Journal articles on the topic 'Computer adventure games'
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Ju, Edward, and Christian Wagner. "Personal computer adventure games." ACM SIGMIS Database: the DATABASE for Advances in Information Systems 28, no. 2 (1997): 78–92. http://dx.doi.org/10.1145/264701.264707.
Full textBaltra, Armando. "Language Learning through Computer Adventure Games." Simulation & Gaming 21, no. 4 (1990): 445–52. http://dx.doi.org/10.1177/104687819002100408.
Full textCosta, Liliana Vale, and Ana Isabel Veloso. "Factors Influencing the Adoption of Video Games in Late Adulthood." International Journal of Technology and Human Interaction 12, no. 1 (2016): 35–50. http://dx.doi.org/10.4018/ijthi.2016010103.
Full textLessard, Jonathan. "AdventureBefore Adventure Games." Games and Culture 8, no. 3 (2013): 119–35. http://dx.doi.org/10.1177/1555412012473364.
Full textNosachev, Pavel G. "GAME OCCULTURE: WESTERN ESOTERICISM AND ADVENTURE COMPUTER GAMES." Study of Religion, no. 2 (2018): 131–39. http://dx.doi.org/10.22250/2072-8662.2018.2.131-139.
Full textKossuth, Karen C. "USING THE ADVENTURE FORMATS FOR CALI." CALICO Journal 3, no. 2 (2013): 13–17. http://dx.doi.org/10.1558/cj.v3i2.13-17.
Full textRussell, Glenn. "Implications of Context-Based Software Development for Education." Australian Journal of Education 38, no. 2 (1994): 157–73. http://dx.doi.org/10.1177/000494419403800206.
Full textLickhardt, Maren. "Game Logic in the TV Series The Walking Dead: On Transmedial Plot Structures and Character Layouts." Open Cultural Studies 1, no. 1 (2017): 359–68. http://dx.doi.org/10.1515/culture-2017-0033.
Full textSaito, Kumiko. "From Novels to Video Games: Romantic Love and Narrative Form in Japanese Visual Novels and Romance Adventure Games." Arts 10, no. 3 (2021): 42. http://dx.doi.org/10.3390/arts10030042.
Full textUiphanit, Thanakorn, Satien Janpla, Thatsanan Chutosri, et al. "Code Adventure: An Educational Game for Learning JAVA Programming." International Journal of Interactive Mobile Technologies (iJIM) 17, no. 22 (2023): 26–37. http://dx.doi.org/10.3991/ijim.v17i22.42307.
Full textTaylor, Macey. "Simulations and Adventure Games in CALL." Simulation & Gaming 21, no. 4 (1990): 461–66. http://dx.doi.org/10.1177/104687819002100411.
Full textLi, Jiaye. "Research on the Gameplay and Art Style of Survival Games." Communications in Humanities Research 5, no. 1 (2023): 264–67. http://dx.doi.org/10.54254/2753-7064/5/20230266.
Full textDemirok, Mukaddes, Fezile Ozdamli, Cigdem Hursen, Zehra Ozcinar, Muge Kutguner, and Huseyin Uzunboylu. "The Relationship of Computer Games and Reported Anger in Young People." Australian Journal of Guidance and Counselling 22, no. 1 (2012): 33–43. http://dx.doi.org/10.1017/jgc.2012.4.
Full textYelland, Nicola J. "Playing with Ideas and Games in Early Mathematics." Contemporary Issues in Early Childhood 3, no. 2 (2002): 197–215. http://dx.doi.org/10.2304/ciec.2002.3.2.4.
Full textPoirier-Poulin, Samuel. "Adventure Games: Playing the Outsider, Aaron A. Reed, John T. Murray and Anastasia Salter (2020)." Journal of Gaming & Virtual Worlds 14, no. 3 (2022): 340–44. http://dx.doi.org/10.1386/jgvw_00067_5.
Full textGozali, Gunawan Putra. "Motion Detection Implementation on a Game Using Raspberry Pi." SISFORMA 3, no. 2 (2017): 58. http://dx.doi.org/10.24167/sisforma.v3i2.856.
Full textPuendra, Valentino, Jeanny Pragantha, and Darius Andana Haris. "DESIGNING LET ME SURVIVE 2D MULTIPLAYER SURVIVAL ADVENTURE GAME ON WINDOWS PLATFORM." International Journal of Application on Sciences, Technology and Engineering 1, no. 3 (2023): 1123–32. http://dx.doi.org/10.24912/ijaste.v1.i3.1123-1132.
