Gotowa bibliografia na temat „Smartphones gamers”
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Artykuły w czasopismach na temat "Smartphones gamers"
Hayati, Nur, and Novada Indra Roesdiana. "Medical Students’ Frequency of Playing Online Games with Their Academic Performance: A Cross-Sectional Study." Jurnal Pendidikan Kedokteran Indonesia: The Indonesian Journal of Medical Education 14, no. 1 (2025): 1. https://doi.org/10.22146/jpki.87453.
Pełny tekst źródłaKalyani, Pawan. "An Empirical Study on Gaming Industry in India with Special Reference to the SmartPhone Games & Smart Generation Players of School and College." Journal of Management Engineering and Information Technology (JMEIT) 4, no. 3 (2017): 19–29. https://doi.org/10.5281/zenodo.821242.
Pełny tekst źródłaKuswantoro, 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.
Pełny tekst źródłaYoon, Kyong, and Dal Yong Jin. "The Gamification of Mobile Communication among Young Smartphone Users in Seoul." Asiascape: Digital Asia 3, no. 1-2 (2016): 60–78. http://dx.doi.org/10.1163/22142312-12340048.
Pełny tekst źródłaYonathan Lukar and Arfat Umbola. "Komunitas dan Youth Esport." Jurnal Praba : Jurnal Rumpun Kesehatan Umum 2, no. 4 (2024): 240–43. http://dx.doi.org/10.62027/praba.v2i4.176.
Pełny tekst źródłaLiu, Hongzhe. "Female Players' Influence in the Chinese Video Game Market." Highlights in Science, Engineering and Technology 88 (March 29, 2024): 116–23. http://dx.doi.org/10.54097/y7ms1s18.
Pełny tekst źródłaMuliana, Lia, M. Nazaruddin, Alwi Alwi, Ibrahim Chalid, and Fajri M. Kasim. "SOCIAL CONTROL AGAINST ONLINE GAME-ADDICTED TEENSIN PADANG SEURAHET VILLAGE, JOHAN HEROES DISTRICT BARAT ACEH DISTRICT." Malikussaleh Social and Political Reviews 3, no. 2 (2022): 40. http://dx.doi.org/10.29103/mspr.v3i2.8707.
Pełny tekst źródłaBaltezarević, Radoslav, Borivoje Baltezarević, and Ivana Baltezarević. "Advantages of digital marketing in the world of digital games." International Review, no. 1-2 (2024): 69–76. http://dx.doi.org/10.5937/intrev2401069b.
Pełny tekst źródłaRosdiana, Lilis Amaliah. "Students’ Responses Toward Kahoot Application in Indonesian Subject." Alinea: Jurnal Bahasa, Sastra, dan Pengajaran 2, no. 1 (2019): 1. http://dx.doi.org/10.35194/alinea.v2i1.519.
Pełny tekst źródłaAzra, Arby Azyumardi, and Ardiawan Bagus Harisa. "Alternating Sword Controller in First-Person Action Game using Fuzzy Logic for Adaptive Enemy." Journal of Games, Game Art, and Gamification 9, no. 2 (2024): 57–63. https://doi.org/10.21512/jggag.v9i2.10549.
Pełny tekst źródłaRozprawy doktorskie na temat "Smartphones gamers"
Mossum, Veronika. "Designing for smartphone AR games." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20259.
Pełny tekst źródłaHolmgren, Johan. "Addiction to smartphone games : Using smartphone game components to create an addiction." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-121946.
Pełny tekst źródłaSchneider, Oliver Stirling. "Gait sensing on smartphones to support mobile exercise applications and games." Thesis, University of British Columbia, 2012. http://hdl.handle.net/2429/43129.
Pełny tekst źródłaKadow, André Luis Dal Santo. "A gamificação no desenvolvimento de aplicações móveis para smartphones e tablets." Pontifícia Universidade Católica de São Paulo, 2014. https://tede2.pucsp.br/handle/handle/18139.
Pełny tekst źródłaBach, Carina, and Kenny Ek. "Köpprocessen : APPlicering vid nedladdning av spelappar på smartphones." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-960.
Pełny tekst źródłaNieznanska, Marta. "Experimental evaluation of the smartphone as a remote game controller for PC racing games." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4000.
