Academic literature on the topic 'Game habit'
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Journal articles on the topic "Game habit"
Suliswati, Suliswati, and Indriana Rakhmawati. "Hubungan Kebiasaan Bermain Video Game dengan Perkembangan Sosial Anak Sekolah Dasar (SD)." JKEP 3, no. 1 (May 31, 2018): 66–80. http://dx.doi.org/10.32668/jkep.v3i1.202.
Full textJiang, Nan, Manmeet Kaur, Mohd Muttaqin Bin Mohd Adnan, Jason James Turner, and See Kwong Goh. "Development of Habitual Behaviour in Online Social Gaming." International Journal of Cyber Behavior, Psychology and Learning 11, no. 1 (January 2021): 20–37. http://dx.doi.org/10.4018/ijcbpl.2021010102.
Full textHairunisa, Indah. "The THE DESCRIPTION AND THE IMPACT OF PLAYING ONLINE GAME ON PHARMACY STUDENTS IN SAMARINDA." Jurnal Ilmu Kesehatan 7, no. 1 (September 11, 2019): 12–17. http://dx.doi.org/10.30650/jik.v7i1.255.
Full textCarvalho, Darlinton Barbosa Feres, Daniel Bueno Domingueti, Sandro Martins De Almeida Santos, and Diego Roberto Colombo Dias. "A Game to Deal With Alcohol Abuse (Jib): Development and Game Experience Evaluation." JMIR Serious Games 7, no. 4 (October 15, 2019): e11151. http://dx.doi.org/10.2196/11151.
Full textLi, Mengjun, and Ayoung Suh. "We-intention to continue playing mobile multiplayer games: the role of social play habit." Internet Research 31, no. 4 (February 19, 2021): 1153–76. http://dx.doi.org/10.1108/intr-04-2020-0208.
Full textFebriani, Vania Wahyu, T. Brenda Chandrawati, and Albertus Dwiyoga Widiantoro. "Designing Education Game to Choose Hygiene and Healthy Snacks for Children." SISFORMA 2, no. 2 (February 10, 2017): 27. http://dx.doi.org/10.24167/sisforma.v2i2.619.
Full textKuswantoro, RB Hendri. "Minat Memainkan Game Edukasi Berbasis Smartphone (Studi Kasus Pada Minat Komunitas Gamer Semarang Memainkan Game Bubble Zoo Collect )." Journal of Animation and Games Studies 4, no. 1 (August 8, 2018): 51–72. http://dx.doi.org/10.24821/jags.v4i1.2121.
Full textFebriani, Vania Wahyu, Brenda Chandrawati, and Dwiyoga Widiantoro. "Making Education Game to Choose Healthy Snacks for Children." SISFORMA 3, no. 1 (February 13, 2017): 26. http://dx.doi.org/10.24167/sisforma.v3i1.621.
Full textVuong, Quan-Hoang, Manh-Toan Ho, Viet-Phuong La, Tam-Tri Le, Thanh Huyen T. Nguyen, and Minh-Hoang Nguyen. "A Multinational Data Set of Game Players' Behaviors in a Virtual World and Environmental Perceptions." Data Intelligence 3, no. 4 (2021): 606–30. http://dx.doi.org/10.1162/dint_a_00111.
Full textYonathan, Orville, and Sinta Paramita. "Representasi Budaya Termarginalisasi dalam Game." Koneksi 5, no. 1 (March 4, 2021): 194. http://dx.doi.org/10.24912/kn.v5i1.10234.
Full textDissertations / Theses on the topic "Game habit"
Durante, Raphael Dall´anese. "Considerações sobre o caráter da liberdade no jogo entre homem e aparelho." Universidade Presbiteriana Mackenzie, 2009. http://tede.mackenzie.br/jspui/handle/tede/2029.
