric J., Emil Paul T. Urbano, Joshua Caballero, et al. "The video gamer 500: Performance-enhancing drug use and Internet Gaming Disorder among adult video gamers." Computers in Human Behavior 123 (October 2021): 106890. http://dx.doi.org/10.1016/j.chb.2021.106890.
Testo completoPampi, 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.
Testo completoChung, Sun Ju, Joon Hwan Jang, Ji Yoon Lee, et al. "Self-Efficacy and Clinical Characteristics in Casual Gamers Compared to Excessive Gaming Users and Non-Gamers in Young Adults." Journal of Clinical Medicine 9, no. 9 (2020): 2720. http://dx.doi.org/10.3390/jcm9092720.
Testo completoStone, Jeffrey A. "Self-identification as a “gamer” among college students: Influencing factors and perceived characteristics." New Media & Society 21, no. 11-12 (2019): 2607–27. http://dx.doi.org/10.1177/1461444819854733.
Testo completoLee, Seyeon, Hyunyoung Oh, Chung-Kon Shi, and Young Yim Doh. "Mobile Game Design Guide to Improve Gaming Experience for the Middle-Aged and Older Adult Population: User-Centered Design Approach." JMIR Serious Games 9, no. 2 (2021): e24449. http://dx.doi.org/10.2196/24449.
Testo completoAllaire, Jason C., Anne Collins McLaughlin, Amanda Trujillo, Laura A. Whitlock, Landon LaPorte, and Maribeth Gandy. "Successful aging through digital games: Socioemotional differences between older adult gamers and Non-gamers." Computers in Human Behavior 29, no. 4 (2013): 1302–6. http://dx.doi.org/10.1016/j.chb.2013.01.014.
Testo completoCesário, Patrícia, Samuel Santos, Bernardo Lourenço, Inês Martins, and Paulo J. S. Gonçalves. "Towards Older Adults Cognitive and Emotional Stimulation via Robotic Cognitive Games." Social Sciences 8, no. 11 (2019): 298. http://dx.doi.org/10.3390/socsci8110298.
Testo completoLavenir, 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.
Testo completoDr. Sonia George, Deena Balakrishnan,. "Exploring the impact of internet gaming disorder on adolescent gamers using thematic analysis." Psychology and Education Journal 58, no. 2 (2021): 5534–38. http://dx.doi.org/10.17762/pae.v58i2.2972.
Testo completoZendle, David, Rachel Meyer, and Harriet Over. "Adolescents and loot boxes: links with problem gambling and motivations for purchase." Royal Society Open Science 6, no. 6 (2019): 190049. http://dx.doi.org/10.1098/rsos.190049.
Testo completoRienzo, Antonio, and Claudio Cubillos. "Playability and Player Experience in Digital Games for Elderly: A Systematic Literature Review." Sensors 20, no. 14 (2020): 3958. http://dx.doi.org/10.3390/s20143958.
Testo completoMukherjee, Soumabrata, Akash Mallick, and Subir Biswas. "Effects of massively multiplayer online role-playing games on psychological health and inter-personal relationships of the male youth: A cross-sectional study in sub-urban Kolkata, West Bengal, India." Anthropological Review 84, no. 2 (2021): 163–79. http://dx.doi.org/10.2478/anre-2021-0010.
Testo completoRana, Ujina, and Hari Adhikari. "PORTRAYAL OF YOUNG ADULTS IN DYSTOPIAN YOUNG ADULT LITERATURE—HUNGER GAMES TRILOGY." PEOPLE: International Journal of Social Sciences 1, no. 1 (2017): 213–26. http://dx.doi.org/10.20319/pijss.2015.s11.213226.
Testo completoPawar, Satish Ambadas. "Comparison of lipid profile in physically trained adults and sedentary adults." International Journal of Bioassays 6, no. 8 (2017): 5465. http://dx.doi.org/10.21746/ijbio.2017.08.004.
Testo completoConcerto, Carmen, Alessandro Rodolico, Chiara Avanzato, et al. "Autistic Traits and Attention-Deficit Hyperactivity Disorder Symptoms Predict the Severity of Internet Gaming Disorder in an Italian Adult Population." Brain Sciences 11, no. 6 (2021): 774. http://dx.doi.org/10.3390/brainsci11060774.
Testo completoSdravopoulou, Konstantina, Juan Manuel Muñoz González, and María Dolores Hidalgo-Ariza. "Educating Adults with a Location-Based Augmented Reality Game: A Content Analysis Approach." Mathematics 9, no. 17 (2021): 2071. http://dx.doi.org/10.3390/math9172071.
Testo completoArnaez, James, Georgia Frey, Donetta Cothran, Margaret Lion, and Andrea Chomistek. "Physical Wellness Among Gaming Adults: Cross-Sectional Study." JMIR Serious Games 6, no. 2 (2018): e12. http://dx.doi.org/10.2196/games.9571.
