Journal articles on the topic 'Accessible Video Game'
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Jaramillo-Alcázar, Angel, Eduardo Venegas, Santiago Criollo-C, and Sergio Luján-Mora. "An Approach to Accessible Serious Games for People with Dyslexia." Sustainability 13, no. 5 (February 26, 2021): 2507. http://dx.doi.org/10.3390/su13052507.
Full textChądzyńska, Dominika, and Dariusz Gotlib. "Maps in video games – range of applications." Polish Cartographical Review 47, no. 3 (September 1, 2015): 137–45. http://dx.doi.org/10.1515/pcr-2015-0011.
Full textGluck, Aaron, Kwajo Boateng, and Julian Brinkley. "Racing in the Dark: Exploring Accessible Virtual Reality by Developing a Racing Game for People who are Blind." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 65, no. 1 (September 2021): 1114–18. http://dx.doi.org/10.1177/1071181321651224.
Full textTanaka, Candie. "Indigenous Video Games in Libraries." Pathfinder: A Canadian Journal for Information Science Students and Early Career Professionals 3, no. 1 (May 9, 2022): 14–29. http://dx.doi.org/10.29173/pathfinder57.
Full textGoette, William, Julie A. Delello, and Rochell R. McWhorter. "Gendered Experiences of Mobile Gaming and Augmented Reality." International Journal of Virtual and Augmented Reality 3, no. 2 (July 2019): 54–67. http://dx.doi.org/10.4018/ijvar.2019070105.
Full textPrăjescu, Iulian, and Alina Delia Călin. "Multiple Types of AI and Their Performance in Video Games." Studia Universitatis Babeș-Bolyai Informatica 67, no. 1 (July 3, 2022): 21–36. http://dx.doi.org/10.24193/subbi.2022.1.02.
Full textKaka Muhammad, Tara Qadir, Hawar Othman Sharifi, and Mazen Ismaeel Ghareb. "Eye Tracking Technique for Controlling Computer Game Objects." UHD Journal of Science and Technology 6, no. 1 (April 22, 2022): 43–51. http://dx.doi.org/10.21928/uhdjst.v6n1y2022.pp43-51.
Full textO'Donnell, Casey. "The Nintendo Entertainment System and the 10NES Chip: Carving the Video Game Industry in Silicon." Games and Culture 6, no. 1 (August 11, 2010): 83–100. http://dx.doi.org/10.1177/1555412010377319.
Full textMalone, Laurie A., Christen J. Mendonca, Sangeetha Mohanraj, Samuel R. Misko, Joseph Moore, James Michael Brascome, and Mohanraj Thirumalai. "Usability of the GAIMplank Video Game Controller for People With Mobility Impairments: Observational Study." JMIR Serious Games 11 (January 10, 2023): e38484. http://dx.doi.org/10.2196/38484.
Full textAune, R. Kelly, Matthew Sharritt, and Daniel D. Suthers. "l33tsp33k." International Journal of Digital Literacy and Digital Competence 5, no. 1 (January 2014): 45–65. http://dx.doi.org/10.4018/ijdldc.2014010104.
Full textJaramillo-Alcázar, Angel, Paz Cortez-Silva, Marco Galarza-Castillo, and Sergio Luján-Mora. "A Method to Develop Accessible Online Serious Games for People with Disabilities: A Case Study." Sustainability 12, no. 22 (November 17, 2020): 9584. http://dx.doi.org/10.3390/su12229584.
Full textArambarri Basáñez, Jon, Leire Armentia Lasuen, and Unai Baeza Santamaría. "Serious games para la puesta en valor de la cultura. Un caso práctico: SUM." Virtual Archaeology Review 3, no. 7 (November 18, 2012): 65. http://dx.doi.org/10.4995/var.2012.4388.
Full textde Jager, Nic. "Reading gamefully: videogamification as multimodal pedagogy for high school setworks." Image & Text, no. 36 (June 21, 2022): 1–41. http://dx.doi.org/10.17159/2617-3255/2022/n36a8.