Pełny tekst źródłaAllen, Kacie C. "Developing and Testing Smartphone Game Applications for Physical Activity Promotion in Adolescents." Diss., Virginia Tech, 2013. http://hdl.handle.net/10919/22050.
Pełny tekst źródłaCiman, Matteo. "Smartphones as ubiquitous devices for behavior analysis and better lifestyle promotion." Doctoral thesis, Università degli studi di Padova, 2016. http://hdl.handle.net/11577/3424364.
Pełny tekst źródłaLöwegren, Marcus, and Rikard Johansson. "Using your Smartphone as a Game Controller to your PC." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4384.
Pełny tekst źródłaFitz-Walter, Zachary J. "Achievement unlocked: Investigating the design of effective gamification experiences for mobile applications and devices." Thesis, Queensland University of Technology, 2015. https://eprints.qut.edu.au/83675/1/Zac%20Fitz-Walter%20Thesis.pdf.
Pełny tekst źródłaKsiążki na temat "Smartphones gamers"
service), ScienceDirect (Online, ed. Creating 3D game art for the iPhone with unity: Featuring modo and Blender pipelines. Focal, 2010.
Znajdź pełny tekst źródłaDaley, Mike. Learning iPhone game programming: A hands-on guide to building your first iPhone game. Addison-Wesley, 2010.
Znajdź pełny tekst źródłaMullen, Tony. 3D for iPhone apps with Blender and SIO2: Your guide to creating 3D games and more with open-source software. Wiley Pub., 2010.
Znajdź pełny tekst źródłaMullen, Tony. 3D for iPhone apps with Blender and SIO2: Your guide to creating 3D games and more with open-source software. Wiley Pub., 2010.
Znajdź pełny tekst źródłaCzęści książek na temat "Smartphones gamers"
Kulšinskas, Artūras, Cătălin Bălan, Nicholas Bukdahl, and Anthony Lewis Brooks. "Augmentation of Board Games Using Smartphones." In Universal Access in Human-Computer Interaction. Access to Learning, Health and Well-Being. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20684-4_47.
Pełny tekst źródłaTregel, Thomas, Andreas Gilbert, Robert Konrad, Petra Schäfer, and Stefan Göbel. "Examining Approaches for Mobility Detection Through Smartphone Sensors." In Serious Games. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-02762-9_22.
Pełny tekst źródłaTregel, Thomas, Felix Leber, and Stefan Göbel. "Incentivise Me: Smartphone-Based Mobility Detection for Pervasive Games." In Entertainment Computing and Serious Games. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-34644-7_48.
Pełny tekst źródłaIde, Akira, and Paweł Pachciarek. "Cultural frictions in the ethics of smartphone games." In Ethics and Sustainability in Digital Cultures. Routledge, 2023. http://dx.doi.org/10.4324/9781003367451-11.
Pełny tekst źródłaDewanthi, Desyra Sukma, and Muhammad Azhar Nitipradja. "Integrated Model of Factors Affecting Consumer Attitudes Towards Video Game Online Shopping Through Online Storefront." In Proceedings of the 19th International Symposium on Management (INSYMA 2022). Atlantis Press International BV, 2022. http://dx.doi.org/10.2991/978-94-6463-008-4_120.
Pełny tekst źródłaKao, Wan-Chuan, and Jen Boyle. "Introduction." In The Retro-Futurism of Cuteness. punctum books, 2017. https://doi.org/10.21983/p3.0188.1.02.
Pełny tekst źródłaChang, Alberto, Lourdes Montalvo, and Freddy Paz. "Usability and Playability Heuristics for Augmented Reality Video Games in Smartphones." In Design, User Experience, and Usability. Practice and Case Studies. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-23535-2_2.
Pełny tekst źródłaMcCauley, Brian, Foula Kopanidis, and Francis Farrelly. "Towards an Understanding of The Motivations to Play Games on Smartphones." In Looking Forward, Looking Back: Drawing on the Past to Shape the Future of Marketing. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-24184-5_72.
Pełny tekst źródłaLin, Tzu-Min, Sheng-Chih Chen, and Pei-Jeng Kuo. "Motivations for Game-Playing on Mobile Devices – Using Smartphone as an Example." In Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23456-9_18.
