Gotowa bibliografia na temat „Smartphones games”
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Artykuły w czasopismach na temat "Smartphones games"
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 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 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 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 źródłaZharkova, O. G., S. A. Barbolina, N. M. Afonina, and V. N. Volkova. "Research of Gaming Activity on Smartphones." Моделирование и анализ данных 10, no. 1 (2020): 75–85. http://dx.doi.org/10.17759/mda.2020100104.
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 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 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 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 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 źródłaRozprawy doktorskie na temat "Smartphones games"
Kadow, 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 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 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 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 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 źródłaDiring, Ellinor, and Simon Sundelin. "”Man behöver inte folks nummer längre” : En studie om hur studenter använder meddelandekommunikation via smartphones." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-21433.
Pełny tekst źródłaMossum, 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 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 źródłaGianessi, Davide. "Applicazione smartphone geo-social game." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2012. http://amslaurea.unibo.it/4555/.
Pełny tekst źródłaLucchi, Casadei Nicola. "Applicazione Smartphone Geo-Social Game." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2012. http://amslaurea.unibo.it/4565/.
Pełny tekst źródłaKsiążki na temat "Smartphones games"
service), ScienceDirect (Online, ed. Creating 3D game art for the iPhone with unity: Featuring modo and Blender pipelines. Focal, 2010.
Znajdź pełny tekst źródłaChristopher, Fairbairn, and ebrary Inc, eds. Professional Windows phone 7 application development: Building applications and games using Visual Studio, Silverlight, and XNA. Wiley Pub., Inc, 2011.
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 źródłaCzęści książek na temat "Smartphones games"
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 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 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 źródłaKonstantinos, Tsomis, Koukouris Georgios, Damianos P. Sakas, Nasiopoulos K. Dimitrios, and D. S. Vlachos. "Modeling and Simulation for the Development of Innovative Ideas for Video Games in Smartphones." In Strategic Innovative Marketing. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-56288-9_45.
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 źródłaHimeno, Masanari, and Shunichi Tano. "Analysis of Motivation Model Using Real User Data from Social Games for Smartphones Extended to Social Factors Based on Maslow’s Hierarchy of Needs." In Lecture Notes in Computer Science. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-22602-2_10.
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 źródłaNamchanthra, Witchayaporn, and Chokchai Puttharugsa. "LED Gates for Measuring Kinematic Parameters Using the Ambient Light Sensor of a Smartphone." In Smartphones as Mobile Minilabs in Physics. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-94044-7_4.
Pełny tekst źródłaKoga, Hiroshi. "Social Materiality of Smartphone Game Apps." In Human-Centric Computing in a Data-Driven Society. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-62803-1_25.
Pełny tekst źródłaStreszczenia konferencji na temat "Smartphones games"
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 źródłaGhosh, Sanchari, and Sandeep Mondal. "Strategic Pricing in Global Smartphone Ecosystem-Game Theoretic Insights for Digital Platform Services Supply Chain." In 2025 International Conference on Data Science, Agents & Artificial Intelligence (ICDSAAI). IEEE, 2025. https://doi.org/10.1109/icdsaai65575.2025.11011567.
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 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 źródłaAndrade, Cassiano, Ismael Silva, Glivia Barbosa, and Flavio Coutinho. "Real-Time Motion Detection for Android Smartphones." In 2019 18th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames). IEEE, 2019. http://dx.doi.org/10.1109/sbgames.2019.00029.
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 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 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 źródłaPelegrino, Mateus, Leonardo Torok, Daniela Trevisan, and Esteban Clua. "Creating and Designing Customized and Dynamic Game Interfaces Using Smartphones and Touchscreen." In 2014 Brazilian Symposium on Computer Games and Digital Entertainment (SBGAMES). IEEE, 2014. http://dx.doi.org/10.1109/sbgames.2014.21.
Pełny tekst źródła"IF ONLY... - Designing Novel Games for Collaborative Learning with Smartphones and Sensors." In 3rd International Conference on Computer Supported Education. SciTePress - Science and and Technology Publications, 2011. http://dx.doi.org/10.5220/0003303702070212.
Pełny tekst źródłaRaporty organizacyjne na temat "Smartphones games"
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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