Testo completoSdravopoulou, Konstantina, Juan Manuel Muñoz González, and María Dolores Hidalgo-Ariza. "Assessment of a Location-Based Mobile Augmented-Reality Game by Adult Users with the ARCS Model." Applied Sciences 11, no. 14 (2021): 6448. http://dx.doi.org/10.3390/app11146448.
Testo completoOsborne, Evelyn. "Adult Reflections on a Childhood Kissing Game." Children's Folklore Review 39 (August 9, 2018): 28–61. http://dx.doi.org/10.14434/cfr.2018.vol39.0.25375.
Testo completoJingChen, JingChen, Weihai Xia, and Qing Pei. "The Effect of General Trust on Game Decision Making in Young Adults." Paripex - Indian Journal Of Research 3, no. 5 (2012): 60–63. http://dx.doi.org/10.15373/22501991/may2014/21.
Testo completoGrant, Sean, Asya Spears, and Eric R. Pedersen. "Video Games as a Potential Modality for Behavioral Health Services for Young Adult Veterans: Exploratory Analysis." JMIR Serious Games 6, no. 3 (2018): e15. http://dx.doi.org/10.2196/games.9327.
Testo completoCodarcea, Emilia. "Gamersprache und Netzjargon aus soziolinguistischer Perspektive. Liste von üblichen Abkürzungen." Studia Universitatis Babeș-Bolyai Philologia 66, no. 3 (2021): 179–200. http://dx.doi.org/10.24193/subbphilo.2021.3.12.
Testo completoMalala, John. "Rethinking Adult Learning: Video Games, Adult Education, and Life Applications." International Journal of Learning: Annual Review 16, no. 9 (2009): 563–74. http://dx.doi.org/10.18848/1447-9494/cgp/v16i09/46611.
Testo completoKircaburun, Kagan, Zsolt Demetrovics, Mark D. Griffiths, Orsolya Király, Bernadette Kun, and Şule Betül Tosuntaş. "Trait Emotional Intelligence and Internet Gaming Disorder Among Gamers: The Mediating Role of Online Gaming Motives and Moderating Role of Age Groups." International Journal of Mental Health and Addiction 18, no. 5 (2019): 1446–57. http://dx.doi.org/10.1007/s11469-019-00179-x.
Testo completoJang, Joon Hwan, Sun Ju Chung, Aruem Choi, et al. "Association of General Cognitive Functions with Gaming Use in Young Adults: A Comparison among Excessive Gamers, Regular Gamers and Non-Gamers." Journal of Clinical Medicine 10, no. 11 (2021): 2293. http://dx.doi.org/10.3390/jcm10112293.
Testo completoCronshaw, Darren. "Resisting the Empire in Young Adult Fiction: Lessons from Hunger Games." International Journal of Public Theology 13, no. 2 (2019): 119–39. http://dx.doi.org/10.1163/15697320-12341568.
Testo completoKarapetyan, Mariana. "Creating Contexts for Adult Motivation for Foreign Language Learning and Acquisition." Armenian Folia Anglistika 2, no. 1-2 (2) (2006): 101–5. http://dx.doi.org/10.46991/afa/2006.2.1-2.101.
Testo completoSenashenko, Vasiliy Savelievich, and Margarita Konstanitinovna Marushina. "Business game in corporate training as an effective method of competences development." Современное образование, no. 3 (March 2018): 94–108. http://dx.doi.org/10.25136/2409-8736.2018.3.27318.
Testo completoKhalil, Georges Elias, Ivan L. Beale, Minxing Chen, and Alexander V. Prokhorov. "A Video Game Promoting Cancer Risk Perception and Information Seeking Behavior Among Young-Adult College Students: A Randomized Controlled Trial." JMIR Serious Games 4, no. 2 (2016): e13. http://dx.doi.org/10.2196/games.5793.
Testo completoMevio, Emilio, and Niccolò Mevio. "Unusual Esophageal Foreign Body: A Table Fork." Case Reports in Otolaryngology 2013 (2013): 1–2. http://dx.doi.org/10.1155/2013/987504.
Testo completoAbdyrakhmanova, Dzhiparkul, Bakyt Tynalieva, Bekzhan Abdyrakhmanov, and Emiliia Bolzhirova. "Determination of influence effectiveness of ethnic games on the componential body composition of adult people (in the age of 50-57 y.o.) with the help of bioimpedance analysis." BIO Web of Conferences 26 (2020): 00059. http://dx.doi.org/10.1051/bioconf/20202600059.
Testo completoRusetski, Alexander. "The Whole New World: Nintendos Targeting Choice." Journal of Business Case Studies (JBCS) 8, no. 2 (2012): 197–212. http://dx.doi.org/10.19030/jbcs.v8i2.6808.
