Artykuły w czasopismach na temat „Computer-based video games”
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Aust, Robert, Michael Nitsche, and Johannes Pelka. "Digital game-based learning and video games in teacher training. Conception, evaluation and results from Leipzig University." Perspectives of Innovations, Economics and Business 14, no. 3 (2014): 113–31. https://doi.org/10.15208/pieb.2014.14.
Pełny tekst źródłaBelmonte Avila, Juan F. "Push, Press, Become: Tactility Linked to Identity Configurations in Video Games." Senses, emotions and artefacts: relational approaches, no. 25 (January 15, 2020): 1–10. http://dx.doi.org/10.7238/d.v0i25.3163.
Pełny tekst źródłaBontchev, Boyan. "Adaptation in Affective Video Games: A Literature Review." Cybernetics and Information Technologies 16, no. 3 (2016): 3–34. http://dx.doi.org/10.1515/cait-2016-0032.
Pełny tekst źródłaZając, Błażej, and Szczepan Paszkiel. "USING BRAIN-COMPUTER INTERFACE TECHNOLOGY AS A CONTROLLER IN VIDEO GAMES." Informatyka, Automatyka, Pomiary w Gospodarce i Ochronie Środowiska 10, no. 3 (2020): 26–31. http://dx.doi.org/10.35784/iapgos.1543.
Pełny tekst źródłaTrepte, Sabine, and Leonard Reinecke. "Avatar Creation and Video Game Enjoyment." Journal of Media Psychology 22, no. 4 (2010): 171–84. http://dx.doi.org/10.1027/1864-1105/a000022.
Pełny tekst źródłaWang, Guanhao. "A Pilot Study on the Video Game Interface from the Perspective of the Human-Computer Interaction -- Taking Far: Lone Sails as an Example." Lecture Notes in Education Psychology and Public Media 18, no. 1 (2023): 194–99. http://dx.doi.org/10.54254/2753-7048/18/20231314.
Pełny tekst źródłaMitchell, Peter J., Roman D. Lopatin, and Egor V. Trusov. "Teaching Russian-English translation with computer games." Tambov University Review. Series: Humanities, no. 193 (2021): 7–14. http://dx.doi.org/10.20310/1810-0201-2021-26-193-7-14.
Pełny tekst źródłaOrekh, Ekaterina. "“To Prohibit or Permit”: Strategies of Parental Behaviour in Relation to Children’s Video Games in Today’s Russia." SHS Web of Conferences 50 (2018): 01122. http://dx.doi.org/10.1051/shsconf/20185001122.
Pełny tekst źródłaWei, Yu Qing, Xing Gao, and Jing Hua Gao. "Virtools Based Development of Computer Experiment." Advanced Materials Research 756-759 (September 2013): 2887–91. http://dx.doi.org/10.4028/www.scientific.net/amr.756-759.2887.
Pełny tekst źródłaMohd Tap, Mohamad Farhan, Norhanim Abdul Samat, and Tina Abdullah. "Exploring the Potential of Video Games in Enhancing Language Learning." LSP International Journal 11, no. 1 (2024): 29–39. http://dx.doi.org/10.11113/lspi.v11.21512.
Pełny tekst źródłaMorozova, Yulia K. "The Possibilities of Using Video Games for the Development of Cognitive Functions in Providing Psychological Assistance to a Person with Various Problems." SMALTA, no. 4 (December 30, 2022): 81–94. http://dx.doi.org/10.15293/2312-1580.2204.08.
Pełny tekst źródłaHofman-Kohlmeyer, Magdalena. "IMPACT OF PRODUCT PLACEMENT STRATEGIES ON BRAND RECEPTION – LITERATURE REVIEW." Zeszyty Naukowe Wyższej Szkoły Humanitas Zarządzanie 21, no. 3 (2020): 69–86. http://dx.doi.org/10.5604/01.3001.0014.4509.
Pełny tekst źródłaСапицька, 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.
