Journal articles on the topic 'Digital games'
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Pivec, Paul, and Maja Pivec. "Digital Games." International Journal of Game-Based Learning 1, no. 1 (January 2011): 1–18. http://dx.doi.org/10.4018/ijgbl.2011010101.
Full textPlothe, Theo. "Bearded Dragons at Play." Exchanges: The Interdisciplinary Research Journal 7, no. 3 (June 24, 2020): 1–13. http://dx.doi.org/10.31273/eirj.v7i3.523.
Full textEt al., ChePa. "The Influence of Rewards on Games Flow, Challenge, and Its Effects Towards the Engagement of Malaysian Digital Traditional Games." Baghdad Science Journal 16, no. 2(SI) (June 20, 2019): 0534. http://dx.doi.org/10.21123/bsj.2019.16.2(si).0534.
Full textGreenberg, Raz. "The Animation of Gamers and the Gamers as Animators in Sierra On-Line’s Adventure Games." Animation 16, no. 1-2 (July 2021): 83–95. http://dx.doi.org/10.1177/17468477211025665.
Full textPinnguaq. "Digital Games Stills." Public 27, no. 54 (December 1, 2016): 187–90. http://dx.doi.org/10.1386/public.27.54.187_7.
Full textHeintz, Stephanie, and Effie L. C. Law. "Digital Educational Games." ACM Transactions on Computer-Human Interaction 25, no. 2 (April 26, 2018): 1–47. http://dx.doi.org/10.1145/3177881.
Full textAYDEMİR, Filiz. "DİJİTAL OYUNLAR VE ÇOCUKLAR ÜZERİNDEKİ ETKİLERİ." Adıyaman Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, no. 41 (August 30, 2022): 40–69. http://dx.doi.org/10.14520/adyusbd.1116868.
Full textVaz de Carvalho, Carlos, Manuel Pereira Lopes, and António Galrão Ramos. "Lean Games Approaches – Simulation Games and Digital Serious Games." International Journal of Advanced Corporate Learning (iJAC) 7, no. 1 (April 3, 2014): 11. http://dx.doi.org/10.3991/ijac.v7i1.3433.
Full textVitytė, Birutė. "Stereotyping of Digital Games." Pedagogika 136, no. 4 (December 20, 2019): 172–93. http://dx.doi.org/10.15823/p.2019.136.11.
Full textGatzidis, Christos. "Learning with Digital Games." International Journal of Game-Based Learning 2, no. 1 (January 2012): 90–91. http://dx.doi.org/10.4018/ijgbl.2012010106.
Full textMcNamara, Alison. "Digital Gesture-Based Games." International Journal of Game-Based Learning 6, no. 4 (October 2016): 52–72. http://dx.doi.org/10.4018/ijgbl.2016100104.
Full textMIYAKE, Youichiro. "Visualization in Digital Games." Journal of the Visualization Society of Japan 38, no. 151 (2018): 28–33. http://dx.doi.org/10.3154/jvs.38.151_28.
Full textFlowers, Lamont A. "Testing educational digital games." Communications of the ACM 64, no. 9 (September 2021): 38–40. http://dx.doi.org/10.1145/3450758.
Full textCardoso, Tiago, Joao Sousa, and José Barata. "Digital Games’ Development Model." EAI Endorsed Transactions on Game-Based Learning 4, no. 12 (December 8, 2017): 153399. http://dx.doi.org/10.4108/eai.8-12-2017.153399.
Full textGros, Begoña. "Digital Games in Education." Journal of Research on Technology in Education 40, no. 1 (September 2007): 23–38. http://dx.doi.org/10.1080/15391523.2007.10782494.
Full textMagerko, Brian. "Adaptation in Digital Games." Computer 41, no. 6 (June 2008): 87–89. http://dx.doi.org/10.1109/mc.2008.172.
Full textCalleja, Gordon. "Digital Games and Escapism." Games and Culture 5, no. 4 (October 2010): 335–53. http://dx.doi.org/10.1177/1555412009360412.
Full textAarsand, Pål. "Parenting and Digital Games." Journal of Children and Media 5, no. 3 (August 2011): 318–33. http://dx.doi.org/10.1080/17482798.2011.584382.
