Zeitschriftenartikel zum Thema „In-game relationships“
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Pronina, N. A., und A. V. Buyanov. „RELATIONSHIPS APROPOS IN-GAME INDUSTRY OBJECTS“. Russian-Asian Legal Journal, Nr. 4 (23.12.2020): 37–46. http://dx.doi.org/10.14258/ralj(2020)4.6.
Der volle Inhalt der QuelleYayman, Ebru, und Okan Bilgin. „Relationship between social media addiction, game addiction and family functions“. International Journal of Evaluation and Research in Education (IJERE) 9, Nr. 4 (01.12.2020): 979. http://dx.doi.org/10.11591/ijere.v9i4.20680.
Der volle Inhalt der QuelleBaykal, Nur Baser, und Metehan Irak. „Relationships between violent video games and cognition“. Global Journal of Psychology Research: New Trends and Issues 7, Nr. 2 (31.10.2017): 58–70. http://dx.doi.org/10.18844/gjpr.v7i2.2586.
Der volle Inhalt der QuelleBourdon, Isabelle, Chris Kimble und Nathalie Tessier. „Knowledge sharing in online communities: the power game“. Journal of Business Strategy 36, Nr. 3 (18.05.2015): 11–17. http://dx.doi.org/10.1108/jbs-04-2014-0044.
Der volle Inhalt der QuelleChoi, Sooyoung, Young-joo Ahn und Insin Kim. „The Roles of Perceived Innovativeness in Creating Visitors’ Citizenship Behaviors at an International Game Exhibition“. Sustainability 12, Nr. 12 (17.06.2020): 4950. http://dx.doi.org/10.3390/su12124950.
Der volle Inhalt der QuelleShi, Qianqian, Jianbo Zhu und Qian Li. „Cooperative Evolutionary Game and Applications in Construction Supplier Tendency“. Complexity 2018 (2018): 1–13. http://dx.doi.org/10.1155/2018/8401813.
Der volle Inhalt der QuelleChoi, Youngkeun. „A Study of the Antecedents of Game Engagement and the Moderating Effect of the Self-Identity of Collaboration“. International Journal of e-Collaboration 16, Nr. 2 (April 2020): 1–11. http://dx.doi.org/10.4018/ijec.2020040101.
Der volle Inhalt der QuelleTang, Jian, und Ping Zhang. „Exploring the relationships between gamification and motivational needs in technology design“. International Journal of Crowd Science 3, Nr. 1 (10.05.2019): 87–103. http://dx.doi.org/10.1108/ijcs-09-2018-0025.
Der volle Inhalt der QuelleLee, Ji-Hun, und Jun-Mo Kang. „A study on the influence of game enthusiasm, game individual lessons, and human relationships on game satisfaction in online team game competitions“. Indian Journal of Public Health Research & Development 9, Nr. 9 (2018): 772. http://dx.doi.org/10.5958/0976-5506.2018.01093.8.
Der volle Inhalt der QuelleHamlen, Karla R. „Exploring factors related to college student expertise in digital games and their relationships to academics“. Research on Education and Media 9, Nr. 1 (01.06.2017): 28–36. http://dx.doi.org/10.1515/rem-2017-0006.
Der volle Inhalt der QuelleBolton, Gary, Axel Ockenfels und Peter Werner. „Leveraging social relationships and transparency in the insider game“. Journal of the Economic Science Association 2, Nr. 2 (November 2016): 127–43. http://dx.doi.org/10.1007/s40881-016-0030-x.
Der volle Inhalt der QuelleChoi, Youngkeun. „A Study of the Moderating Effect of Social Distance on the Relationship Between Motivators and Game Engagement“. International Journal of Gaming and Computer-Mediated Simulations 11, Nr. 3 (Juli 2019): 1–14. http://dx.doi.org/10.4018/ijgcms.2019070101.
Der volle Inhalt der QuellePaul, Rodney J., Yoav Wachsman und Andrew Weinbach. „MEASURING AND FORECASTING FAN INTEREST IN NFL FOOTBALL GAMES“. Journal of Gambling Business and Economics 6, Nr. 3 (26.03.2013): 34–46. http://dx.doi.org/10.5750/jgbe.v6i3.611.