Full textSchleiner, Anne-Marie. "Does Lara Croft Wear Fake Polygons? Gender and Gender-Role Subversion in Computer Adventure Games." Leonardo 34, no. 3 (2001): 221–26. http://dx.doi.org/10.1162/002409401750286976.
Full textRizki, Iqbal Ainur, Hanandita Veda Saphira, Yusril Alfarizy, Aulia Dwi Saputri, Riski Ramadani, and Nadi Suprapto. "Adventuring Physics: Integration of Adventure Game and Augmented Reality Based on Android in Physics Learning." International Journal of Interactive Mobile Technologies (iJIM) 17, no. 01 (2023): 4–21. http://dx.doi.org/10.3991/ijim.v17i01.35211.
Full textPeñate Domínguez, Fede. "Spanish colonial architecture as selective authenticity in historical digital games." Culture & History Digital Journal 9, no. 1 (2020): 005. http://dx.doi.org/10.3989/chdj.2020.005.
Full textLópez-Arcos, J. R., N. Padilla-Zea, P. Paderewski, and F. L. Gutiérrez. "Designing Stories for Educational Video Games." International Journal of Web-Based Learning and Teaching Technologies 12, no. 4 (2017): 1–13. http://dx.doi.org/10.4018/ijwltt.2017100101.
Full textP. De Lope, Rafael, Nuria Medina-Medina, Matías Urbieta, Alejandra B. Lliteras, and Antonio Mora García. "A novel UML-based methodology for modeling adventure-based educational games." Entertainment Computing 38 (May 2021): 100429. http://dx.doi.org/10.1016/j.entcom.2021.100429.
Full textHsu, Yu Jen, and Ju Ling Shih. "Developing computer adventure education games on mobile devices for conducting cooperative problem-solving activities." International Journal of Mobile Learning and Organisation 7, no. 2 (2013): 81. http://dx.doi.org/10.1504/ijmlo.2013.055616.
Full textCamingue, Janelynn, Elin Carstensdottir, and Edward F. Melcer. "What is a Visual Novel?" Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (2021): 1–18. http://dx.doi.org/10.1145/3474712.
Full textSchrader, Claudia, and Theo Bastiaens. "Learning in educational computer games for novices: The impact of support provision types on virtual presence, cognitive load, and learning outcomes." International Review of Research in Open and Distributed Learning 13, no. 3 (2012): 206. http://dx.doi.org/10.19173/irrodl.v13i3.1166.
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 (2020): 92. http://dx.doi.org/10.3390/computers9040092.
Full textPallavicini, Federica, Alessandro Pepe, and Fabrizia Mantovani. "Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review." JMIR Mental Health 8, no. 8 (2021): e28150. http://dx.doi.org/10.2196/28150.
Full textFurini, Marco. "An architecture to easily produce adventure and movie games for the mobile scenario." Computers in Entertainment 6, no. 2 (2008): 1–16. http://dx.doi.org/10.1145/1371216.1371222.
Full textRoohi, Samad, and Aynaz Forouzandeh. "Regarding color psychology principles in adventure games to enhance the sense of immersion." Entertainment Computing 30 (May 2019): 100298. http://dx.doi.org/10.1016/j.entcom.2019.100298.
Full textZahari, Ana Syafiqah, Lukman Ab Rahim, Nur Aisyah Nurhadi, and Mubeen Aslam. "A Domain-Specific Modelling Language for Adventure Educational Games and Flow Theory." International Journal on Advanced Science, Engineering and Information Technology 10, no. 3 (2020): 999. http://dx.doi.org/10.18517/ijaseit.10.3.10173.
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 (2022): e30949. http://dx.doi.org/10.2196/30949.
Full textBlečIć, Ivan, Sara Cuccu, Filippo Andrea Fanni, et al. "First-person Cinematographic Videogames." Journal on Computing and Cultural Heritage 14, no. 2 (2021): 1–29. http://dx.doi.org/10.1145/3446977.
Full textHewett, Katherine J. E., Bethanie C. Pletcher, and Guang Zeng. "The 21st-Century Classroom Gamer." Games and Culture 15, no. 2 (2018): 198–223. http://dx.doi.org/10.1177/1555412018762168.
Full textPutri Miranny Dewi, Novia, and Banung Grahita. "Narrative Immersion dalam Visual Novel STEINS;GATE, Danganronpa: Trigger Happy Havoc, dan Phoenix Wright: Ace Attorney." Ultimart: Jurnal Komunikasi Visual 13, no. 2 (2020): 7–14. http://dx.doi.org/10.31937/ultimart.v13i2.1708.
