Auswahl der wissenschaftlichen Literatur zum Thema „Computer games – Juvenile literature“
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Zeitschriftenartikel zum Thema "Computer games – Juvenile literature"
Pabiś, Małgorzata, und Kinga Augustowska-Kruszyńska. „Suicide attempts at the age of 10-18 in Lublin“. Pielegniarstwo XXI wieku / Nursing in the 21st Century 19, Nr. 4 (01.12.2020): 266–73. http://dx.doi.org/10.2478/pielxxiw-2020-0023.
Der volle Inhalt der QuelleSafin, Fyarit, und Alexandr Bazhenov. „The Destructive Impact of Computer Game Content on Juvenile Delinquency“. Russian Journal of Criminology 16, Nr. 1 (11.03.2022): 39–46. http://dx.doi.org/10.17150/2500-4255.2022.16(1).39-46.
Der volle Inhalt der QuelleGao, Zitong. „The Analysis of Juvenile Game Addiction and Its Influence“. Communications in Humanities Research 5, Nr. 1 (14.09.2023): 73–76. http://dx.doi.org/10.54254/2753-7064/5/20230072.
Der volle Inhalt der QuelleMora-Cantallops, Marçal, und Miguel-Ángel Sicilia. „MOBA games: A literature review“. Entertainment Computing 26 (Mai 2018): 128–38. http://dx.doi.org/10.1016/j.entcom.2018.02.005.
Der volle Inhalt der QuelleSchrier, Karen, und Matthew Farber. „A systematic literature review of ‘empathy’ and ‘games’“. Journal of Gaming & Virtual Worlds 13, Nr. 2 (01.06.2021): 195–214. http://dx.doi.org/10.1386/jgvw_00036_1.
Der volle Inhalt der QuelleConnolly, Thomas M., Elizabeth A. Boyle, Ewan MacArthur, Thomas Hainey und James M. Boyle. „A systematic literature review of empirical evidence on computer games and serious games“. Computers & Education 59, Nr. 2 (September 2012): 661–86. http://dx.doi.org/10.1016/j.compedu.2012.03.004.
Der volle Inhalt der QuelleAdaji, Ifeoma. „Serious Games for Healthy Nutrition. A Systematic Literature Review“. International Journal of Serious Games 9, Nr. 1 (18.03.2022): 3–16. http://dx.doi.org/10.17083/ijsg.v9i1.466.
Der volle Inhalt der QuelleWitzel, Andreas, Jonathan Zvesper und Ethan Kennerly. „Explicit Knowledge Programming for Computer Games“. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 4, Nr. 1 (27.09.2021): 138–43. http://dx.doi.org/10.1609/aiide.v4i1.18686.
Der volle Inhalt der QuelleZhonggen, Yu. „A Meta-Analysis of Use of Serious Games in Education over a Decade“. International Journal of Computer Games Technology 2019 (03.02.2019): 1–8. http://dx.doi.org/10.1155/2019/4797032.
Der volle Inhalt der QuelleUllah, Mohib, Sareer Ul Amin, Muhammad Munsif, Utkurbek Safaev, Habib Khan, Salman Khan und Habib Ullah. „Serious Games in Science Education. A Systematic Literature Review“. Virtual Reality & Intelligent Hardware 4, Nr. 3 (Juni 2022): 189–209. http://dx.doi.org/10.1016/j.vrih.2022.02.001.
Der volle Inhalt der QuelleDissertationen zum Thema "Computer games – Juvenile literature"
Gunder, Anna. „Hyperworks : on digital literature and computer games /“. Uppsala : Avd. för litteratursociologi vid Litteraturvetenskapliga institutionen i Uppsala, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-4517.
Der volle Inhalt der QuelleJohansson, Daniel. „Complex Systems in Video Games : a literature survey“. Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4990.
Der volle Inhalt der QuelleShamansky, Amy Helene. „Use of crafts, games, and children's literature to enhance environmental education“. CSUSB ScholarWorks, 1997. https://scholarworks.lib.csusb.edu/etd-project/1335.
Der volle Inhalt der QuelleBuckles, Mary Ann. „Interactive fiction : the computer storygame adventure /“. Diss., Connect to 24 p. preview or request complete full text in PDF format. Access restricted to UC campuses, 1985. http://wwwlib.umi.com/cr/ucsd/fullcit?p8517895.
Der volle Inhalt der QuelleWhitson, Robert Henry. „The interpretive spiral: an analytical rubric for videogame interpretation“. Thesis, Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/44698.