Pełny tekst źródłaFaiq Jamel, Melad, Wesam Saadoon Shafiq, and Salwa Sh Abdul-wahid. "The Impact of Computer- Based Video-games Devices on the Children's Health." Diyala Journal of Medicine 16, no. 1 (2019): 94–100. http://dx.doi.org/10.26505/djm.16014200801.
Pełny tekst źródłaUtoyo, Arsa Widitiarsa. "Video Games as Tools for Education." Journal of Games, Game Art, and Gamification 3, no. 2 (2021): 56–60. http://dx.doi.org/10.21512/jggag.v3i2.7255.
Pełny tekst źródłaBen Rebah, Hassen, and Rachid Ben slama. "The educational effectiveness of serious games." Médiations et médiatisations, no. 2 (November 15, 2019): 131–55. http://dx.doi.org/10.52358/mm.vi2.97.
Pełny tekst źródłaIrving, R., S. Paquin, R. Tesfaye, and R. Gruber. "Screens and Sleep: Are Interactive Screen Activities Associated with Short and Inefficient Sleep?" Paediatrics & Child Health 21, Supplement_5 (2016): e76-e76. http://dx.doi.org/10.1093/pch/21.supp5.e76.
Pełny tekst źródłaManuel, Jean, Angelina Cacharo, and Ofelia Pigao. "Effect of Video Games on Work and Study Attitudes of Grade Four Pupils in Three Schools of Valencia City District III." Psychology and Education: A Multidisciplinary Journal 32, no. 10 (2025): 1208–18. https://doi.org/10.5281/zenodo.14967634.
Pełny tekst źródłaBada, Joseph Kizito, and Jarkko Suhonen. "DEVELOPING AND EVALUATING COMPUTER GAMES: A PEDAGOGICAL PERSPECTIVE FOR HIV/AIDS PREVENTION IN SCHOOLS." Problems of Education in the 21st Century 33, no. 1 (2011): 9–28. http://dx.doi.org/10.33225/pec/11.33.09.
Pełny tekst źródłaGhoman, Simran K., Siddhi D. Patel, Maria Cutumisu, et al. "Serious games, a game changer in teaching neonatal resuscitation? A review." Archives of Disease in Childhood - Fetal and Neonatal Edition 105, no. 1 (2019): 98–107. http://dx.doi.org/10.1136/archdischild-2019-317011.
Pełny tekst źródłaCattan, Grégoire, Anton Andreev, and Etienne Visinoni. "Recommendations for Integrating a P300-Based Brain–Computer Interface in Virtual Reality Environments for Gaming: An Update." Computers 9, no. 4 (2020): 92. http://dx.doi.org/10.3390/computers9040092.
Pełny tekst źródłaTeja, Andreas S., Muhammad Lukman I. Hanafi, and Nunung Nurul Qomariyah. "Predicting Steam Games Rating with Regression." E3S Web of Conferences 388 (2023): 02001. http://dx.doi.org/10.1051/e3sconf/202338802001.
Pełny tekst źródłaBevilacqua, Fernando, Henrik Engström, and Per Backlund. "Automated Analysis of Facial Cues from Videos as a Potential Method for Differentiating Stress and Boredom of Players in Games." International Journal of Computer Games Technology 2018 (2018): 1–14. http://dx.doi.org/10.1155/2018/8734540.
Pełny tekst źródłaHambleton, Elizabeth. "Gray Areas." Journal of Sound and Music in Games 1, no. 1 (2020): 20–43. http://dx.doi.org/10.1525/jsmg.2020.1.1.20.
Pełny tekst źródłaElutina, Marina E., and Anton A. Nerush. "Attitude towards cosplay practices in the gaming community of young Russian gamers." Izvestiya of Saratov University. Sociology. Politology 23, no. 4 (2023): 379–85. http://dx.doi.org/10.18500/1818-9601-2023-23-4-379-385.
Pełny tekst źródłaAhn, Dohyun, and Dong-Hee Shin. "Observers versus agents." Information Technology & People 29, no. 3 (2016): 474–95. http://dx.doi.org/10.1108/itp-07-2014-0152.