Der volle Inhalt der QuelleHuang, Ying, Hui Min Li und Bo Yang. „The Subjects of Building Fire Risk Management and Analysis of their Correlation“. Advanced Materials Research 368-373 (Oktober 2011): 3192–95. http://dx.doi.org/10.4028/www.scientific.net/amr.368-373.3192.
Der volle Inhalt der QuellePermassanty, Tanty Dewi, und Cornelius Hans Irawan. „Proses Penetrasi Sosial Antar Pemain Pada Game Mobile Legends“. LONTAR: Jurnal Ilmu Komunikasi 6, Nr. 2 (26.12.2018): 111. http://dx.doi.org/10.30656/lontar.v6i2.950.
Der volle Inhalt der QuelleRodrigues, António, Heinz Koeppl, Hisashi Ohtsuki und Akiko Satake. „A game theoretical model of deforestation in human–environment relationships“. Journal of Theoretical Biology 258, Nr. 1 (Mai 2009): 127–34. http://dx.doi.org/10.1016/j.jtbi.2009.01.005.
Der volle Inhalt der QuelleLee, Hye Rim, und Eui Jun Jeong. „Therapeutic role of player self-efficacy in online gaming“. Social Behavior and Personality: an international journal 45, Nr. 9 (03.10.2017): 1475–84. http://dx.doi.org/10.2224/sbp.6334.
Der volle Inhalt der QuelleMa, Yuxin, Douglas Williams und Louise Prejean. „Understanding the Relationships Among Various Design Components in a Game-Based Learning Environment“. International Journal of Gaming and Computer-Mediated Simulations 4, Nr. 1 (Januar 2012): 68–85. http://dx.doi.org/10.4018/jgcms.2012010104.
Der volle Inhalt der QuelleChamberlin, John R. „Ethics and Game Theory“. Ethics & International Affairs 3 (März 1989): 261–76. http://dx.doi.org/10.1111/j.1747-7093.1989.tb00222.x.
Der volle Inhalt der QuelleBarszcz, Patryk. „Znaleźć miłość w telewizji. Alternatywne metody poszukiwania partnera życiowego w dobie społeczeństwa ponowoczesnego. Casus telewizyjnych programów randkowych“. Seminare. Poszukiwania naukowe 2021(42), Nr. 2 (30.06.2021): 85–98. http://dx.doi.org/10.21852/sem.2021.2.08.
Der volle Inhalt der QuelleMeng, Qian, Liu Xu und Xiaodong Xu. „Applying Game Theory to the Balance Between Academic and Administrative Power in Universities“. Social Behavior and Personality: an international journal 42, Nr. 6 (16.07.2014): 913–20. http://dx.doi.org/10.2224/sbp.2014.42.6.913.
Der volle Inhalt der QuellePurnama, SF Lukfianka Sanjaya, und SF Luthfie Arguby Purnomo. „CLASSIFYING VIDEO GAME TRANSLATION STUDIES FROM TRANSTEXTUALITY PERSPECTIVES“. LEKSEMA: Jurnal Bahasa dan Sastra 4, Nr. 1 (20.06.2019): 29. http://dx.doi.org/10.22515/ljbs.v4i1.1635.
Der volle Inhalt der QuelleShi, Yen-Ru, und Ju-Ling Shih. „Game Factors and Game-Based Learning Design Model“. International Journal of Computer Games Technology 2015 (2015): 1–11. http://dx.doi.org/10.1155/2015/549684.
Der volle Inhalt der QuelleÖzçetin, Mustafa, Funda Gümüştaş, Yakup Çağ, İnci Zaim Gökbay und Ahu Özmel. „The relationships between video game experience and cognitive abilities in adolescents“. Neuropsychiatric Disease and Treatment Volume 15 (Mai 2019): 1171–80. http://dx.doi.org/10.2147/ndt.s206271.
Der volle Inhalt der QuelleGregoratto, Federica. „Love is a losing game: power and exploitation in romantic relationships“. Journal of Political Power 10, Nr. 3 (02.09.2017): 326–41. http://dx.doi.org/10.1080/2158379x.2017.1382172.
