Academic literature on the topic 'Board games Psychological aspects'
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Journal articles on the topic "Board games Psychological aspects"
Karbowniczek, Jolanta, and Beata Kucharska. "Coronavirus as an (Anti)Hero of Fairy Tales and Guides for Children." Multidisciplinary Journal of School Education 9, (2) 18 (December 31, 2020): 121–40. http://dx.doi.org/10.35765/mjse.2020.0918.06.
Full textZhang, Cevin, Jannicke Baalsrud Hauge, Karin Pukk Härenstam, and Sebastiaan Meijer. "Game Experience and Learning Effects of a Scoring-Based Mechanic for Logistical Aspects of Pediatric Emergency Medicine: Development and Feasibility Study." JMIR Serious Games 9, no. 1 (March 11, 2021): e21988. http://dx.doi.org/10.2196/21988.
Full textLenska, Svitlana, Nataliia Naumovska, Nataliia Rudakova, Olesia Naumovska, Tamara Marchii-Dmytrash, and Andrii Sova. "Neuropedagogical and Psychological Aspects of Play." BRAIN. Broad Research in Artificial Intelligence and Neuroscience 13, no. 4 (December 21, 2022): 104–21. http://dx.doi.org/10.18662/brain/13.4/378.
Full textFrapolli, Fulvio, Amos Brocco, Apostolos Malatras, and Béat Hirsbrunner. "Decoupling Aspects in Board Game Modeling." International Journal of Gaming and Computer-Mediated Simulations 2, no. 2 (April 2010): 18–35. http://dx.doi.org/10.4018/jgcms.2010040102.
Full textKononenko, Anatoliy, and Oksana Kononenko. "PSYCHOLOGICAL ASPECTS OF CIBERCOMMUNICATING INDIVIDUAL DEPENDENCE." International Journal of New Economics and Social Sciences 7, no. 1 (June 29, 2018): 233–44. http://dx.doi.org/10.5604/01.3001.0012.2698.
Full textLickiewicz, Jakub, Patricia Paulsen Hughes, and Marta Makara-Studzińska. "Serious Games and Board Games Versus Cultural Changes." Perspektywy Kultury 30, no. 3 (December 20, 2020): 257–70. http://dx.doi.org/10.35765/pk.2020.3003.17.
Full textMarinova, T. Y., and O. V. Zaretskaya. "Social Psychological Aspects of Addiction to Massively Multiplayer Online Role-Playing Games." Social Psychology and Society 6, no. 3 (2015): 109–19. http://dx.doi.org/10.17759/sps.2015060308.
Full textBarnett, Jane, and Mark Coulson. "Virtually Real: A Psychological Perspective on Massively Multiplayer Online Games." Review of General Psychology 14, no. 2 (June 2010): 167–79. http://dx.doi.org/10.1037/a0019442.
Full textKochetkov, N. V. "Socio-psychological aspects, depending on the online games and the method of its diagnosis." Social Psychology and Society 7, no. 3 (2016): 148–63. http://dx.doi.org/10.17759/sps.2016070311.
Full textMukhamedova, Dilbar. "PSYCHOLOGICAL ASPECTS OF ADDICTION TO SOCIAL MEDIA, COMPUTER AND COMPUTER GAMES." International Journal of Psychosocial Rehabilitation 24, no. 02 (February 20, 2020): 319–24. http://dx.doi.org/10.37200/ijpr/v24i2/pr200338.
Full textDissertations / Theses on the topic "Board games Psychological aspects"
Bopp, Stacey-Lee. "A phenomenological study of problematic internet use with massively multiplayer online games." Thesis, Nelson Mandela University, 2017. http://hdl.handle.net/10948/13757.
Full textSpoors, Glen R. "Meaning and emotion in Squaresoft's Final Fantasy X: Re-theorising realism and identification in video games." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2005. https://ro.ecu.edu.au/theses/619.
Full textChan, Holing Sarah, and 陳可苓. "The associations between video gaming, sleep, and neuropsychological functioning in Hong Kong children." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2014. http://hdl.handle.net/10722/209534.