Der volle Inhalt der QuelleOGLIARI, ELENA. „NO SHONEEN: GAELIC GAMES AND THE ATHLETIC HERO IN THE IRISH PERIODICAL PRESS“. Doctoral thesis, Università degli Studi di Milano, 2019. http://hdl.handle.net/2434/622981.
Der volle Inhalt der QuelleThrough the filter of the periodical literature intended for juveniles, especially boys, this thesis examines some facets of the Irish sporting culture as it emerged during the “Long Gestation” of Ireland’s independence, i.e. the period prior to the establishment of the Irish Free State in 1922, which witnessed the Gaelic cultural revival, the outbreak of the Easter Rising in 1916 and Sinn Féin’s triumph over the Redmondites in the 1918 election. By focusing on this kind of publishing genre, indeed, it is possible to raise a complex network of images, symbols and discourses related to Irish sporting culture. The thesis is divided into two parts. The first is devoted to presenting the aims and objectives of this study, the literature review, the corpus being analysed, and the methodology. Textual analysis, if mostly focused on the fictional and non-fictional content of the story papers, extends to other bodies of writing: private correspondence, parliamentary debates, government reports, and periodical criticism. The juxtaposed analyses of texts of such a multifarious nature enabled me to understand the prevailing attitudes and socio-cultural mores of the time as well as the political and cultural implications of the rise of a sport system in Ireland. The second part of No Shoneen: Gaelic Games and the Athletic Hero in the Irish Periodical Press thus details the steps that led up to the emergence of an Irish sport system and how Gaelic games came to be cultural signifiers pointing to Ireland’s specificity at home and abroad. Moreover, in this section, I also discuss why the early twentieth century saw the emergence of what can be termed “Athletic Hero” as the last two chapters of this work expound the connection between the rise of the Irish sport system and the political and cultural investment on the youths of Ireland to demonstrate how Gaelic games assisted the Irish in the formation of a new ideal of boyhood. More specifically, whereas the fourth chapter focuses on the conception of the young athlete as the maker of Ireland’s independence and the cornerstone of a new community – a conception revolving around the notion of sporting practice as a form of military preparedness –, the last chapter traces the contours of the idealised masculinity embodied by the young Gaelic athlete. The objective is to show how the athlete’s vigorous body was aptly represented and extolled so as to counteract the stereotypical characterizations of the Irish as inferiors in need of Anglo-Saxon domination.
Willander, Martin. „KOTOR- en narratologisk smältdegel : En analys av berättarstrukturen i datorspelet Star wars: Knights Of The Old Republic“. Thesis, Växjö University, School of Humanities, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-2648.
Der volle Inhalt der QuelleFeldman, Lee. „Player-Response on the Nature of Interactive Narratives as Literature“. Thesis, Chapman University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10822281.
Der volle Inhalt der QuelleIn recent years, having evolved beyond solely play-based interactions, it is now possible to analyze video games alongside other narrative forms, such as novels and films. Video games now involve rich stories that require input and interaction on behalf of the player. This level of agency likens video games to a kind of modern hypertext, networking and weaving various narrative threads together, something which traditional modes of media lack. When examined from the lens of reader-response criticism, this interaction deepens even further, acknowledging the player’s experience as a valid interpretation of a video game’s plot. The wide freedom of choice available to players, in terms of both play and story, in 2007’s Mass Effect, along with its critical reception, represents a turning point in the study of video games as literature, exemplifying the necessity for player input in undergoing a narrative-filled journey. Active participation and non-linear storytelling, typified through gaming, are major steps in the next the evolution of narrative techniques, which requires the broadening of literary criticism to incorporate this new development.
Nilsson, Christian. „Berättande simuleringar : Om datorspel och lärande i GY11:s litteraturundervisning“. Thesis, Högskolan för lärande och kommunikation, Högskolan i Jönköping, Medie-, litteratur- och språkdidaktik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-15343.
Der volle Inhalt der QuelleThe purpose of this thesis is to discuss whether and how computer games can be used as fiction in literature education in accordance with the new Swedish gymnasium curriculums, GY11. The focus is on the contact points between computer games and fiction regarding learning; foremost building identities, morality and ethics, but also stylistics and concepts in literary science. It is show that, using two examples (Fallout: New Vegas and Grand Theft Auto IV), the narrative elements in computer games can give them room and literary education, and also that immersion, perspective and interactivity can give players something that fiction can’t give its readers.
Nilsson, Johan. „Intertextuella referensers möjligheter inom casual game narrativ : Hur nya narrativ skapas genom alludering till andra verk“. Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13871.