Full textFlores-Garzón, Edwin Patricio, Luis José Intriago-Echeverría, Angel Jaramillo-Alcázar, Santiago Criollo-C, and Sergio Luján-Mora. "Catch the Thief: An Approach to an Accessible Video Game with Unity." International Journal on Advanced Science, Engineering and Information Technology 10, no. 3 (June 1, 2020): 905. http://dx.doi.org/10.18517/ijaseit.10.3.10938.
Full textUpton, Caitlyn R., Jessica A. Nastasi, and Bethany R. Raiff. "Identifying Video Game Preferences Among Adults Interested in Quitting Smoking Cigarettes: Survey Study." JMIR Serious Games 10, no. 1 (March 24, 2022): e30949. http://dx.doi.org/10.2196/30949.
Full textChądzyńska, Dominika, and Dariusz Gotlib. "Spatial data processing for the purpose of video games." Polish Cartographical Review 48, no. 1 (March 1, 2016): 41–50. http://dx.doi.org/10.1515/pcr-2016-0001.
Full textGhoman, Simran K., Siddhi D. Patel, Maria Cutumisu, Patrick von Hauff, Thomas Jeffery, Matthew R. G. Brown, and Georg M. Schmölzer. "Serious games, a game changer in teaching neonatal resuscitation? A review." Archives of Disease in Childhood - Fetal and Neonatal Edition 105, no. 1 (June 29, 2019): 98–107. http://dx.doi.org/10.1136/archdischild-2019-317011.
Full textBachell, Alasdair, and Matthew Barr. "Video Game Preservation in the UK: A Survey of Records Management Practices." International Journal of Digital Curation 9, no. 2 (October 29, 2014): 139–70. http://dx.doi.org/10.2218/ijdc.v9i2.294.
Full textRodrigues, Elsa, and Luís Bruno. "The game to promote the capability of reducing, reuse and recycling waste." E3S Web of Conferences 171 (2020): 01012. http://dx.doi.org/10.1051/e3sconf/202017101012.
Full textGish Hill, Christina. "Cheyenne Odyssey: Representing Removal in an Educational Video Game." Museum Anthropology Review 12, no. 2 (August 11, 2018): 55–74. http://dx.doi.org/10.14434/mar.v12i2.22420.
Full textAl-Nasri, Iyad, and Shahan Salim. "Using Gamification to Break Barriers in Physical Therapy." University of Western Ontario Medical Journal 87, no. 2 (March 12, 2019): 9–11. http://dx.doi.org/10.5206/uwomj.v87i2.1146.
Full textCattan, Grégoire, Anton Andreev, and Etienne Visinoni. "Recommendations for Integrating a P300-Based Brain–Computer Interface in Virtual Reality Environments for Gaming: An Update." Computers 9, no. 4 (November 14, 2020): 92. http://dx.doi.org/10.3390/computers9040092.
Full textFrommel, Julian, Martin J. Dechant, and Regan L. Mandryk. "The Potential of Video Game Streaming as Exposure Therapy for Social Anxiety." Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (October 5, 2021): 1–25. http://dx.doi.org/10.1145/3474685.
Full textTamborini, Ron, Nicholas David Bowman, Sujay Prabhu, Lindsay Hahn, Brian Klebig, Clare Grall, and Eric Novotny. "The effect of moral intuitions on decisions in video game play: The impact of chronic and temporary intuition accessibility." New Media & Society 20, no. 2 (August 19, 2016): 564–80. http://dx.doi.org/10.1177/1461444816664356.
Full textPolcyn, Sylwia. "The evolution of free time throughout history. Video games as a modern leisure activity." Biuletyn Historii Wychowania, no. 38 (October 11, 2019): 187–200. http://dx.doi.org/10.14746/bhw.2018.38.12.
Full textAyers, William R. "What Is It Like to Be a Dolphin? Echolocation and Subjectivity in Video Games." Journal of Sound and Music in Games 2, no. 3 (2021): 1–33. http://dx.doi.org/10.1525/jsmg.2021.2.3.1.
Full textEligio, Rachel B., and Michael P. Kaschak. "Gaming experience affects the interpretation of ambiguous words." PLOS ONE 15, no. 12 (December 28, 2020): e0243512. http://dx.doi.org/10.1371/journal.pone.0243512.