Full textButt, Mahli-Ann Rakkomkaew, and Daniel Dunne. "Rebel Girls and Consequence in Life Is Strange and The Walking Dead." Games and Culture 14, no. 4 (2017): 430–49. http://dx.doi.org/10.1177/1555412017744695.
Full textE, Edhaya Chandran, and Gnana Sanga Mithra S. "Digital Humanities and Game Ethics: Investigating the Impact of Representation in Gaming." Studies in Media and Communication 11, no. 7 (2023): 159. http://dx.doi.org/10.11114/smc.v11i7.6266.
Full textKhundam, Chaowanan, and Frédéric Nöel. "A Study of Physical Fitness and Enjoyment on Virtual Running for Exergames." International Journal of Computer Games Technology 2021 (April 30, 2021): 1–16. http://dx.doi.org/10.1155/2021/6668280.
Full textMartinez, Kim, Maria Isabel Menéndez-Menéndez, and Andres Bustillo. "Awareness, Prevention, Detection, and Therapy Applications for Depression and Anxiety in Serious Games for Children and Adolescents: Systematic Review." JMIR Serious Games 9, no. 4 (2021): e30482. http://dx.doi.org/10.2196/30482.
Full textHuhtinen, Aki-Mauri. "From Military Threats to Everyday Fear." International Journal of Cyber Warfare and Terrorism 2, no. 2 (2012): 1–10. http://dx.doi.org/10.4018/ijcwt.2012040101.
Full textSarian, Antranig Arek. "Paradox and Pedagogy in The Stanley Parable." Games and Culture 15, no. 2 (2018): 179–97. http://dx.doi.org/10.1177/1555412018765550.
Full textStecuła, Kinga. "Virtual Reality Applications Market Analysis—On the Example of Steam Digital Platform." Informatics 9, no. 4 (2022): 100. http://dx.doi.org/10.3390/informatics9040100.
Full textGustina, Dian. "Rancang Bangun Aplikasi Game Virtual Reality Berbasis Android Bertema Petualangan." Jurnal Ilmiah FIFO 11, no. 2 (2019): 156. http://dx.doi.org/10.22441/fifo.2019.v11i2.005.
Full textPrasetyo, Muhammad Adhithyas, Chandra Gelar Pamungkas, and Gayuh Budi Luhur. "Game Design For an Environmental-themed 2D Adventure Mobile Game." International Journal of Research and Applied Technology 2, no. 2 (2022): 49–57. http://dx.doi.org/10.34010/injuratech.v2i1.7950.
Full textPrasetyo, Muhammad Adhithyas, Chandra Gelar Pamungkas, and Gayuh Budi Luhur. "Game Design For an Environmental-themed 2D Adventure Mobile Game." International Journal of Research and Applied Technology 2, no. 2 (2022): 49–57. http://dx.doi.org/10.34010/injuratech.v2i2.7950.
Full textTawakal, Rayendra, Mela Hezma, and Dewi Regita Cahyani. "Frog Adventure: 2D Based Platformer Game Design with HTML5." Gameology and Multimedia Expert 1, no. 1 (2024): 20. http://dx.doi.org/10.29103/game.v1i1.14557.
Full textOnuczko, Curtis, Duane Szafron, Jonathan Schaeffer, et al. "Automatic Story Generation for Computer Role-Playing Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 2, no. 1 (2021): 147–48. http://dx.doi.org/10.1609/aiide.v2i1.18769.
Full textCiobanu, Gabriel. "Writing as a Form of Freedom and Happiness Celebrating the 60th birthday of Gheorghe Păun." International Journal of Computers Communications & Control 5, no. 5 (2010): 613. http://dx.doi.org/10.15837/ijccc.2010.5.2215.
Full textAbensur Vuillaume, Laure, Garry Laudren, Alexandre Bosio, Pauline Thévenot, Thierry Pelaccia, and Anthony Chauvin. "A Didactic Escape Game for Emergency Medicine Aimed at Learning to Work as a Team and Making Diagnoses: Methodology for Game Development." JMIR Serious Games 9, no. 3 (2021): e27291. http://dx.doi.org/10.2196/27291.
Full textBaêta, F. J., B. M. Souza, G. B. Marinhoi, et al. "KREBER`S ADVENTURES: COMPUTER GAME ABOUT THE ATP FORMATION." Revista de Ensino de Bioquímica 13 (August 24, 2015): 11. http://dx.doi.org/10.16923/reb.v13i2.579.
Full textGounaridou, Apostolia, Eleni Siamtanidou, and Charalampos Dimoulas. "A Serious Game for Mediated Education on Traffic Behavior and Safety Awareness." Education Sciences 11, no. 3 (2021): 127. http://dx.doi.org/10.3390/educsci11030127.
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