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Clinical Psychology
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Master of Social Sciences
Kumar, Arati. "Level of challenge and task persistence : a study of children in a cognitive activity /." Thesis, This resource online, 1991. http://scholar.lib.vt.edu/theses/available/etd-11072008-063215/.
Full textSaid, Laila Refiana. "The influences of cognitive, experiential and habitual factors in online games playing." University of Western Australia. Faculty of Economics and Commerce, 2006. http://theses.library.uwa.edu.au/adt-WU2006.0100.
Full text韓政龍 and Ching-lung Hon. "Biorhythms, state anxiety and mood states as predictors of racquet games performance." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2001. http://hub.hku.hk/bib/B31257203.
Full textMills, Criss Bentley. "War game." Thesis, Georgia Institute of Technology, 1988. http://hdl.handle.net/1853/23092.
Full textKim, Jung K. "The influence of flow experience on video games and agression." Virtual Press, 2007. http://liblink.bsu.edu/uhtbin/catkey/1371467.
Full textDepartment of Telecommunications
Behrenshausen, Bryan G. "Touching is Good: An Eidetic Phenomenology of Interface, Interobjectivity, and Interaction in Nintendo's "Animal Crossing: Wild World"." Fogler Library, University of Maine, 2007. http://www.library.umaine.edu/theses/pdf/BehrenshausenBG2007.pdf.
Full textPavlas, Davin. "A model of flow and play in game-based learning the impact of game characteristics, player traits, and player states." Doctoral diss., University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4513.
Full textID: 029051055; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Thesis (Ph.D.)--University of Central Florida, 2010.; Includes bibliographical references (p. 163-184).
Ph.D.
Doctorate
Department of Psychology
Sciences
Applied Experimental and Human Factors
Books on the topic "Board games Psychological aspects"
de, Voogt Alexander J., and Retschitzki Jean, eds. Moves in mind: The psychology of board games. Hove, UK: Psychology Press, 2004.
Find full textThe Oxford history of board games. Oxford: Oxford University Press, 1999.
Find full textGrout, Jeff. Mind Games. New York: John Wiley & Sons, Ltd., 2004.
Find full text1942-, Goldstein Jeffrey H., ed. Sports, games, and play. 2nd ed. Hillsdale, N.J: L. Erlbaum Associates, 1989.
Find full textParks, Peggy J. Video games. San Diego, CA: ReferencePoint Press, 2008.
Find full textIgnaciuk, V. P. Gateway to eternity. Edinburgh: Pentland Press, 1997.
Find full textBenesch, Hellmuth. Automatenspiele: Psychologische Untersuchungen an mechanischen und elektronischen Spielgeräten. Heidelberg: R. Asanger, 1992.
Find full textPervez, Mohammad. Video-games in Pakistan: A psychological perspective. Islamabad, Pakistan: National Institute of Psychology, Centre of Excellence, Quaid-e-Azam University, 1985.
Find full textM, Ryan Richard, ed. Glued to games: How video games draw us in and hold us spellbound. Santa Barbara, Calif: ABC-CLIO, 2011.
Find full textGame frame: Using Games as a Strategy for Success. New York: Free Press, 2011.
Find full textBook chapters on the topic "Board games Psychological aspects"
Singh, Gunjan Singhal, and Pooja Sharma. "Mythological Aspects of Ancient Indian Board Games: A Journey Towards Digitalisation." In Digitalization of Culture Through Technology, 98–105. London: Routledge, 2022. http://dx.doi.org/10.4324/9781003332183-17.
Full textTröger, Johannes, Jan Alexandersson, Jochen Britz, Maurice Rekrut, Daniel Bieber, and Kathleen Schwarz. "Board Games and Regulars’ Tables — Extending User Centred Design in the Mobia Project." In Human Aspects of IT for the Aged Population. Design for Aging, 129–40. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-39943-0_13.
Full textBoyle, Elizabeth. "Psychological Aspects of Serious Games." In Gamification, 1568–85. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch079.