Full textRowland, Jennifer L., Laurie A. Malone, Cali M. Fidopiastis, Sangeetha Padalabalanarayanan, Mohanraj Thirumalai, and James H. Rimmer. "Perspectives on Active Video Gaming as a New Frontier in Accessible Physical Activity for Youth With Physical Disabilities." Physical Therapy 96, no. 4 (April 1, 2016): 521–32. http://dx.doi.org/10.2522/ptj.20140258.
Full textWalsh, MT, and OH Khan. "P.126 Enhancing patient understanding of spinal conditions through advanced imaging platforms." Canadian Journal of Neurological Sciences / Journal Canadien des Sciences Neurologiques 46, s1 (June 2019): S46. http://dx.doi.org/10.1017/cjn.2019.217.
Full textHsu, Wan-Yu, William Rowles, Joaquin A. Anguera, Chao Zhao, Annika Anderson, Amber Alexander, Simone Sacco, Roland Henry, Adam Gazzaley, and Riley Bove. "Application of an Adaptive, Digital, Game-Based Approach for Cognitive Assessment in Multiple Sclerosis: Observational Study." Journal of Medical Internet Research 23, no. 1 (January 20, 2021): e24356. http://dx.doi.org/10.2196/24356.
Full textBaker, Anthony L., Joseph R. Keebler, and Elizabeth L. Blickensderfer. "Faster Than Light." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (September 2016): 1828–32. http://dx.doi.org/10.1177/1541931213601417.
Full textLevine, Hannah, Paavan Randhawa, JuYoung Park, and Lillian Hung. "TECHNOLOGY AND GROUP EXERCISE INTERVENTIONS FOR PEOPLE WITH DEMENTIA OR MILD COGNITIVE IMPAIRMENT: A SCOPING REVIEW." Innovation in Aging 6, Supplement_1 (November 1, 2022): 68. http://dx.doi.org/10.1093/geroni/igac059.271.
Full textKerssens, Chantal. "Aging and Gaming: The Science and Promise of Technology-Based Leisure Activities and Interventions." Innovation in Aging 4, Supplement_1 (December 1, 2020): 558. http://dx.doi.org/10.1093/geroni/igaa057.1835.
Full textRyazanov, D. A. "The Internet Community as a Phenomenon of Modern Network Culture (on the example of the KVN community in the social network VKontakte)." Communicology 8, no. 2 (June 30, 2020): 146–54. http://dx.doi.org/10.21453/2311-3065-2020-8-2-146-155.
Full textGodlewska, J. C., M. S. Ogan, M. Duda, and T. Backers. "An example of digital field training for a diversity-friendly (and pandemic-proof) field education in geoengineering disciplines." IOP Conference Series: Earth and Environmental Science 1124, no. 1 (January 1, 2023): 012043. http://dx.doi.org/10.1088/1755-1315/1124/1/012043.
Full textCompañ-Rosique, Patricia, Rafael Molina-Carmona, Francisco Gallego-Durán, Rosana Satorre-Cuerda, Carlos Villagrá-Arnedo, and Faraón Llorens-Largo. "A guide for making video games accessible to users with cerebral palsy." Universal Access in the Information Society 18, no. 3 (July 23, 2019): 565–81. http://dx.doi.org/10.1007/s10209-019-00679-6.
Full textJaramillo-Alcázar, Angel, Sergio Luján-Mora, and Luis Salvador-Ullauri. "Inclusive Education: Mobile Serious Games for People with Cognitive Disabilities." Enfoque UTE 9, no. 1 (March 30, 2018): 53–66. http://dx.doi.org/10.29019/enfoqueute.v9n1.236.
Full textKim, Yongjae, and Stephen Ross. "The Effect of Sport Video Gaming on Sport Brand Attitude, Attitude Strength, and the Attitude-Behavior Relationship." Journal of Sport Management 29, no. 6 (November 2015): 657–71. http://dx.doi.org/10.1123/jsm.2013-0117.