Full textHenderson, Lyn, Yoram Eshet-Alkalai, and Joel Klemes. "Digital Gaming: A Comparative International Study of Youth Culture in a Peaceful and War Zone Country." Eludamos: Journal for Computer Game Culture 2, no. 1 (February 29, 2008): 73–103. http://dx.doi.org/10.7557/23.5973.
Full textPark, Leesun. "Before Entering Games: The Base and Accessibility of Games." Center for Asia and Diaspora 12, no. 2 (August 31, 2022): 103–40. http://dx.doi.org/10.15519/dcc.2022.08.12.2.103.
Full textVuksanović, Divna. "Aesthetics, Media, Games." Diogenes 30, no. 2 (December 19, 2022): 142–57. http://dx.doi.org/10.54664/rdrd7616.
Full textDenikin, Anton A. "In Support of Video Games." Observatory of Culture, no. 3 (June 28, 2014): 53–59. http://dx.doi.org/10.25281/2072-3156-2014-0-3-53-59.
Full textDo Nascimento Guercy, Ana Luiza, and Lucila Ishitani. "Digital game adaptations to attract more girls to play." iSys - Brazilian Journal of Information Systems 14, no. 4 (December 27, 2021): 5–44. http://dx.doi.org/10.5753/isys.2021.2134.
Full textCole, Jennifer M., and Sarah Grogan. "‘Kind of like a Barbie doll, but for grown men!’: Women gamers’ accounts of female bodies in digital games." Psychology of Women and Equalities Section Review 1, no. 2 (2018): 19–29. http://dx.doi.org/10.53841/bpspowe.2018.1.2.19.
Full textIoannou, Andri. "Learning games shifting to digital." Educational Technology Research and Development 69, no. 1 (February 2021): 141–43. http://dx.doi.org/10.1007/s11423-021-09948-9.
Full textBrock, Tom, and Mark Johnson. "The gamblification of digital games." Journal of Consumer Culture 21, no. 1 (February 2021): 3–13. http://dx.doi.org/10.1177/1469540521993904.
Full textAarsand, Pål. "Young Boys Playing Digital Games." Nordic Journal of Digital Literacy 5, no. 01 (August 24, 2010): 38–54. http://dx.doi.org/10.18261/issn1891-943x-2010-01-04.
Full textChaidi, Irene, and Athanasios Drigas. "Digital games & special education." Technium Social Sciences Journal 34 (August 8, 2022): 214–36. http://dx.doi.org/10.47577/tssj.v34i1.7054.
Full textHlodan, Oksana. "Digital Games: Learning through Play." BioScience 58, no. 9 (October 1, 2008): 791. http://dx.doi.org/10.1641/b580905.
Full textOZUDOGRU ERDOGAN, Halide Nur. "Anti-Islam in Digital Games." Current Perspectives in Social Sciences 26, no. 1 (March 29, 2022): 162–68. http://dx.doi.org/10.54614/jssi.2022.1052901.
Full textAlhaq, Muhammad Najmussaqib Diya, Nur Arifah Drajati, and Agus Wijayanto. "IDLE Challenges: Playing Digital Games?" AL-ISHLAH: Jurnal Pendidikan 13, no. 1 (March 30, 2021): 99–106. http://dx.doi.org/10.35445/alishlah.v13i1.440.
Full textSteinkuehler, Constance. "Video Games and Digital Literacies." Journal of Adolescent & Adult Literacy 54, no. 1 (September 2010): 61–63. http://dx.doi.org/10.1598/jaal.54.1.7.
Full textXie, Bo Yang, and De Cai Zhao. "Digital Games and Independent Learning." Applied Mechanics and Materials 333-335 (July 2013): 2183–86. http://dx.doi.org/10.4028/www.scientific.net/amm.333-335.2183.
Full textCalleja, Gordon. "Emotional involvement in digital games." International Journal of Arts and Technology 4, no. 1 (2011): 19. http://dx.doi.org/10.1504/ijart.2011.037767.
Full textSchreiner, K. "Digital Games Target Social Change." IEEE Computer Graphics and Applications 28, no. 1 (January 2008): 12–17. http://dx.doi.org/10.1109/mcg.2008.4.