Full textLapid, Maria I., and Mark W. Olsen. "Psychological Development Through the Life Cycle." In Mayo Clinic Neurology Board Review, edited by Kelly D. Flemming, 316–21. Oxford University Press, 2021. http://dx.doi.org/10.1093/med/9780197512166.003.0038.
Full textDubbels, Brock Randall. "Requirements-Based Design of Serious Games and Learning Software." In Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations, 1–34. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7461-3.ch001.
Full textJohnson, Mina C., David Birchfield, and Colleen Megowan-Romanowicz. "If the Gear Fits, Spin It Again!" In Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations, 141–70. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7461-3.ch005.
Full textHromek, Robyn. "Facilitation of Trust in Gaming Situations." In Student Usability in Educational Software and Games, 161–73. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-1987-6.ch007.
Full textLinek, Stephanie B., Birgit Marte, and Dietrich Albert. "Background Music in Educational Games." In Developments in Current Game-Based Learning Design and Deployment, 219–30. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-1864-0.ch016.
Full textLinek, Stephanie B., Birgit Marte, and Dietrich Albert. "Background Music in Educational Games." In Gamification for Human Factors Integration, 259–71. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-5071-8.ch016.
Full textFuertes, Jairo N., Arnold R. Spokane, and Elizabeth Holloway. "Competence in Assessment and Case Conceptualization." In Specialty Competencies in Counseling Psychology, 83–104. Oxford University Press, 2012. http://dx.doi.org/10.1093/med:psych/9780195386448.003.0005.
Full textConference papers on the topic "Board games Psychological aspects"
Kutun, Bahar, Alke Martens, and Werner Schmidt. "MOTIVATIONAL POWER OF GAMIFICATION: THE EFFECT OF PLAYFUL LEARNING ON PSYCHOLOGICAL NEEDS OF SELF-DETERMINATION THEORY." In International Conference on Education and New Developments. inScience Press, 2021. http://dx.doi.org/10.36315/2021end117.
Full textBudiharto, Widodo, Ro'fah Nur Rachmawati, Michael Yoseph Ricky, and B. R. Pingkan Chyntia. "The psychological aspects and implementation of adaptive games for mobile application." In 2013 International Joint Conference on Awareness Science and Technology & Ubi-Media Computing (iCAST-UMEDIA). IEEE, 2013. http://dx.doi.org/10.1109/icawst.2013.6765427.
Full textSUN, KEYING, and JIAQI LI. "THE CASUAL GAMES DISCUSSION: DEFINE, DESIGN, PLAYERS AND BENEFITS." In 2021 INTERNATIONAL CONFERENCE ON ADVANCED EDUCATION AND INFORMATION MANAGEMENT (AEIM 2021). Destech Publications, Inc., 2021. http://dx.doi.org/10.12783/dtssehs/aeim2021/35980.
Full textOberoi, Sharad, Susan Finger, and Eric Rosé. "Online Implementation of the Delta Design Game for Analyzing Collaborative Team Practices." In ASME 2013 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/detc2013-13319.
Full textSunnatova, R. I., M. O. Mdivani, and E. V. Lidskaya. "Personal resource as a factor of deviant behaviour prevention among students of digital generation." In INTERNATIONAL SCIENTIFIC AND PRACTICAL ONLINE CONFERENCE. Знание-М, 2020. http://dx.doi.org/10.38006/907345-50-8.2020.264.276.
Full textPervak, V. E. "РОЛЬ ИГРОПРАКТИКИ КАК ПСИХОЛОГИЧЕСКОГО ИНСТРУМЕНТА В КОНСУЛЬТИРОВАНИИ СПЕЦИЛИСТА (НА ПРИМЕРЕ ИГРОТРЕНИНГА ИроКом)." In ПЕРВЫЙ МЕЖКОНТИНЕНТАЛЬНЫЙ ЭКСТЕРРИТОРИАЛЬНЫЙ КОНГРЕСС «ПЛАНЕТА ПСИХОТЕРАПИИ 2022: ДЕТИ. СЕМЬЯ. ОБЩЕСТВО. БУДУЩЕЕ». Crossref, 2022. http://dx.doi.org/10.54775/ppl.2022.47.34.001.
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