Der volle Inhalt der QuelleHamlen, Karla R. „General Problem-Solving Styles and Problem-Solving Approaches in Video Games“. Journal of Educational Computing Research 56, Nr. 4 (12.09.2017): 467–84. http://dx.doi.org/10.1177/0735633117729221.
Der volle Inhalt der QuelleGervais, Matthew M. „RICH Economic Games for Networked Relationships and Communities: Development and Preliminary Validation in Yasawa, Fiji“. Field Methods 29, Nr. 2 (14.07.2016): 113–29. http://dx.doi.org/10.1177/1525822x16643709.
Der volle Inhalt der QuelleCrawford, Vincent P. „Experiments on Cognition, Communication, Coordination, and Cooperation in Relationships“. Annual Review of Economics 11, Nr. 1 (02.08.2019): 167–91. http://dx.doi.org/10.1146/annurev-economics-080218-025730.
Der volle Inhalt der QuelleYoshida, Masayuki, und Jeffrey D. James. „Customer Satisfaction With Game and Service Experiences: Antecedents and Consequences“. Journal of Sport Management 24, Nr. 3 (Mai 2010): 338–61. http://dx.doi.org/10.1123/jsm.24.3.338.
Der volle Inhalt der QuelleHommadova Lu, Anya, und Stephen Carradini. „Work–game balance: Work interference, social capital, and tactical play in a mobile massively multiplayer online real-time strategy game“. New Media & Society 22, Nr. 12 (27.11.2019): 2257–80. http://dx.doi.org/10.1177/1461444819889957.
Der volle Inhalt der QuelleWang, Bingqing, Laramie Taylor und Qiusi Sun. „Families that play together stay together: Investigating family bonding through video games“. New Media & Society 20, Nr. 11 (11.04.2018): 4074–94. http://dx.doi.org/10.1177/1461444818767667.
Der volle Inhalt der QuelleBuford, Charles Colby, und Brian J. O'Leary. „Assessment of Fluid Intelligence Utilizing a Computer Simulated Game“. International Journal of Gaming and Computer-Mediated Simulations 7, Nr. 4 (Oktober 2015): 1–17. http://dx.doi.org/10.4018/ijgcms.2015100101.
Der volle Inhalt der QuelleKhaidarova, Diana Ruslanovna. „Identification of stability in following the game rule in the context of role-playing game of senior preschoolers“. Interactive science, Nr. 4 (38) (21.04.2019): 24–27. http://dx.doi.org/10.21661/r-496362.
Der volle Inhalt der QuelleHuang, Chiao-Ling, Shu Ching Yang und An-Sing Chen. „Motivations and Gratification in an Online Game: Relationships Among Players' Self-Esteem, Self-Concept, and Interpersonal Relationships“. Social Behavior and Personality: an international journal 43, Nr. 2 (21.03.2015): 193–203. http://dx.doi.org/10.2224/sbp.2015.43.2.193.
Der volle Inhalt der QuelleCrawford, Vincent P. „New Directions for Modelling Strategic Behavior: Game-Theoretic Models of Communication, Coordination, and Cooperation in Economic Relationships“. Journal of Economic Perspectives 30, Nr. 4 (01.11.2016): 131–50. http://dx.doi.org/10.1257/jep.30.4.131.
Der volle Inhalt der QuelleVargianniti, Irene, und Kostas Karpouzis. „Using Big and Open Data to Generate Content for an Educational Game to Increase Student Performance and Interest“. Big Data and Cognitive Computing 4, Nr. 4 (22.10.2020): 30. http://dx.doi.org/10.3390/bdcc4040030.
Der volle Inhalt der QuelleLai, Gina, und Ka Yi Fung. „From online strangers to offline friends: a qualitative study of video game players in Hong Kong“. Media, Culture & Society 42, Nr. 4 (12.06.2019): 483–501. http://dx.doi.org/10.1177/0163443719853505.
