Journal articles on the topic 'Game habit'
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 'Game habit.'
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.
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 textGe, Qi, Brad R. Humphreys, and Kun Zhou. "Are Fair Weather Fans Affected by Weather? Rainfall, Habit Formation, and Live Game Attendance." Journal of Sports Economics 21, no. 3 (November 20, 2019): 304–22. http://dx.doi.org/10.1177/1527002519885427.
Full textBekoum Essokolo, Vicky-Lauren, and Elisabeth Robinot. "«Let’s Go Deep into the Game to Save Our Planet!» How an Immersive and Educational Video Game Reduces Psychological Distance and Raises Awareness." Sustainability 14, no. 10 (May 10, 2022): 5774. http://dx.doi.org/10.3390/su14105774.
Full textZelika, Silva, Masturi Masturi, and Santoso Santoso. "MENGATASI KEBIASAAN BERMAIN GAME ONLINE MELALUI KONSELING BEHAVIORISTIK DENGAN TEKNIK SELF MANAGEMENT." Jurnal Muria Research Guidance and Counseling (MRGC) 1, no. 1 (August 29, 2022): 103–12. http://dx.doi.org/10.24176/mrgc.v1i1.8598.
Full textAndi Sri Purnama Danianti, Tenriwati, and Amirullah. "The Impact of Online Gaming Addiction On Behavior Change Among Adolescents." Jurnal Life Birth 5, no. 1 (April 28, 2021): 11–18. http://dx.doi.org/10.37362/jlb.v5i1.571.
Full textLiu, Yanni, Dongsheng Liu, Yufei Yuan, and Norm Archer. "Examining situational continuous mobile game play behavior from the perspectives of diversion and flow experience." Information Technology & People 31, no. 4 (August 6, 2018): 948–65. http://dx.doi.org/10.1108/itp-02-2016-0042.
Full textDhir, Amandeep, Ashraf Khalil, Puneet Kaur, and Risto Rajala. "Rationale for “Liking” on Social Networking Sites." Social Science Computer Review 37, no. 4 (June 18, 2018): 529–50. http://dx.doi.org/10.1177/0894439318779145.
Full textUrbaneja, Jordi Segui, Christopher Nóbrega Mendoça, and Mário Coelho Teixeira. "El gamer portugués: caracterización y hábito deportivo (perspectiva de género) (The Portuguese gamer: characterization and sports habit (gender perspective))." Retos 47 (October 27, 2022): 352–58. http://dx.doi.org/10.47197/retos.v47.94508.
Full textWohn, Donghee Yvette. "The Role of Habit Strength in Social Network Game Play." Communication Research Reports 29, no. 1 (January 2012): 74–79. http://dx.doi.org/10.1080/08824096.2011.639912.
Full textHaviv, Avery, Yufeng Huang, and Nan Li. "Intertemporal Demand Spillover Effects on Video Game Platforms." Management Science 66, no. 10 (October 2020): 4788–807. http://dx.doi.org/10.1287/mnsc.2019.3414.
Full textPutri, Elsa Ananda, and Zulherman Zulherman. "The Use of Wordwall Application Towards Elementary School Students Acceptance: Extension TAM Model." AL-ISHLAH: Jurnal Pendidikan 14, no. 4 (September 15, 2022): 5557–72. http://dx.doi.org/10.35445/alishlah.v14i4.2047.
Full textÇeviker, Arzu Pekğöz, and Mustafa Önder Şekercioğlu. "Determination of the Nutritional Habits of the Primary Teacher Candidates for the Game and Physical Activities Teaching Course." Journal of Educational Issues 8, no. 1 (June 18, 2022): 557. http://dx.doi.org/10.5296/jei.v8i1.19826.
Full textMulyaningsih, Sri Desi. "Design of Educational Games of The introduction of Nutritious Food For Kids." SISFORMA 2, no. 2 (February 10, 2017): 42. http://dx.doi.org/10.24167/sisforma.v2i2.617.
Full textBilțiu, Pamfil. "Șezatoarea în Maramureș." Anuarul Muzeului Etnograif al Transilvaniei 35 (December 20, 2021): 9–40. http://dx.doi.org/10.47802/amet.2021.35.01.
Full textMoch. Kholil, Rafika Akhsani, and Kristinanti Charisma. "Pengembangan Game Edukasi Pilah Sampah berbasis Android 2 Dimensi." JAMI: Jurnal Ahli Muda Indonesia 1, no. 1 (May 15, 2020): 13–24. http://dx.doi.org/10.46510/jami.v1i1.9.