Pełny tekst źródłaZagała, Kacper, and Artur Strzelecki. "eSports Evolution in Football Game Series." Physical Culture and Sport. Studies and Research 83, no. 1 (2019): 50–62. http://dx.doi.org/10.2478/pcssr-2019-0020.
Pełny tekst źródłaShevchenko, Viacheslav D., and Alexander V. Galashov. "Discourse peculiarities of computer games." Current Issues in Philology and Pedagogical Linguistics, no. 2 (June 25, 2024): 126–38. http://dx.doi.org/10.29025/2079-6021-2024-2-126-138.
Pełny tekst źródłaSaito, Kumiko. "From Novels to Video Games: Romantic Love and Narrative Form in Japanese Visual Novels and Romance Adventure Games." Arts 10, no. 3 (2021): 42. http://dx.doi.org/10.3390/arts10030042.
Pełny tekst źródłaUlitina, O., and Ye Yakusha. "VIDEO GAME AS A COPYRIGHT OBJECT IN THE CREATIVE INDUSTRIES: FOREIGN EXPERIENCE." National Technical University of Ukraine Journal. Political science. Sociology. Law, no. 4(60) (January 18, 2024): 40–46. https://doi.org/10.20535/2308-5053.2023.4(60).296977.
Pełny tekst źródłaSarkar, Nina, Stephen W. Hammel, and Christina Manzo. "Impact of a Simulated Game on Learning and Engagement." HETS Online Journal 6, no. 2 (2016): 62–79. http://dx.doi.org/10.55420/2693.9193.v6.n2.229.
Pełny tekst źródłaTimofeeva, Marta Nikolaevna, and Alina Artemovna Fedyurko. "Naming of characters in computer game discourse as a factor in the development of translingualism and transculturality in the world (based on the material of the game Genshin Impact)." Litera, no. 9 (September 2024): 142–52. http://dx.doi.org/10.25136/2409-8698.2024.9.71758.
Pełny tekst źródłaTrejos Martinez, Frannier Daniel, and Nestor Alzáte Mejía. "Juego en la nube: un estado del arte." Entre Ciencia e Ingeniería 10, no. 20 (2016): 82–91. https://doi.org/10.31908/19098367.356.
Pełny tekst źródłaLiu 3, Guangquan, Azhari Md Hashim, and Norman Yusoff. "VISUAL PRESENTATION OF CYBERSPACE: ANALYZING THE PRODUCTION DESIGN OF THE FILM, FREE GUY." Journal of Information System and Technology Management 7, no. 29 (2022): 136–43. http://dx.doi.org/10.35631/jistm.729012.
Pełny tekst źródłaZhang, Jingwen. "The Influence of Chinese Martial Arts Films on the Theme, Imagery and Dramaturgy of Video Games." Bulletin of KNUKiM. Series in Arts, no. 49 (December 15, 2023): 72–80. https://doi.org/10.31866/2410-1176.49.2023.293288.
Pełny tekst źródłaJYOTHIRADITYA PERI. "Video gaming industry in the US." International Journal of Science and Research Archive 11, no. 1 (2024): 1257–65. http://dx.doi.org/10.30574/ijsra.2024.11.1.0194.
Pełny tekst źródłaSetiyadi, Didik, Mutia Khoirunnisa, and Syahbaniar Rofiah. "Pembelajaran Interaktif Dasar Pengelompokan Hewan Dengan Metode Computer Based Intruction." PIKSEL : Penelitian Ilmu Komputer Sistem Embedded and Logic 7, no. 1 (2019): 13–22. http://dx.doi.org/10.33558/piksel.v7i1.1665.
Pełny tekst źródłaDunbar, Norah E., Matthew L. Jensen, Claude H. Miller, et al. "Mitigation of Cognitive Bias with a Serious Game." International Journal of Game-Based Learning 7, no. 4 (2017): 86–100. http://dx.doi.org/10.4018/ijgbl.2017100105.
