Artykuły w czasopismach na temat „Smartphones gamers”
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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 źródłaDinansyah, Fakhriy, Charlie Tjokrodinata, and Cendera Rizky Anugerah Bangun. "The Role of Esports Organisations in Accessibility for Disability Players." Ultimacomm: Jurnal Ilmu Komunikasi 14, no. 1 (2022): 67–79. http://dx.doi.org/10.31937/ultimacomm.v14i1.2569.
Pełny tekst źródłaAbdul, Mun'im, and Iqbal Akhmad. "Islamic Economic Analysis of Mobile Legends Game Account Trading Transactions: A Case Study of @Molependia Instagram Account." ISIR Journal of Business and Management Studies (ISIRJBMS) 1, no. 3 (2024): 91–95. https://doi.org/10.5281/zenodo.14575707.
Pełny tekst źródłaSetyabudi, Djoko, Reni Shinta Dewi, and Ari Pradhanawati. "SOCCER: MOST FAVORITE CASUAL GAME." Interaksi: Jurnal Ilmu Komunikasi 13, no. 1 (2024): 205–21. http://dx.doi.org/10.14710/interaksi.13.1.205-221.
Pełny tekst źródłaTreviño González, Raúl Alejandro, and Tania Lucía Cobos Cobos. "Gamers en América Latina: análisis comparativo de su iniciación, prácticas y preferencias según género." Dixit 39 (July 2, 2025): e4423. https://doi.org/10.22235/d.v39.4423.
Pełny tekst źródłaAnand, Ganesh. "Building World Class Gaming Centered Digital Storefronts." International Journal of Leading Research Publication 5, no. 12 (2024): 1–5. https://doi.org/10.5281/zenodo.14646485.
Pełny tekst źródłaChamarro, Andrés, Ursula Oberst, Ramón Cladellas, and Héctor Fuster. "Effect of the Frustration of Psychological Needs on Addictive Behaviors in Mobile Videogamers—The Mediating Role of Use Expectancies and Time Spent Gaming." International Journal of Environmental Research and Public Health 17, no. 17 (2020): 6429. http://dx.doi.org/10.3390/ijerph17176429.
Pełny tekst źródłaGumasing, Ma Janice J., Ron Fourier B. Alonzo, Jose Mari V. Nazareno, and Ken Lance D. Guinto. "Antecedents of Cloud Gaming Acceptance among Gen Z: Achieving Sustainability in the Digital Gaming Industry." Sustainability 15, no. 12 (2023): 9189. http://dx.doi.org/10.3390/su15129189.
Pełny tekst źródłaChancay, Hugo, Verónica Martinez-Gallego, Silvio Perez, and Juan Lobos. "Using VR experience to show new subjects to undergraduate students: HalDron Project." Journal of Physics: Conference Series 2796, no. 1 (2024): 012022. http://dx.doi.org/10.1088/1742-6596/2796/1/012022.
Pełny tekst źródłaQureshi, Kamran, Pooja Thore, and Sneha Rajan. "Cross-sectional study to analyse the pattern of smartphone usage among adolescents in urban slum of a metropolitan city." International Journal Of Community Medicine And Public Health 9, no. 5 (2022): 2208. http://dx.doi.org/10.18203/2394-6040.ijcmph20221242.
Pełny tekst źródłade Kervenoael, Ronan, Alexandre Schwob, Mark Palmer, and Geoff Simmons. "Smartphone chronic gaming consumption and positive coping practice." Information Technology & People 30, no. 2 (2017): 503–19. http://dx.doi.org/10.1108/itp-01-2016-0003.
Pełny tekst źródłaEldo, Handry, Irma Yanti, and Risky Indah Naurah. "Designing and Implementing a Cat Runner Game Using Scratch 3." Gameology and Multimedia Expert 1, no. 1 (2024): 16. http://dx.doi.org/10.29103/game.v1i1.14558.
Pełny tekst źródłaSinurat, Samfriati, Lilis Novitarum, and Vebita C. Tamba. "Smartphone use behavior in students." International Journal on ObGyn and Health Sciences 1, no. 2 (2023): 59–65. http://dx.doi.org/10.35335/obgyn.v1i2.71.
Pełny tekst źródłaKo, Ya-Chuan, Chi-Hung Lo, and Yung-Chih Chang. "The Influence of Smartphone Games on Students’ Self-Concept." Applied Sciences 11, no. 16 (2021): 7408. http://dx.doi.org/10.3390/app11167408.
Pełny tekst źródłaFidian, Athia, Endah Ermawati, Rafidlah Risa, Raffidhia Arritama, and Kristina Kristina. "Teenagers' parenting in the age of screens: One day without a smartphone." Community Empowerment 7, no. 1 (2022): 140–43. http://dx.doi.org/10.31603/ce.5353.
