Journal articles on the topic 'Computer games – Juvenile literature'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the top 50 journal articles for your research on the topic 'Computer games – Juvenile literature.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.
Pabiś, Małgorzata, and Kinga Augustowska-Kruszyńska. "Suicide attempts at the age of 10-18 in Lublin." Pielegniarstwo XXI wieku / Nursing in the 21st Century 19, no. 4 (December 1, 2020): 266–73. http://dx.doi.org/10.2478/pielxxiw-2020-0023.
Full textSafin, Fyarit, and Alexandr Bazhenov. "The Destructive Impact of Computer Game Content on Juvenile Delinquency." Russian Journal of Criminology 16, no. 1 (March 11, 2022): 39–46. http://dx.doi.org/10.17150/2500-4255.2022.16(1).39-46.
Full textGao, Zitong. "The Analysis of Juvenile Game Addiction and Its Influence." Communications in Humanities Research 5, no. 1 (September 14, 2023): 73–76. http://dx.doi.org/10.54254/2753-7064/5/20230072.
Full textMora-Cantallops, Marçal, and Miguel-Ángel Sicilia. "MOBA games: A literature review." Entertainment Computing 26 (May 2018): 128–38. http://dx.doi.org/10.1016/j.entcom.2018.02.005.
Full textSchrier, Karen, and Matthew Farber. "A systematic literature review of ‘empathy’ and ‘games’." Journal of Gaming & Virtual Worlds 13, no. 2 (June 1, 2021): 195–214. http://dx.doi.org/10.1386/jgvw_00036_1.
Full textConnolly, Thomas M., Elizabeth A. Boyle, Ewan MacArthur, Thomas Hainey, and James M. Boyle. "A systematic literature review of empirical evidence on computer games and serious games." Computers & Education 59, no. 2 (September 2012): 661–86. http://dx.doi.org/10.1016/j.compedu.2012.03.004.
Full textAdaji, Ifeoma. "Serious Games for Healthy Nutrition. A Systematic Literature Review." International Journal of Serious Games 9, no. 1 (March 18, 2022): 3–16. http://dx.doi.org/10.17083/ijsg.v9i1.466.
Full textWitzel, Andreas, Jonathan Zvesper, and Ethan Kennerly. "Explicit Knowledge Programming for Computer Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 4, no. 1 (September 27, 2021): 138–43. http://dx.doi.org/10.1609/aiide.v4i1.18686.
Full textZhonggen, Yu. "A Meta-Analysis of Use of Serious Games in Education over a Decade." International Journal of Computer Games Technology 2019 (February 3, 2019): 1–8. http://dx.doi.org/10.1155/2019/4797032.
Full textUllah, Mohib, Sareer Ul Amin, Muhammad Munsif, Utkurbek Safaev, Habib Khan, Salman Khan, and Habib Ullah. "Serious Games in Science Education. A Systematic Literature Review." Virtual Reality & Intelligent Hardware 4, no. 3 (June 2022): 189–209. http://dx.doi.org/10.1016/j.vrih.2022.02.001.
Full textIbda, Hamidulloh, Muhammad Fadloli Al Hakim, Khamim Saifuddin, Ziaul Khaq, and Ahmad Sunoko. "Esports Games in Elementary School: A Systematic Literature Review." JOIV : International Journal on Informatics Visualization 7, no. 2 (May 18, 2023): 319. http://dx.doi.org/10.30630/joiv.7.2.1031.
Full textBontchev, Boyan. "Adaptation in Affective Video Games: A Literature Review." Cybernetics and Information Technologies 16, no. 3 (September 1, 2016): 3–34. http://dx.doi.org/10.1515/cait-2016-0032.
Full textRibeiro, Fernando Reinaldo, Arlindo Silva, Ana Paula Silva, and José Metrôlho. "Literature Review of Location-Based Mobile Games in Education: Challenges, Impacts and Opportunities." Informatics 8, no. 3 (June 28, 2021): 43. http://dx.doi.org/10.3390/informatics8030043.
Full textHofman-Kohlmeyer, Magdalena Hofman-Kohlmeyer. "DETERMINANTS OF EFFECTIVE PRODUCT PLACEMENT IN COMPUTER GAMES – LITERATURE REVIEW." CBU International Conference Proceedings 6 (September 24, 2018): 181–86. http://dx.doi.org/10.12955/cbup.v6.1153.
Full textO'Neil, Harold F., Richard Wainess, and Eva L. Baker. "Classification of learning outcomes: evidence from the computer games literature." Curriculum Journal 16, no. 4 (December 2005): 455–74. http://dx.doi.org/10.1080/09585170500384529.
Full textSipiyaruk, Kawin, Stylianos Hatzipanagos, Patricia A. Reynolds, and Jennifer E. Gallagher. "Serious Games and the COVID-19 Pandemic in Dental Education: An Integrative Review of the Literature." Computers 10, no. 4 (April 1, 2021): 42. http://dx.doi.org/10.3390/computers10040042.