Pełny tekst źródłaLi, Aoran, Ian Chai, and Kok-Why Ng. "Features in Smartphone Games Encouraging Physical Exercise: A Review of Gamification Trends." In Proceedings of the 3rd International Conference on Creative Multimedia 2023 (ICCM 2023). Atlantis Press SARL, 2023. http://dx.doi.org/10.2991/978-2-38476-138-8_21.
Pełny tekst źródłaStreszczenia konferencji na temat "Smartphones gamers"
Gupta, Harshit Kumar, Binod Sinha, Anam Fatma, Vimal Bhatt, and Prabhat Kumar. "The Empirical Study on Addiction Towards Smartphone Games on Smart Generation Players of School and Colleges." In 2024 International Conference on Decision Aid Sciences and Applications (DASA). IEEE, 2024. https://doi.org/10.1109/dasa63652.2024.10836266.
Pełny tekst źródłaFlorea, Adrian, Elimelec Burghelea, Delilah Florea, and Arpad Gellert. "MINIGL: GAME AND LEARNING." In eLSE 2015. Carol I National Defence University Publishing House, 2015. http://dx.doi.org/10.12753/2066-026x-15-027.
Pełny tekst źródłaChen, Yilin, and Yu Sun. "An Intelligent Mobile Floating Application to Aid Seniors in using the Smartphone using Machine Learning." In 7th International Conference on Software Engineering and Applications (SOFEA 2021). Academy and Industry Research Collaboration Center (AIRCC), 2021. http://dx.doi.org/10.5121/csit.2021.111614.
Pełny tekst źródłaMachado De Andrade, Wiliam. "Mobile Game Design and Ergonomics: a necessary combination." In 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1003861.
Pełny tekst źródłaGama, Kiev, Rafael Wanderley, Daniel Maranhão, and Vinicius Garcia. "TagHunt: Uma plataforma Combinando a Internet das Coisas com Scavenger Hunt Games." In VII Simpósio Brasileiro de Computação Ubíqua e Pervasiva. Sociedade Brasileira de Computação - SBC, 2015. http://dx.doi.org/10.5753/sbcup.2015.10177.
Pełny tekst źródłaShyba, Lorene. "Smartphones and interactive story development workshop." In 2015 IEEE Games Entertainment Media Conference (GEM). IEEE, 2015. http://dx.doi.org/10.1109/gem.2015.7377258.
Pełny tekst źródłaAhn, Heejune, Muhammad Eka Wijaya, and Bianca Camille Esmero. "Understanding Usage Pattern of Korean Smartphone Users." In Games and Graphics 2013. Science & Engineering Research Support soCiety, 2013. http://dx.doi.org/10.14257/astl.2013.39.28.
Pełny tekst źródłaLu, Yan, Joseph T. Chao, and Kevin R. Parker. "HUNT: Scavenger Hunt with Augmented Reality." In InSITE 2015: Informing Science + IT Education Conferences: USA. Informing Science Institute, 2015. http://dx.doi.org/10.28945/2237.
Pełny tekst źródłaKim, Jung-Yoon, and Won-Hyung Lee. "EEG Signal feature analysis of Smartphone Game User." In Games and Graphics 2013. Science & Engineering Research Support soCiety, 2013. http://dx.doi.org/10.14257/astl.2013.39.03.
Pełny tekst źródłaNovikov, Vsevolod, Maxim Lobanov, and Valeriy Shokurov. "Analysis of the mobile games market." In II All-Russian Scientific and Practical Conference of students, teachers, practitioners "Education-Science-Practice". Autonomous Non-Profit Educational Organization of Higher Education "Kuban Institute of Vocational Education", 2025. https://doi.org/10.64007/conferencearticle_683d99f01215a0.90686798.
Pełny tekst źródłaRaporty organizacyjne na temat "Smartphones gamers"
Symonenko, Svitlana V., Nataliia V. Zaitseva, Viacheslav V. Osadchyi, Kateryna P. Osadcha, and Ekaterina O. Shmeltser. Virtual reality in foreign language training at higher educational institutions. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3759.
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