Full textFundo Mackenzie de Pesquisa
This research aims to present comments about the nature of freedom in the game between man and apparatus. Starting from a realistic method of investigation considering the movement of the game as part of a real universe, where the relationship of continuity and alterity are conditions of this ludic activity we tried to estabilish theoretical relations between Charles S. Pierce and Vilém Flusser aiming to study principles from this game, for exemple, the principles of freedom, necessity and automation; analysing then, its vital importance to the origin of a habit. At the same moment, in addition to observe a brief history of the concept of the game and include into the research a conception of a game as ludic and free activity, we aims, through a careful conceptual analysis, the metaphysical function of the apparatus. Finally, we reaffirm the relationship of alterity in the game as a possible way to freedom, we highlight our methodological and epistemological considerations and we also raise some questions about the proper research in the direction to have if become some type of method.
Esta pesquisa busca apresentar considerações sobre o caráter da liberdade no jogo entre homem e aparelho. Partindo de um método de investigação realista considerando o movimento do jogo como parte de um universo real, onde as relações de continuidade e alteridade são condições a esta atividade lúdica tentamos estabelecer relações teóricas entre Charles S. Peirce e Vilém Flusser tendo por objetivo estudar os princípios decorrentes deste jogo, a saber, os princípios de liberdade, necessidade e automação; observando, em seguida, a vital importância destes para a origem de um hábito. Ainda neste momento, além de observarmos uma breve história do conceito de jogo e incluirmos à pesquisa uma concepção de jogo como atividade lúdica e livre, buscamos compreender, por meio de uma cuidadosa análise conceitual, a função metafísica do aparelho. Finalmente, reafirmamos a relação de alteridade no jogo como um possível caminho à liberdade, destacamos nossas considerações epistemológicas e metodológicas e também levantamos algumas questões sobre a própria pesquisa, no sentido de ter se tornado algum tipo de método.
FERRARI, AMBRA. "DIGITAL HUMANITY. Do Users' Gaming Habits Affect the Perceived Human-Likeness of Virtual Agents in a Simulated Human Interaction?" Doctoral thesis, Università degli Studi di Milano-Bicocca, 2021. http://hdl.handle.net/10281/315494.
Full textVirtual Agents have been increasingly used as deliverers of notions in Simulated Human Interactions training effective communication strategies. Nevertheless, replicating the level of human-likeness required to "convince users (…) that a virtual human is the real thing" (Ruhland et al., 2015) remains a challenge. In particular, the Uncanny Valley effect refers to the observer's unpleasant impression of a virtual being with an almost, but not entirely, realistic human form (Seyama & Nagayama, 2007). Previous literature has described several intervening factors in the perception of uncanniness, including the Agent's static and dynamic features, but also individual differences in the degree of predisposition to anthropomorphize an Agent (e.g., Epley, Waytz, & Cacioppo, 2007; Kätsyri, Förger, Mäkäräinen, & Takala, 2015). During the last decades, video games have been representing an entertainment source for a growing number of people, and this dissertation's objective has been to confirm whether game habits might be considered among intervening factors. The video game industry has been driving technological innovation allowing for high-fidelity face and voice synthesis of Virtual Agents in Entertainment products. Such technologies are often not available to smaller research laboratories relying on limited resources. Therefore, the present dissertation has also explored the possibility of identifying "easy wins" on the short development run, essential elements that do not require expensive interventions in terms of money and time but can increase the perception of the Virtual Agent's quality. ENACT (Marocco, Pacella, Dell'Aquila, & Di Ferdinando, 2015), an online Simulated Human Interaction for the training of Negotiation strategies, has been used as the main object of this dissertation. In ENACT, trainees take five conversation turns with a Virtual Agent that communicates through a combination of four different facial expressions, 24 gestures, and ten different body postures and gaze directions. The present dissertation includes two experimental studies, exploring the effectiveness of low budget implementations of Virtual Agent’s features, i.e., random eye blinks and spoken gibberish accompanying written communication. Two samples of, respectively, 50 and 60 male participants, all aged between 18 and 35, have been recruited and preliminarily divided into habitual video game players and non-habitual video game players according to their mean weekly gameplay hours. Once randomly assigned to the experimental or control group, participants interacted with the Virtual Agent and completed the questionnaires related to its uncanniness evaluation and ENACT's perceived quality as an educational product. Results indicate that the mere introduction of eye blinks in random moments of the interaction with a Virtual Agent seems to moderately affect the user's perception of the Agents' realism. Moreover, in cases when modern text-to-speech voice engines are not available, it seems advisable to rely on a text-only form of communication for Virtual Agents instead of a gibberish-based communication. Results also suggest that video game habits might have a mediating role in the perception of Virtual Agents' qualities. Nevertheless, game habits might not simply posit higher standards to players but, instead, they might experience the "too real for comfort" zone differently, consequently assigning different expected social standards and normative expectations to Virtual Agents they interact with. Such results confirm that the perception of an Agent's human-likeness is a complex and dimensional matter, therefore including previous gaming literacy into the factors intervening in the perception of uncanniness.