Full textMoreno-Ger, Pablo, Daniel Burgos, and Javier Torrente. "Digital Games in eLearning Environments." Simulation & Gaming 40, no. 5 (July 30, 2009): 669–87. http://dx.doi.org/10.1177/1046878109340294.
Full textTakatalo, Jari, Jukka Häkkinen, Jyrki Kaistinen, and Göte Nyman. "User Experience in Digital Games." Simulation & Gaming 42, no. 5 (August 10, 2010): 656–73. http://dx.doi.org/10.1177/1046878110378353.
Full textClark, Douglas B., Emily E. Tanner-Smith, and Stephen S. Killingsworth. "Digital Games, Design, and Learning." Review of Educational Research 86, no. 1 (March 2016): 79–122. http://dx.doi.org/10.3102/0034654315582065.
Full textYamane, Shinji R. "A History of Digital Games." Journal of Digital Games Research 3, no. 2 (2009): 185–90. http://dx.doi.org/10.9762/digraj.3.2_185.
Full textWatts, Evan. "Ruin, Gender, and Digital Games." WSQ: Women's Studies Quarterly 39, no. 3-4 (2011): 247–65. http://dx.doi.org/10.1353/wsq.2011.0041.
Full textSandbrook, Chris, William M. Adams, and Bruno Monteferri. "Digital Games and Biodiversity Conservation." Conservation Letters 8, no. 2 (June 16, 2014): 118–24. http://dx.doi.org/10.1111/conl.12113.
Full textManolova, Rositsa, and Veneta Stoyanova. "DIGITAL EDUCATIONAL GAMES IN KINDERGARTEN." Education and Technologies Journal 13, no. 2 (August 1, 2022): 307–10. http://dx.doi.org/10.26883/2010.222.4314.
Full textSylvén, Liss Kerstin, and Pia Sundqvist. "Gaming as extramural English L2 learning and L2 proficiency among young learners." ReCALL 24, no. 3 (September 2012): 302–21. http://dx.doi.org/10.1017/s095834401200016x.
Full textMarkov-Čikić, Ivana, and Aleksandar Ivanovski. "Digital habits of Generation Z: Students of sports." Sport - nauka i praksa 12, no. 1 (2022): 37–43. http://dx.doi.org/10.5937/snp12-1-37707.
Full textDunwell, Ian, Petros Lameras, Sara de Freitas, Panos Petridis, Maurice Hendrix, Sylvester Arnab, and Kam Star. "Providing Career Guidance to Adolescents through Digital Games." International Journal of Game-Based Learning 4, no. 4 (October 2014): 58–70. http://dx.doi.org/10.4018/ijgbl.2014100104.
Full textPimentel, Fernando Silvio Cavalcante. "Letramento digital na cultura digital: o que precisamos compreender?" Revista EDaPECI 18, no. 1 (March 31, 2018): 7–16. http://dx.doi.org/10.29276/redapeci.2018.18.18545.7-16.
Full textWarner, Chantelle, Diane Richardson, and Kristin Lange. "Realizing multiple literacies through game-enhanced pedagogies: Designing learning across discourse levels." Journal of Gaming & Virtual Worlds 11, no. 1 (March 1, 2019): 9–28. http://dx.doi.org/10.1386/jgvw.11.1.9_1.
Full textDenson, Shane, and Andreas Jahn-Sudmann. "Digital Seriality: On the Serial Aesthetics and Practice of Digital Games." Eludamos: Journal for Computer Game Culture 7, no. 1 (December 23, 2013): 1–32. http://dx.doi.org/10.7557/23.6145.
Full textSigurðardóttir, Helga Dís Ísfold. "Domesticating Digital Game-based Learning." Nordic Journal of Science and Technology Studies 4, no. 1 (December 1, 2016): 5. http://dx.doi.org/10.5324/njsts.v4i1.2168.
Full textLenkevich, Alexander S. "Low-level Eschatology: Ruins in Computer Games." Galactica Media: Journal of Media Studies 4, no. 3 (October 3, 2022): 134–56. http://dx.doi.org/10.46539/gmd.v4i3.317.
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