Testo completoSnodgrass, Jeffrey G., H. J. François Dengah, Evan Polzer, and Robert Else. "Intensive online videogame involvement: A new global idiom of wellness and distress." Transcultural Psychiatry 56, no. 4 (2019): 748–74. http://dx.doi.org/10.1177/1363461519844356.
Testo completoBlackburne, Tegan, Alexandra Rodriguez, and Stuart John Johnstone. "A Serious Game to Increase Healthy Food Consumption in Overweight or Obese Adults: Randomized Controlled Trial." JMIR Serious Games 4, no. 2 (2016): e10. http://dx.doi.org/10.2196/games.5708.
Testo completoAbraham, Olufunmilola, Sarah LeMay, Sarah Bittner, Tanvee Thakur, Haley Stafford, and Randall Brown. "Investigating Serious Games That Incorporate Medication Use for Patients: Systematic Literature Review." JMIR Serious Games 8, no. 2 (2020): e16096. http://dx.doi.org/10.2196/16096.
Testo completoParker, Jason A., Paul A. Barclay, and Valerie K. Sims. "The Effects Video Gameplay on Memory and Need for Cognition in Adults and Older Adults." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63, no. 1 (2019): 1610–14. http://dx.doi.org/10.1177/1071181319631482.
Testo completoFaherty, Amanda N., Katie Lowe, and Jeffrey Jensen Arnett. "Mind games: Parental psychological control and emerging adults’ adjustment." Journal of Social and Personal Relationships 37, no. 2 (2019): 695–714. http://dx.doi.org/10.1177/0265407519877240.
Testo completoEvans, Eric J., Keith E. Naugle, Tyler Owen, and Kelly M. Naugle. "Active Gaming: It Is Not Just for Young People." Journal of Aging and Physical Activity 28, no. 5 (2020): 731–39. http://dx.doi.org/10.1123/japa.2019-0303.
Testo completoSilverman, Michael J. "Using music therapy games with adult psychiatric patients." Arts in Psychotherapy 32, no. 2 (2005): 121–29. http://dx.doi.org/10.1016/j.aip.2005.01.006.
Testo completoDr. Syed Shujaat Ali, Muhammad Waqar Ali, and Tariq Amin. "Enhancing Adult Learners’ Motivation for Learning English Grammar through Language Games." Research Journal of Social Sciences and Economics Review (RJSSER) 1, no. 3 (2020): 143–50. http://dx.doi.org/10.36902/rjsser-vol1-iss3-2020(143-150).
Testo completoZacharia, Zach, and Barton Jennings. "Use of Active Learning and Group Competition To Facilitate Training and Technology Transfer for Adult Learners." Transportation Research Record: Journal of the Transportation Research Board 1637, no. 1 (1998): 13–17. http://dx.doi.org/10.3141/1637-03.
Testo completoEngelhardt, Christopher R., Micah O. Mazurek, and Joseph Hilgard. "Pathological game use in adults with and without Autism Spectrum Disorder." PeerJ 5 (June 26, 2017): e3393. http://dx.doi.org/10.7717/peerj.3393.
Testo completoVaganova, Olga I., Irina V. Rudenko, Server N. Bekirov, Leviza I. Abbasova, and Maxim M. Kutepov. "Modern technologies of adult education." Revista Amazonia Investiga 9, no. 28 (2020): 57–64. http://dx.doi.org/10.34069/ai/2020.28.04.7.
Testo completoMcLaughlin, Anne, Maribeth Gandy, Jason Allaire, and Laura Whitlock. "Putting Fun into Video Games for Older Adults." Ergonomics in Design: The Quarterly of Human Factors Applications 20, no. 2 (2012): 13–22. http://dx.doi.org/10.1177/1064804611435654.
Testo completoOssenfort, Kathryn L., and Derek M. Isaacowitz. "Video Games and Emotion Regulation." GeroPsych 31, no. 4 (2018): 205–13. http://dx.doi.org/10.1024/1662-9647/a000196.
Testo completoSingh, Daman Bahadur. "Effectiveness of virtual class for Pre-primary level." Interdisciplinary Journal of Management and Social Sciences 2, no. 1 (2021): 60–64. http://dx.doi.org/10.3126/ijmss.v2i1.36742.
Testo completoScott, Jonathan, and Alison P. Porter-Armstrong. "Impact of Multiplayer Online Role-Playing Games upon the Psychosocial Well-Being of Adolescents and Young Adults: Reviewing the Evidence." Psychiatry Journal 2013 (2013): 1–8. http://dx.doi.org/10.1155/2013/464685.
Testo completoLavriša, Živa, Karmen Erjavec, and Igor Pravst. "Trends in marketing foods to children in Slovenian magazines: a content analysis." Public Health Nutrition 21, no. 18 (2018): 3344–53. http://dx.doi.org/10.1017/s1368980018002513.
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