Full textKowal, Magdalena, Eoin Conroy, Niall Ramsbottom, Tim Smithies, Adam Toth, and Mark Campbell. "Gaming Your Mental Health: A Narrative Review on Mitigating Symptoms of Depression and Anxiety Using Commercial Video Games." JMIR Serious Games 9, no. 2 (June 16, 2021): e26575. http://dx.doi.org/10.2196/26575.
Full textGallagher, Rob. "Volatile Memories: Personal Data and Post Human Subjectivity in The Aspern Papers, Analogue: A Hate Story and Tacoma." Games and Culture 15, no. 7 (April 15, 2019): 757–71. http://dx.doi.org/10.1177/1555412019841477.
Full textSimon, Jean Paul. "Triggering the emergence of digital ecosystems: the role of mobile and video games in emerging economies." Digital Policy, Regulation and Governance 20, no. 5 (August 13, 2018): 449–78. http://dx.doi.org/10.1108/dprg-03-2018-0008.
Full textCrawford, Garry, and Victoria Gosling. "Toys for Boys? Women's Marginalization and Participation as Digital Gamers." Sociological Research Online 10, no. 1 (June 2005): 46–56. http://dx.doi.org/10.5153/sro.1024.
Full textRao Naidu, Vikas, Shyamala Srinivas, Mahmood Al Raisi, and Vishal Dattana. "Evaluation of Hypermedia Tools in Terms of Usability Heuristics for English Language Teaching." Arab World English Journal, no. 2 (January 15, 2021): 133–49. http://dx.doi.org/10.24093/awej/mec2.10.
Full textBerroya Elosua, Alfonso, and Maitane Echevarria Aguirre. "The industrial network and the role of the professional illustrator in Spain." AusArt 6, no. 1 (July 13, 2018): 9–29. http://dx.doi.org/10.1387/ausart.19459.
Full textRamírez-Granizo, Irwin Andrés, José Luis Ubago-Jiménez, Gabriel González-Valero, Pilar Puertas-Molero, and Silvia San Román-Mata. "The Effect of Physical Activity and the Use of Active Video Games: Exergames in Children and Adolescents: A Systematic Review." International Journal of Environmental Research and Public Health 17, no. 12 (June 14, 2020): 4243. http://dx.doi.org/10.3390/ijerph17124243.
Full textCrane, Breanna, Brittany Drazich, Janiece Taylor, Kyle Moored, Omar Ahmad, John Krakauer, and Michelle Carlson. "INCLUDING FEEDBACK FROM OLDER ADULTS WITH VARYING HEALTH CONDITIONS TO INFORM EXERGAME DESIGNS." Innovation in Aging 6, Supplement_1 (November 1, 2022): 261–62. http://dx.doi.org/10.1093/geroni/igac059.1037.
Full textAndrade, Maira, and Philip W. S. Newall. "Cryptocurrencies as Gamblified Financial Assets and Cryptocasinos: Novel Risks for a Public Health Approach to Gambling." Risks 11, no. 3 (February 22, 2023): 49. http://dx.doi.org/10.3390/risks11030049.
Full textCarneiro, Maíra Izzadora Souza, Déborah Marques De Oliveira, Adriana Baltar Do Rêgo Maciel, Ana Cláudia De Andrade Cardoso, Verônica Teichrieb, and Kátia Monte-Silva. "Applicability of a motor rehabilitation system in stroke victims." Fisioterapia em Movimento 29, no. 4 (December 2016): 723–30. http://dx.doi.org/10.1590/1980-5918.029.004.ao08.
Full textMacDonald, Teresa, and Alice Bean. "Adventures in the subatomic universe: An exploratory study of a scientist–museum physics education project." Public Understanding of Science 20, no. 6 (April 13, 2010): 846–62. http://dx.doi.org/10.1177/0963662510361417.
Full textHsieh, Hsieh-Chun. "Training by Using an Adaptive Foot Switch and Video Games to Improve Balance and Mobility Following Stroke: A Randomised Controlled Trial." Brain Impairment 20, no. 1 (October 12, 2018): 16–23. http://dx.doi.org/10.1017/brimp.2018.15.
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