Der volle Inhalt der QuelleBücher zum Thema "Computer games – Juvenile literature"
Petty, Kate. Games. New York: Gloucester Press, 1985.
Den vollen Inhalt der Quelle findenHolland, Penny. Looking at computer games. New York: F. Watts, 1985.
Den vollen Inhalt der Quelle findenMilton, Stephanie. Minecraft: The Survivors' book of secrets. New York: Random House Publishing Group, 2016.
Den vollen Inhalt der Quelle findenLampton, Christopher. How to create computer games. New York: F. Watts, 1986.
Den vollen Inhalt der Quelle findenRoy, Daniel. The Terraria: The ultimate survival handbook. New York, New York: Grosset and Dunlap, 2016.
Den vollen Inhalt der Quelle findenZeiger, James. Minecraft beginner's guide. Ann Arbor, Michigan: Cherry Lake Publishing, 2016.
Den vollen Inhalt der Quelle findenJelley, Craig. Minecraft: Guide to : redstone. New York: Del Rey, 2017.
Den vollen Inhalt der Quelle findenSchepp, Debra. Computer club! New York: Windcrest/McGraw-Hill, 1994.
Den vollen Inhalt der Quelle findenDavey, Joey. On top of the world with Minecraft. New York: Gareth Stevens, 2018.
Den vollen Inhalt der Quelle findenScott, Cavan. Master Eon's official guide. London: Puffin, 2014.
Den vollen Inhalt der Quelle findenBuchteile zum Thema "Computer games – Juvenile literature"
Mukherjee, Souvik. „Machinic Stories: The Literature Machine, Technicity and the Computer Game“. In Video Games and Storytelling, 25–47. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137525055_2.
Der volle Inhalt der QuelleHainey, Thomas, und Gavin Baxter. „Performing a Literature Review“. In Writing Successful Undergraduate Dissertations in Games Development and Computer Science, 87–97. London: Routledge, 2022. http://dx.doi.org/10.4324/9781003054887-8.
Der volle Inhalt der QuelleOsborne O’Hagan, Ann, Gerry Coleman und Rory V. O’Connor. „Software Development Processes for Games: A Systematic Literature Review“. In Communications in Computer and Information Science, 182–93. Berlin, Heidelberg: Springer Berlin Heidelberg, 2014. http://dx.doi.org/10.1007/978-3-662-43896-1_16.
Der volle Inhalt der QuelleZeiner-Fink, Susann, Angelika C. Bullinger und Silke Geithner. „Learning Effects and Acceptance in Business Games: A Systematic Literature Review“. In Lecture Notes in Computer Science, 36–51. Cham: Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-37171-4_3.
Der volle Inhalt der Quellede Araujo Pistono, Alvaro Marcos Antonio, Arnaldo Manuel Pinto Santos und Ricardo José Vieira Baptista. „An Initial Framework for Adaptive Serious Games Based on a Systematic Literature Review“. In Communications in Computer and Information Science, 43–51. Cham: Springer Nature Switzerland, 2022. http://dx.doi.org/10.1007/978-3-031-22918-3_4.
Der volle Inhalt der QuelleGuigon, Gaëlle, Mathieu Vermeulen, Mathieu Muratet und Thibault Carron. „Towards an Integration of the Multi-role Dimension in the Design of Learning Games: a Review of the Literature“. In Lecture Notes in Computer Science, 258–64. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-92182-8_26.
Der volle Inhalt der QuelleCamila Castiblanco, María, Leidy Viviana Cortés Carvajal, César Pardo und Laura Daniela Lasso Arciniegas. „Systematic Mapping of Literature About the Early Diagnosis of Alzheimer’s Disease Through the Use of Video Games“. In Trends in Artificial Intelligence and Computer Engineering, 139–53. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-96147-3_12.
Der volle Inhalt der QuelleHui, Wendy, und Wai Kwong Lau. „Research in Progress: Explaining the Moderating Effect of Massively Multiplayer Online (MMO) Games on the Relationship Between Flow and Game Addiction Using Literature-Based Discovery (LBD)“. In Lecture Notes in Computer Science, 20–29. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-60470-7_3.
Der volle Inhalt der QuelleFaella, Marco, und Gennaro Parlato. „Reasoning About Data Trees Using CHCs“. In Computer Aided Verification, 249–71. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-13188-2_13.
Der volle Inhalt der QuelleEfstathiou, Kyriakos, Marianna Efstathiou, Alexandros Basiakoulis, Harriet Cliffen, Nenad Joncic und Rafaella Georgiou. „The Holistic Documentation of Movable Cultural Heritage Objects - The Case of the Antikythera Mechanism“. In 3D Research Challenges in Cultural Heritage III, 103–30. Cham: Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-35593-6_6.