Marston, Hannah. "Wii like to play too : computer gaming habits of older adults." Thesis, Teesside University, 2010. http://hdl.handle.net/10149/112681.
Full textFrandsen, Filip. "The Impact of Visual Properties on Player Habits and Game Sessions." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-326119.
Full textUppsatsen är ämnad att skapa en grund för information och korrelationer mellan speltider och bibehållande spelsessioner baserat på visuella egenskaper (ex färgvalörer). En undersökning av spelsessioner och spelarvanor är utförd med sikte på att hjälpa art directors att göra medvetna och avsiktliga beslut om spelutseende för produkter där det visuella kan påverka spelsessioner. Genom att veta hur visuella element, så som färgvalörer, former och kontrast påverkar spelintensitet och spelarengagemang och slutgiltigt tiden spenderad under spelsessioner, så kan art directors göra informerade beslut för att påverka beteende och vanor.Uppsatsen inkluderar områden såsom färgeffekter på människor (mentala och fysiska), ögonfunktioner och hur dessa borde påverka design, effektivt användande av grafik, ögontrötthet och visuell kommunikation.Denna studie av visuella egenskaper och speltider drar slutsatsen att visuella effekter har en definitiv inverkan på hur spelet uppfattas och bearbetas av spelaren, vilket leder till situationer där samma spelmekaniker kan vara intensivare om dessa presenteras på specifika visuella sätt.
Gidlöf, Lisa, and Belay Hermela Retta. "Habits related to television, computer games and eating among school children in a rural and an urban area of Thailand." Thesis, Uppsala universitet, Institutionen för folkhälso- och vårdvetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-144464.
Full textTodd, C. Stan (Charles Stan). "Food Habits, Dietary Overlap and Electivity of Non-Game Insectivorous Fishes in an Ozark Foothills Stream." Thesis, North Texas State University, 1985. https://digital.library.unt.edu/ark:/67531/metadc503873/.
Full textKollock, Roger Olen. "The relationship between video game playing habits and reaction time in both males and females of different age groups." [Johnson City, Tenn. : East Tennessee State University], 2004. https://dc.etsu.edu/etd/890.
Full textTitle from electronic submission form. ETSU ETD database URN: etd-0331104-085211 Includes bibliographical references. Also available via Internet at the UMI web site.
Vintetjärn, Björn. "Video Games – a Source of Knowledge? - an investigation amongst youths about their thoughts on their video gaming habits." Thesis, Malmö högskola, Lärarutbildningen (LUT), 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-36462.
Full textAmarius, Sebastian, and Oliver Fredriksson. "Digital games and collocations : A study of the relationship between L2 learners' gaming habits and knowledge of collocations." Thesis, Högskolan i Halmstad, Akademin för lärande, humaniora och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-44779.
Full textTuğsal, Fatma Kübra. "Examination of primary school children's playing habits through digital puzzle games, and the impact of non-educational commercial puzzle games on the development of logical thinking in primary school children : An ethnographic case study with Supaplex." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16176.