Pełny tekst źródłaMurthy J, Venkatesh, and Veena Gretta Tauro. "Smartphone Addiction and the Associated Factors of Adolescents and Purposes and Pattern of Smartphone Use." International Journal of Science and Healthcare Research 9, no. 1 (2024): 158–68. http://dx.doi.org/10.52403/ijshr.20240120.
Pełny tekst źródłaRakhmah, Syifa Nur, and Raden Aldhi Rajendra Yusuf. "Sistem Pendukung Keputusan Pemilihan Smartphone Gaming Android Terbaik Dengan Metode Weighted Product." Reputasi: Jurnal Rekayasa Perangkat Lunak 3, no. 1 (2022): 12–18. http://dx.doi.org/10.31294/reputasi.v3i1.1201.
Pełny tekst źródłaPark, Jeong Hye, and Minjung Park. "Smartphone use patterns and problematic smartphone use among preschool children." PLOS ONE 16, no. 3 (2021): e0244276. http://dx.doi.org/10.1371/journal.pone.0244276.
Pełny tekst źródłaNaufal Rasyid and Aaqila Dhiyaanisafa Goenawan. "Sistem Pencatatan Keuangan Aplikasi Android Dengan Menggunakan Design Pattern Model-View-View-Model (MVVM), Room Database, SharedPreference dan API." JURNAL TEKNIK MESIN, INDUSTRI, ELEKTRO DAN INFORMATIKA 1, no. 2 (2022): 52–63. http://dx.doi.org/10.55606/jtmei.v1i2.783.
Pełny tekst źródłaYamamoto, Midori, Hidetoshi Mezawa, Kenichi Sakurai, and Chisato Mori. "Association between Media Use and Bedtime Delays in Young Children: An Adjunct Study of the Japan Environment and Children’s Study." International Journal of Environmental Research and Public Health 19, no. 15 (2022): 9464. http://dx.doi.org/10.3390/ijerph19159464.
Pełny tekst źródłaChellapan, Thilageswary, and Sumithira Narayanasamy. "Smartphone use patterns and the impact on accommodation and convergence system of the eyes among Malaysian teenagers." International Journal of Ophthalmology 17, no. 11 (2024): 2093–99. http://dx.doi.org/10.18240/ijo.2024.11.16.
Pełny tekst źródłaRahminda, Lili, and Refika Mastanora. "PEMANFAATAN MEDIA SMARTPHONE PADA SISWA/I KELAS VI SEKOLAH DASAR NEGERI 16 DI NAGARI SUPAYANG." KINEMA: Jurnal Komunikasi dan Penyiaran 2, no. 1 (2023): 95. https://doi.org/10.31958/kinema.v2i1.10458.
Pełny tekst źródłaRimpan, Sarce, Mien Mien, Desiderius Bela Dhesa, and I. Wayan Romantika. "The Effect of Smartphone Use with Speech Delay Incidence in Toddlers in The Kapoiala Health Center Area, Konawe Regency." KLASICS 2, no. 02 (2022): 16–19. http://dx.doi.org/10.46233/klasics.v2i02.743.
Pełny tekst źródłaMarsepa, Eva, Nurry Ayuningtyas Kusumastuti, and Oka Solehatul Mufrokah. "THE EFFECT OF SMARTPHONE USE ON STUDENT LEARNING INTEREST AND STUDENT PROCRASTINATION BEHAVIOR AT SMK X TANGERANG CITY." JURNAL ILMIAH GLOBAL EDUCATION 4, no. 4 (2023): 2807–13. http://dx.doi.org/10.55681/jige.v4i4.1424.
Pełny tekst źródłaWinarni, Sri, Emiliana Indah Eko Setywati, Yustina Kristianingsih, and I. Dewa Dede Sultan Pratama. "HUBUNGAN DURASI PENGGUNAAN SMARTPHONE DENGAN NYERI LEHER." JPK : Jurnal Penelitian Kesehatan 15, no. 1 (2025): 108–13. https://doi.org/10.54040/jpk.v15i1.301.
Pełny tekst źródłaAlfaini, Nurussanatil, and Nurussakinah Daulay. "The Effect of Self-Efficacy and Well-Being on Smartphone Addiction." EDUKATIF : JURNAL ILMU PENDIDIKAN 4, no. 5 (2022): 6522–29. http://dx.doi.org/10.31004/edukatif.v4i5.3745.
Pełny tekst źródłaİsmail, K., and K. Özacar. "HUMAN ACTIVITY RECOGNITION BASED ON SMARTPHONE SENSOR DATA USING CNN." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLIV-4/W3-2020 (November 23, 2020): 263–65. http://dx.doi.org/10.5194/isprs-archives-xliv-4-w3-2020-263-2020.
Pełny tekst źródłaTasijawa, Fandro Armando, Devita Madiuw, and Vanny Leutualy. "Smartphone Addiction among Nursing and Health Students." Malaysian Journal of Nursing 15, no. 03 (2024): 186–98. http://dx.doi.org/10.31674/mjn.2024.v15i03.021.