Full textNunes Marciano, Juvane, Leonardo Cunha de Miranda, and Erica Esteves Cunha de Miranda. "Evaluating Multiple Aspects of Educational Computer Games: Literature Review and Case Study." International Journal of Computer Games Technology 2014 (2014): 1–12. http://dx.doi.org/10.1155/2014/139205.
Full textChakraborty, Nandini. "Articulation of media on juvenile delinquency with special reference to India." International journal of social sciences and humanities 5, no. 1 (March 9, 2021): 32–44. http://dx.doi.org/10.29332/ijssh.v5n1.850.
Full textShevchenko, Viacheslav D., and Alexander V. Galashov. "Discourse peculiarities of computer games." Current Issues in Philology and Pedagogical Linguistics, no. 2 (June 25, 2024): 126–38. http://dx.doi.org/10.29025/2079-6021-2024-2-126-138.
Full textThelkar, Vishal. "IMPACT OF COMPUTER GAMES ON STUDENTS." International Journal of Engineering Technologies and Management Research 5, no. 6 (February 27, 2020): 24–29. http://dx.doi.org/10.29121/ijetmr.v5.i6.2018.243.
Full textEgenfeldt‐Nielsen, Simon. "Practical barriers in using educational computer games." On the Horizon 12, no. 1 (March 1, 2004): 18–21. http://dx.doi.org/10.1108/10748120410540454.
Full textGranat, Marcin Mateusz. "Video games as a supportive tool in the therapeutic process." Homo Ludens, no. 1 (14) (December 30, 2021): 66–81. http://dx.doi.org/10.14746/hl.2021.14.4.
Full textMikołajewska, Izabela, and Agata Mikołajewska-Furmanek. "(Non) aggressive, (non) violent computer games – definitional challenges." Edukacyjna Analiza Transakcyjna 12 (2023): 219–31. http://dx.doi.org/10.16926/eat.2023.12.12.
Full textDe Schutter, Bob. "Gerontoludic Design." International Journal of Gaming and Computer-Mediated Simulations 9, no. 1 (January 2017): 45–60. http://dx.doi.org/10.4018/ijgcms.2017010103.
Full textKirginas, Sotiris. "Digital Game-Based L1 Language Learning Outcomes for Preschool Through High-School Students." International Journal of Gaming and Computer-Mediated Simulations 15, no. 1 (March 22, 2023): 1–16. http://dx.doi.org/10.4018/ijgcms.320228.
Full textFurtado, Lennon Sales, Rafael Ferreira de Souza, João Luís dos Reis Lima, and Sandro Ronaldo Bezerra Oliveira. "Teaching Method for Software Measurement Process Based on Gamification or Serious Games: A Systematic Review of the Literature." International Journal of Computer Games Technology 2021 (June 10, 2021): 1–35. http://dx.doi.org/10.1155/2021/8873997.
Full textFox, Joe, Luke Pittaway, and Ikenna Uzuegbunam. "Simulations in Entrepreneurship Education: Serious Games and Learning Through Play." Entrepreneurship Education and Pedagogy 1, no. 1 (January 2018): 61–89. http://dx.doi.org/10.1177/2515127417737285.
Full textCalvo-Morata, Antonio, Cristina Alonso-Fernández, Manuel Freire, Iván Martínez-Ortiz, and Baltasar Fernández-Manjón. "Serious games to prevent and detect bullying and cyberbullying: A systematic serious games and literature review." Computers & Education 157 (November 2020): 103958. http://dx.doi.org/10.1016/j.compedu.2020.103958.
Full textFerreira, Alessandro Luiz Stamatto, Juvane Nunes Marciano, Leonardo Cunha de Miranda, and Erica Esteves Cunha de Miranda. "Understanding and Proposing a Design Rationale of Digital Games based on Brain-Computer Interface: Results of the AdmiralMind Battleship Study." Journal on Interactive Systems 5, no. 1 (July 9, 2014): 1. http://dx.doi.org/10.5753/jis.2014.638.
Full textZimmerman, Virginia. "Natural History on Blocks, in Bodies, and on the Hearth: Juvenile Science Literature and Games, 1850–1875." Configurations 19, no. 3 (2011): 407–30. http://dx.doi.org/10.1353/con.2011.0023.
Full textCerezo-Pizarro, Mario, Francisco-Ignacio Revuelta-Domínguez, Jorge Guerra-Antequera, and Jairo Melo-Sánchez. "The Cultural Impact of Video Games: A Systematic Review of the Literature." Education Sciences 13, no. 11 (November 7, 2023): 1116. http://dx.doi.org/10.3390/educsci13111116.
Full textKleiman, Fernando, Sebastiaan Meijer, and Marijn Janssen. "A Systematic Literature Review on the Use of Games for Attitude Change." International Journal of Electronic Government Research 16, no. 4 (October 2020): 1–20. http://dx.doi.org/10.4018/ijegr.2020100101.
Full textFernandez-Luque, L., T. Tøllefsen, and E. Brox. "Healthy Gaming – Video Game Design to promote Health." Applied Clinical Informatics 02, no. 02 (2011): 128–42. http://dx.doi.org/10.4338/aci-2010-10-r-0060.