Full textBooks on the topic "Game habit"
National Cancer Institute (U.S.), ed. Beat the smokeless habit: Game plan for success. 3rd ed. [Bethesda, Md.?]: National Institutes of Health, National Cancer Institute, 1993.
Find full textRuth, Bennett, ed. Kick the TV habit!: A simple program for changing your family's television viewing and video game habits. New York: Penguin Books, 1994.
Find full textHabit changers: 81 game-changing mantras to mindfully realize your goals. 2016.
Find full textCanio, Francesca De. The New Social Game : Sharing Economy and Digital Revolution: Into the Change of Consumers' Habit. EGEA Spa - Bocconi University Press, 2017.
Find full textKreienbrink, Kai. Focus in Your Life, Better Life, Reflection Journal, Game-Changing, Habit in Your Life, Positive Life. Independently Published, 2021.
Find full textKreienbrink, Kai. Better Life, Reflection Journal, Focus in Your Life, Game-Changing, Positive Life, Habit in Your Life. Independently Published, 2021.
Find full textKreienbrink, Kai. Focus in Your Life, Better Life, Habit in Your Life, Reflection Journal, Game-Changing, Positive Life. Independently Published, 2021.
Find full textKreienbrink, Kai. Habit in Your Life, Positive Life, Focus in Your Life, Reflection Journal, Game-Changing, Better Life. Independently Published, 2021.
Find full textKreienbrink, Kai. Habit in Your Life, Focus in Your Life, Game-Changing, Positive Life, Reflection Journal, Better Life. Independently Published, 2021.
Find full textKreienbrink, Kai. Habit in Your Life, Better Life, Game-Changing, Reflection Journal, Focus in Your Life, Positive Life. Independently Published, 2021.
Find full textBook chapters on the topic "Game habit"
Ricchiuti, Diego. "Habit Loop and Operant Conditioning." In Game Design Tools, 111–16. Boca Raton: CRC Press, 2022. http://dx.doi.org/10.1201/9781003229438-13.
Full textXie, Qitong, and Wei Yu. "The Interaction Design of AR Game Based on Hook Model for Children's Environmental Habit Formation." In Communications in Computer and Information Science, 479–85. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-90176-9_61.
Full textDi Dio, Salvatore, Enza Lissandrello, Domenico Schillaci, Brunella Caroleo, Andrea Vesco, and Ingwio D’Hespeel. "MUV: A Game to Encourage Sustainable Mobility Habits." In Lecture Notes in Computer Science, 60–70. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-11548-7_6.
Full textFinzer, William. "Games, Data, and Habits of Mind." In Mit Werkzeugen Mathematik und Stochastik lernen – Using Tools for Learning Mathematics and Statistics, 71–84. Wiesbaden: Springer Fachmedien Wiesbaden, 2013. http://dx.doi.org/10.1007/978-3-658-03104-6_6.
Full textRaateland, Wouter, Konstantinos Chronas, Tim Wissel, Tim Bruyn, Bertan Konuralp, Mijael Bueno, Nestor Z. Salamon, and Rafael Bidarra. "A Serious Game for Students to Acquire Productivity Habits." In Lecture Notes in Computer Science, 335–46. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-63464-3_32.
Full textRaubal, Martin, Dominik Bucher, and Henry Martin. "Geosmartness for Personalized and Sustainable Future Urban Mobility." In Urban Informatics, 59–83. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-15-8983-6_6.
Full textJiang, Nan, Manmeet Kaur, Mohd Muttaqin Bin Mohd Adnan, Jason James Turner, and See Kwong Goh. "Development of Habitual Behaviour in Online Social Gaming." In Research Anthology on Game Design, Development, Usage, and Social Impact, 1140–61. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-7589-8.ch054.
Full text"Habit can Be a Pitfall." In Winning the Mental Game on Wall Street, 347–50. CRC Press, 2000. http://dx.doi.org/10.1201/9781420033090.ch73.