Der volle Inhalt der QuelleRahayuningrum, Dwi Christina, Zabidah Putit und Ira Erwina. „Hubungan Motivasi Bermain Game Online Dan Dukungan Sosial Teman Sebaya Dengan Adiksi Game Online Pada Remaja di SMPN Kota Padang“. Jurnal Kesehatan Medika Saintika 10, Nr. 1 (01.06.2019): 115. http://dx.doi.org/10.30633/jkms.v10i1.315.
Der volle Inhalt der QuelleCarroll, William M. „Polygon Capture: A Geometry Game“. Mathematics Teaching in the Middle School 4, Nr. 2 (Oktober 1998): 90–94. http://dx.doi.org/10.5951/mtms.4.2.0090.
Der volle Inhalt der QuelleMohammed, Zerf. „Muscle Types, Strength Gains, and Energy Systems what relationships in Soccer game“. Sohag Journal of Sciences 1, Nr. 1 (01.09.2016): 13–17. http://dx.doi.org/10.18576/sjs/010103.
Der volle Inhalt der QuellePapalia, S., D. Shorrocks und C. Phillips. „Are there relationships between in game performance and fitness of adolescent Netballers?“ Journal of Science and Medicine in Sport 15 (Dezember 2012): S156. http://dx.doi.org/10.1016/j.jsams.2012.11.379.
Der volle Inhalt der QuelleWack, Elizabeth, und Stacey Tantleff-Dunn. „Relationships between Electronic Game Play, Obesity, and Psychosocial Functioning in Young Men“. CyberPsychology & Behavior 12, Nr. 2 (April 2009): 241–44. http://dx.doi.org/10.1089/cpb.2008.0151.
Der volle Inhalt der QuelleFriesen, David W. „The Action Research Game: re‐creating pedagogical relationships in the teaching internship“. Educational Action Research 2, Nr. 2 (Januar 1994): 243–58. http://dx.doi.org/10.1080/0965079940020208.
Der volle Inhalt der QuellePramesthi, Jasmine Alya. „Parasocial Relationships and the Formation of Hyperreality in the BTS World Game“. Mediator: Jurnal Komunikasi 14, Nr. 1 (24.06.2021): 113–23. http://dx.doi.org/10.29313/mediator.v14i1.7602.
Der volle Inhalt der QuelleChiang, Eric P. „Asymmetric Information, Bargaining, and Comparative Advantage in Trade Relationships: An Interactive Game“. Southern Economic Journal 74, Nr. 2 (Oktober 2007): 601–8. http://dx.doi.org/10.1002/j.2325-8012.2007.tb00855.x.
Der volle Inhalt der QuelleLi, Zhuang, Gengdan Hu, Lei Xu und Yang Rui. „Third-party fairness maintenance in five types of group relationships“. Social Behavior and Personality: an international journal 49, Nr. 2 (04.02.2021): 1–9. http://dx.doi.org/10.2224/sbp.9724.
Der volle Inhalt der QuelleShackelford, Laura, Wenhao David Huang, Alan Craig, Cameron Merrill und Danying Chen. „Relationships between motivational support and game features in a game-based virtual reality learning environment for teaching introductory archaeology“. Educational Media International 56, Nr. 3 (03.07.2019): 183–200. http://dx.doi.org/10.1080/09523987.2019.1669946.
Der volle Inhalt der QuelleReam, Geoffrey L., Luther C. Elliott und Eloise Dunlap. „Trends in Video Game Play through Childhood, Adolescence, and Emerging Adulthood“. Psychiatry Journal 2013 (2013): 1–7. http://dx.doi.org/10.1155/2013/301460.
Der volle Inhalt der QuelleCarradini, Stephen, und Anya Hommadova Lu. „New motivations: Change over time in motivations for mobile gaming“. Journal of Gaming & Virtual Worlds 12, Nr. 3 (01.10.2020): 259–85. http://dx.doi.org/10.1386/jgvw_00019_1.
Der volle Inhalt der QuelleCabras, Cristina, Maria Laura Cubadda und Cristina Sechi. „Relationships Among Violent and Non-Violent Video Games, Anxiety, Self-Esteem, and Aggression in Female and Male Gamers“. International Journal of Gaming and Computer-Mediated Simulations 11, Nr. 3 (Juli 2019): 15–37. http://dx.doi.org/10.4018/ijgcms.2019070102.
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