Full textNuri Ria Sri Wahyuni and Rhomiy Handican. "Systematic Literature Riview: Peningkatan Hasil Belajar Matematika Melalui Model Teams Games Tournament." Griya Journal of Mathematics Education and Application 3, no. 1 (March 31, 2023): 23–35. http://dx.doi.org/10.29303/griya.v3i1.267.
Full textBattal, Ali, Gülgün Afacan Adanır, and Yasemin Gülbahar. "Computer Science Unplugged: A Systematic Literature Review." Journal of Educational Technology Systems 50, no. 1 (June 7, 2021): 24–47. http://dx.doi.org/10.1177/00472395211018801.
Full textBychkova, Olga Anatol'evna, and Aleksandra Valer'evna Nikitina. "Images of game and gamer in the space of literature and computer games." Человек и культура, no. 6 (June 2020): 69–80. http://dx.doi.org/10.25136/2409-8744.2020.6.34481.
Full textH P N, Perera. "Traditional Games and the Sri Lankan Culture; Reflection of Traditional Games as a Component of Implicit Culture of Sri Lanka." International Journal of Scientific Research and Management (IJSRM) 11, no. 08 (August 3, 2023): 06–10. http://dx.doi.org/10.18535/ijsrm/v11i08.ss02.
Full textMiguel, Juan Cristian Daniel, Andrés Chimuris Gimenez, Nicolás Garrido, Matias Bassi, Gabriela Velazquez, and Marisa Panizzi. "State of the art on the conceptual modeling of serious games through a systematic mapping of the literature." Journal of Computer Science and Technology 22, no. 2 (October 17, 2022): e13. http://dx.doi.org/10.24215/16666038.22.e13.
Full textHofman-Kohlmeyer, Magdalena. "IMPACT OF PRODUCT PLACEMENT STRATEGIES ON BRAND RECEPTION – LITERATURE REVIEW." Zeszyty Naukowe Wyższej Szkoły Humanitas Zarządzanie 21, no. 3 (September 30, 2020): 69–86. http://dx.doi.org/10.5604/01.3001.0014.4509.
Full textBERTINI, CESARINO, JOSEP FREIXAS, GIANFRANCO GAMBARELLI, and IZABELLA STACH. "SOME OPEN PROBLEMS IN SIMPLE GAMES." International Game Theory Review 15, no. 02 (June 2013): 1340005. http://dx.doi.org/10.1142/s0219198913400057.
Full textBeard-Gunter, Alison, David Geraint Ellis, and Pauline Anne Found. "TQM, games design and the implications of integration in Industry 4.0 systems." International Journal of Quality and Service Sciences 11, no. 2 (June 12, 2019): 235–47. http://dx.doi.org/10.1108/ijqss-09-2018-0084.
Full textAziz, Norshakirah, Md Jan Nordin, Said Jadid Abdulkadir, and Muhammad Muhaimin M. Salih. "Digital Addiction: Systematic Review of Computer Game Addiction Impact on Adolescent Physical Health." Electronics 10, no. 9 (April 22, 2021): 996. http://dx.doi.org/10.3390/electronics10090996.
Full textNaul, Emily, and Min Liu. "Why Story Matters: A Review of Narrative in Serious Games." Journal of Educational Computing Research 58, no. 3 (July 8, 2019): 687–707. http://dx.doi.org/10.1177/0735633119859904.
Full textRienzo, Antonio, and Claudio Cubillos. "Playability and Player Experience in Digital Games for Elderly: A Systematic Literature Review." Sensors 20, no. 14 (July 16, 2020): 3958. http://dx.doi.org/10.3390/s20143958.
Full textFay, Brendan. "Doomsday libraries: Representations of libraries in post-apocalyptic video games." Journal of Gaming & Virtual Worlds 15, no. 3 (October 1, 2023): 295–310. http://dx.doi.org/10.1386/jgvw_00083_3.
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 textMoore, Christopher. "Mapping Persona and Games." Persona Studies 6, no. 2 (March 16, 2021): 1–6. http://dx.doi.org/10.21153/psj2020vol6no2art1038.
Full textHofman-Kohlmeyer, Magdalena. "SOCIAL COMPUTER GAMES AS A MARKETING CHANNEL FOR CREATING AND MEETING VIRTUAL NEEDS. AN EXAMPLE OF SECOND LIFE." Zeszyty Naukowe Wyższej Szkoły Humanitas Zarządzanie 19, no. 4 (December 31, 2018): 115–25. http://dx.doi.org/10.5604/01.3001.0013.1649.
Full textJohnson, Mark R. "Casual Games Before Casual Games: Historicizing Paper Puzzle Games in an Era of Digital Play." Games and Culture 14, no. 2 (August 1, 2018): 119–38. http://dx.doi.org/10.1177/1555412018790423.
Full textBellotti, Francesco, Bill Kapralos, Kiju Lee, Pablo Moreno-Ger, and Riccardo Berta. "Assessment in and of Serious Games: An Overview." Advances in Human-Computer Interaction 2013 (2013): 1–11. http://dx.doi.org/10.1155/2013/136864.
Full text