Pełny tekst źródłaLozano-Blasco, Raquel, Alberto Quilez-Robres, Roxana Rodriguez-Araya, and Raquel Casanovas-López. "Addiction to New Technologies and Cyberbullying in the Costa Rican Context." Education Sciences 12, no. 12 (2022): 876. http://dx.doi.org/10.3390/educsci12120876.
Pełny tekst źródłaS., Praveen Kumar R., Kaki Aruna, Aravind Kumar, and Venkatalakshmi P. "A smartphone use and its impact on academic performance of medical students: a cross sectional study." International Journal of Advances in Medicine 8, no. 10 (2021): 1582. http://dx.doi.org/10.18203/2349-3933.ijam20213714.
Pełny tekst źródłaYang, Shang-Yu, Yu-Chi Wang, Ya-Chen Lee, Ying-Lien Lin, Pei-Lun Hsieh, and Pin-Hsuan Lin. "Does Smartphone Addiction, Social Media Addiction, and/or Internet Game Addiction Affect Adolescents’ Interpersonal Interactions?" Healthcare 10, no. 5 (2022): 963. http://dx.doi.org/10.3390/healthcare10050963.
Pełny tekst źródłaBhate, Krutika, and Shraddha Thakor. "IMPEDIMENTS IN THE ADOPTION OF NEW TECHNOLOGY AMONG ELDERLY." International Journal of Management, Public Policy and Research 2, SpecialIssue (2023): 28–32. http://dx.doi.org/10.55829/ijmpr.v2ispecialissue.132.
Pełny tekst źródłaMontag, Christian, Bernd Lachmann, Marc Herrlich, and Katharina Zweig. "Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories." International Journal of Environmental Research and Public Health 16, no. 14 (2019): 2612. http://dx.doi.org/10.3390/ijerph16142612.
Pełny tekst źródłaHandayani, Tutut, Endah Permatasari, and Amir Hamzah. "Kerjasama Orang Tua dan Guru di MI Hijriyah IVPalembang Dalam Upaya Pencegahan Penyalahgunaan Smartphone." PRIMARY EDUCATION JOURNAL (PEJ) 3, no. 1 (2019): 1–10. http://dx.doi.org/10.30631/pej.v3i1.32.
Pełny tekst źródłaPiyush, Rai, Yadav Vaibhav, Singh Shashwat, and Sharma Anupama. "Fitness and Gaming: The Science of Mobile Sensor-Based Fitness Games." Journal of Sensor Research and Technologies 5, no. 1 (2023): 33–39. https://doi.org/10.5281/zenodo.7889300.
Pełny tekst źródłaRohmani, R., Berta Apriza, and Yasinta Mahendra. "Pengembangan gim kuis edukasi suplemen buku ajar pengantar dasar IPA berbasis website." JINoP (Jurnal Inovasi Pembelajaran) 7, no. 2 (2021): 194–208. http://dx.doi.org/10.22219/jinop.v7i2.18576.
Pełny tekst źródłaMOROESI, G. PITIKOE-CHILOANE, and DONDOLO BONGAZANA. "EXAMINING THE ASSOCIATION BETWEEN SELF-CONTROL AND MOBILE GAME ADDICTION: THE ROLE OF SMARTPHONE ADDICTION." Social Sciences and Education Research Review 10, no. 2 (2023): 240–49. https://doi.org/10.5281/zenodo.15254279.
Pełny tekst źródłaWulandari, Soniya Putri, Siti Umayaroh, and Putri Mahanani. "Analisis Dampak Negatif Penggunaan Smartphone pada Pembelajaran Daring Ditinjau dari Perilaku Anak Kelas V SD." Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan 1, no. 6 (2021): 456–64. http://dx.doi.org/10.17977/um065v1i62021p456-464.
Pełny tekst źródłaKarim, Naseem Abdul, Sadia Mumtaz, and Muhammad Naeem. "Influence of Smartphones on Childhood Trauma (Behavior): A Narrative Analysis of Secondary School at Karachi." Global Sociological Review VIII, no. I (2023): 407–18. http://dx.doi.org/10.31703/gsr.2023(viii-i).40.
Pełny tekst źródłaKrisnanda, Veno Dwi, Deasy Dwi Cahyaningtyas Arifin, and Suhfi Albab. "Provision of Counseling and Socialization Services to Reduce Anxiety of Game Addiction and Nomophobia to Adolescents in Pabuaran Village Gn. Sindur." Jurnal PkM (Pengabdian kepada Masyarakat) 6, no. 2 (2023): 175. http://dx.doi.org/10.30998/jurnalpkm.v6i2.15803.
Pełny tekst źródłaKhandelwal, R. "Physician in your pocket: is technology good or evil?" Panacea Journal of Medical Sciences 5, no. 1 (2015): 1. https://doi.org/10.18231/pjms.v.5.i.1.1.
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