Der volle Inhalt der QuelleKonferenzberichte zum Thema "Computer games – Juvenile literature"
Yasin, Sharifah Nurulhikmah Syed, Roslina Ibrahim und Rasimah Che Mohd Yusoff. „Mobile Educational Games User Experience Elements: A Systematic Literature Review“. In 2022 International Congress on Human-Computer Interaction, Optimization and Robotic Applications (HORA). IEEE, 2022. http://dx.doi.org/10.1109/hora55278.2022.9799876.
Der volle Inhalt der QuelleSutopo, Hadi, Siti Nurjanah und Ferryal Abadi. „Literature Review of Developing Mobile Games on Coffee Entrepreneurship using NVivo“. In 2022 4th International Conference on Advances in Computer Technology, Information Science and Communications (CTISC). IEEE, 2022. http://dx.doi.org/10.1109/ctisc54888.2022.9849824.
Der volle Inhalt der QuelleYasin, Sharifah Nurulhikmah Syed, und Roslina Ibrahim. „Exploring User Experience Evaluation in Mobile Educational Games: A Systematic Literature Review“. In 2024 IEEE 14th Symposium on Computer Applications & Industrial Electronics (ISCAIE). IEEE, 2024. http://dx.doi.org/10.1109/iscaie61308.2024.10576446.
Der volle Inhalt der QuelleMarcelino, Nico, Samuel Kusuma, Tan Albertus Triwijaya Setiadi, Alexander Agung Santoso Gunawan und Karen Etania Saputra. „Playing Away the Rage: A Systematic Literature Review of Games in Anger Management Interventions“. In 2023 International Conference on Networking, Electrical Engineering, Computer Science, and Technology (IConNECT). IEEE, 2023. http://dx.doi.org/10.1109/iconnect56593.2023.10327136.
Der volle Inhalt der QuelleStanescu, Monica, Jurate Stanislovaitiene und Doina Croitoru. „PHYSICAL EXERCISES AND COMPUTER-BASED GAMES: FROM PLAYGROUND TO SERIOUS GAMES AND EXERGAMES“. In eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-207.
Der volle Inhalt der QuelleGöbl, Barbara, Simone Kriglstein und Helmut Hlavacs. „Conversational Interfaces in Serious Games: Identifying Potentials and Future Research Directions based on a Systematic Literature Review“. In 13th International Conference on Computer Supported Education. SCITEPRESS - Science and Technology Publications, 2021. http://dx.doi.org/10.5220/0010447301080115.
Der volle Inhalt der QuelleDa Silva de Paula, Amanda, Cauã Fabrício Auler, Sabrina Hahn Melo und Vinicius Hartmann Ferreira. „Uma Revisão Sistemática Sobre o Uso de Jogos para Fomentar a Participação de Meninas na Área de Computação: Uma Análise do Women in Information Technology (WIT)“. In Computer on the Beach. Itajaí: Universidade do Vale do Itajaí, 2024. http://dx.doi.org/10.14210/cotb.v15.p001-006.
Der volle Inhalt der QuelleHenrique Marquetti Rondon, Luiz, und Ricardo Cherobin. „Examinando os Tipos de Feedbacks no Design de Jogos Digitais“. In Computer on the Beach. Itajaí: Universidade do Vale do Itajaí, 2022. http://dx.doi.org/10.14210/cotb.v13.p081-088.
Der volle Inhalt der QuelleNery Nascimento, Michelle, Renzo Santos Diniz, Sérgio Oliveira Macellani, Caroline Rhaian Jandre, Marcus Vinicius Bento Martins, Ronan Loschi Ferreira, Mônica Da Consolação Machado, Magna Carla Ribeiro, Roberlei Panasiewicz und Lucila Ishitani. „Recomendações para Projeto de Jogo Digital Educacional para o Ensino Fundamental com Foco em Valores Ético-Morais“. In Computer on the Beach. Itajaí: Universidade do Vale do Itajaí, 2022. http://dx.doi.org/10.14210/cotb.v13.p073-080.
Der volle Inhalt der QuelleWijkstra, Michel, Katja Rogers, Regan L. Mandryk, Remco C. Veltkamp und Julian Frommel. „Help, My Game Is Toxic! First Insights from a Systematic Literature Review on Intervention Systems for Toxic Behaviors in Online Video Games“. In CHI PLAY '23: The Annual Symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2023. http://dx.doi.org/10.1145/3573382.3616068.
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