Pełny tekst źródłaKoptelova, Svetlana A., and Ekaterina A. Rutskaya. "Linguistic Aspects of Video Game Localization." Вестник Пермского университета. Российская и зарубежная филология 14, no. 3 (2022): 16–25. http://dx.doi.org/10.17072/2073-6681-2022-3-16-25.
Pełny tekst źródłaTereshchenko, S. Yu, K. V. Afonicheva, I. V. Marchenko, M. V. Shubina, and M. V. Smolnikova. "Polymorphic variants of the dopamine receptor gene DRD2 (rs6277, rs1800497) in adolescents with problematic video game use." Vavilov Journal of Genetics and Breeding 28, no. 6 (2024): 667–74. http://dx.doi.org/10.18699/vjgb-24-74.
Pełny tekst źródłaOrekh, Ekaterina, and Elena Bogomyagkova. "“Take Everything from Life...”: the Discourse of Russian Parents about Children’s Video Games." Logos et Praxis, no. 3 (December 2018): 59–69. http://dx.doi.org/10.15688/lp.jvolsu.2018.3.7.
Pełny tekst źródłaDedeaux, Timothy, and Taralynn Hartsell. "Comparison Between Two Types of Educational Computer Games." Simulation & Gaming 49, no. 6 (2018): 661–74. http://dx.doi.org/10.1177/1046878118778727.
Pełny tekst źródłaSidiq, Adity M., Jati H. Husen, and Sri Widowati. "A Bot Approach-Based Capacity Testing Automation for Online Video Games." Jurnal ELTIKOM 6, no. 2 (2022): 118–25. http://dx.doi.org/10.31961/eltikom.v6i2.550.
Pełny tekst źródłaLee, Younhee, Qi Lu, and Woong Lim. "An Application of Mathematics to Computer Programming: Connecting Translation Vectors, the Minkowski Difference, and Collision Detection." Mathematics Teacher 112, no. 2 (2018): 150–55. http://dx.doi.org/10.5951/mathteacher.112.2.0150.
Pełny tekst źródłasouza, Nikhil D. "Physics Based Animation Using Computer Graphics." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 04 (2024): 1–5. http://dx.doi.org/10.55041/ijsrem30046.
Pełny tekst źródłaProulx, Mikhel. "Vera Frenkel’s String Games: Improvisations for Inter-City Video." Virtual Creativity 13, no. 2 (2023): 123–30. http://dx.doi.org/10.1386/vcr_00079_1.
Pełny tekst źródłaFunk, Jeanne B., Debra D. Buchman, Jennifer Jenks, and Heidi Bechtoldt. "An Evidence-Based Approach to Examining the Impact of Playing Violent Video and Computer Games." SIMILE: Studies In Media & Information Literacy Education 2, no. 4 (2002): 1–11. http://dx.doi.org/10.3138/sim.2.4.001.
Pełny tekst źródłaCervantes, José-Antonio, Sonia López, Salvador Cervantes, Aribei Hernández, and Heiler Duarte. "Social Robots and Brain–Computer Interface Video Games for Dealing with Attention Deficit Hyperactivity Disorder: A Systematic Review." Brain Sciences 13, no. 8 (2023): 1172. http://dx.doi.org/10.3390/brainsci13081172.
Pełny tekst źródłaTkachenko, Olha, and Andriy Doroshenko. "Some Aspects of Developing Video Games Using Methods of Computational Geometry." Digital Platform: Information Technologies in Sociocultural Sphere 1, no. 1 (2018): 57–66. https://doi.org/10.31866/2617-796x.1.2018.147255.
Pełny tekst źródłaPatil, Rahul, Yash Nimbalkar, Satyajeet Chavan, and Abhijeet Mahajan. "Golf Swing Analysis using Computer Vision." International Journal for Research in Applied Science and Engineering Technology 11, no. 5 (2023): 3700–3704. http://dx.doi.org/10.22214/ijraset.2023.52514.
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