Full textLindsey, Marley-Vincent. "Gaming before E-Sports." In Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives, 170–94. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-5225-0261-6.ch008.
Full text"Academic Training." In Enhancing Education and Training Initiatives Through Serious Games, 122–45. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-3689-5.ch004.
Full textConference papers on the topic "Game habit"
Liao, Chang-Yen, Wan-Chen Chang, and Tak-Wai Chan. "Cultivating Students' Good Habit for Writing in a Portfolio Management Game." In 2017 6th IIAI International Congress on Advanced Applied Informatics (IIAI-AAI). IEEE, 2017. http://dx.doi.org/10.1109/iiai-aai.2017.76.
Full textBezerra, Daniel Filgueira, Filipe Calegario, Giordano Cabral, and Geber Ramalho. "MySoundtrack: a tool for personalized and adaptive music listening while playing games." In Anais Estendidos do Simpósio Brasileiro de Games e Entretenimento Digital. Sociedade Brasileira de Computação, 2021. http://dx.doi.org/10.5753/sbgames_estendido.2021.19663.
Full textRocha, Gabriel Lopes, João Teixeira Araújo, and Flávio Luiz Schiavoni. "Ha Dou Ken Music: Mapping a joysticks as a musical controller." In Simpósio Brasileiro de Computação Musical. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/sbcm.2019.10425.
Full textLange, Ryan. "Video game habits." In the 2007 conference. New York, New York, USA: ACM Press, 2007. http://dx.doi.org/10.1145/1328202.1328242.
Full textSchillaci, Domenico, Salvatore Di Dio, Mauro Filippi, and Francesco Massa. "Gamification or Game Design? A case study in the field of sustainable commuting." In 8th International Conference on Human Interaction and Emerging Technologies. AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002741.
Full textRogers, Katja, and Michael Weber. "Audio Habits and Motivations in Video Game Players." In AM'19: Audio Mostly. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3356590.3356599.
Full textNichol, Sophie, Elicia Lanham, and Greg Bowtell. "“Games are fun and aren’t just for boys” An Assessment of Female Game Players use and playing habits of Video Games." In 3rd Annual International Conference on Computer Games, Multimedia & Allied Technology. Global Science & Technology Forum, 2010. http://dx.doi.org/10.5176/978-981-08-5480-5_064.
Full textThomas, Michael. "Game Design and Technology Education: Collectible Card Games for Teaching the Habits of Mind of Cybersecurity Professionals." In 2020 AERA Annual Meeting. Washington DC: AERA, 2020. http://dx.doi.org/10.3102/1583964.
Full textAdaji, Ifeoma, Kiemute Oyibo, and Julita Vassileva. "ShopRight : A Game-Based Approach for Motivating Healthy Shopping Habits." In Proceedings of the 32nd International BCS Human Computer Interaction Conference. BCS Learning & Development, 2018. http://dx.doi.org/10.14236/ewic/hci2018.74.
Full textGokcearslan, Armagan. "Digital game playing habits of graphic design students and the factors afecting their game choices." In 2013 IEEE 63rd Annual Conference International Council for Educational Media (ICEM). IEEE, 2013. http://dx.doi.org/10.1109/cicem.2013.6820175.
Full textReports on the topic "Game habit"
Nelson Kakulla, Brittne. Gaming Attitudes and Habits of the 50+ Gamer: Infographic. AARP Research, December 2019. http://dx.doi.org/10.26419/res.00328.002.
Full textAnderson, G. Oscar. Video Games: Attitudes and Habits of Adults Age 50-Plus. AARP Research, June 2016. http://dx.doi.org/10.26419/res.00125.001.
Full textGeisthardt, Eric, Burton Suedel, and John Janssen. Monitoring the Milwaukee Harbor breakwater : an Engineering With Nature® (EWN®) demonstration project. Engineer Research and Development Center (U.S.), March 2021. http://dx.doi.org/10.21079/11681/40022.
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