Full textGui, Kaige, and Zhengwei Yao. "Design and Implementation of Virtual Roaming Control Method Based on Pen Tablet." Scientific Programming 2022 (August 28, 2022): 1–12. http://dx.doi.org/10.1155/2022/8415406.
Full textOng, Ardvin Kester S., Yogi Tri Prasetyo, Kirstien Paola E. Robas, Satria Fadil Persada, Reny Nadlifatin, James Steven A. Matillano, Dennis Christian B. Macababbad, Jigger R. Pabustan, and Kurt Andrei C. Taningco. "Determination of Factors Influencing the Behavioral Intention to Play “Mobile Legends: Bang-Bang” during the COVID-19 Pandemic: Integrating UTAUT2 and System Usability Scale for a Sustainable E-Sport Business." Sustainability 15, no. 4 (February 9, 2023): 3170. http://dx.doi.org/10.3390/su15043170.
Full textSudirman, Acai, Darwin Lie, Nana Triapnita Nainggolan, Sherly Sherly, and Martin Yehezkiel Sianipar. "Determinants of Mobile Game Service Adoption in Generation Z and Millennials in Indonesia." International Journal of Entrepreneurship and Sustainability Studies 2, no. 2 (December 28, 2022): 20–32. http://dx.doi.org/10.31098/ijeass.v2i2.715.
Full textFawa'ati, Teuku Muhammad, and Tito Budi Raharto. "Rancang Bangun Game Edukasi Berbasis Android Pembantu Sistem Kegiatan Belajar Mengajar (KBM) Mata Pelajaran Komputer Untuk Sekolah." SIMADA (Jurnal Sistem Informasi dan Manajemen Basis Data) 4, no. 1 (June 10, 2021): 40–47. http://dx.doi.org/10.30873/simada.v4i1.2705.
Full textHariani, Fidya, Wiwin Arbaini, and Dini Palupi Putri. "TINGKAT PENDIDIKAN ORANG TUA: Antar Motivasi Belajar dan Kebiasaan Bermain Game Online." TA'DIBUNA: Jurnal Pendidikan Agama Islam 3, no. 1 (July 20, 2020): 71. http://dx.doi.org/10.30659/jpai.3.1.71-90.
Full textSafitri, Anis, and Tadkiroatun Musfiroh. "Beauty Standard Discourse on Skin Game Advertisement." International Journal of Linguistics, Literature and Translation 5, no. 12 (December 11, 2022): 102–10. http://dx.doi.org/10.32996/ijllt.2022.5.12.13.
Full textHarsono, Alnando, Ridwan Sanjaya, and Bernadinus Harnadi. "Game Save The Sea! as an Education Media to Prevent Water Pollution." Journal of Business and Technology 1, no. 2 (August 9, 2021): 68. http://dx.doi.org/10.24167/jbt.v1i2.3537.
Full textThi Thu Hien, Pham, and Movi Riana Rahmawanti. "BENEFITTING HIGHER EDUCATION STUDENTS WITH DIGITAL GAMES IN LANGUAGE LEARNING." ENGLISH JOURNAL 14, no. 2 (September 17, 2020): 83. http://dx.doi.org/10.32832/english.v14i2.3843.
Full textNursidik, Nursidik, and Akhmad Zaenul Ibad. "Pengaruh Game Terhadap Perkembangan Psikologi Anak." Jurnal Multidisiplin Madani 2, no. 3 (March 30, 2022): 1331–42. http://dx.doi.org/10.54259/mudima.v2i3.555.
Full textPysmennyi, Vitalii. "Using financial board games in teaching financial literacy at general secondary education institutions." Problems of Education, no. 1(94) (July 9, 2021): 146–57. http://dx.doi.org/10.52256/2710-3986.1-94.2021.09.
Full textÜnal, Egemen, Mehmet Enes Gökler, and Şenol Turan. "An Evaluation of the Factors Related to Internet Gaming Disorder in Young Adults." Addiction and Health 14, no. 4 (October 29, 2022): 279–87. http://dx.doi.org/10.34172/ahj.2022.1381.
Full textSalsabilla, Amanda, Rahmiati Rahmiati, and Nurafni Nurafni. "HUBUNGAN KEBIASAAN BERMAIN GAME ONLINE DENGAN PRESTASI BELAJAR PESERTA DIDIK KELAS TINGGI MIN 16 JAKARTA TIMUR." Didaktik : Jurnal Ilmiah PGSD STKIP Subang 8, no. 1 (July 31, 2022): 638–46. http://dx.doi.org/10.36989/didaktik.v8i1.336.
Full textNugroho, Muhammad Ridho, Badeni Badeni, Fitri April Yanti, and Muhammad Kristiawan. "Game for Food Ingredients Grouping Improving Student's Understanding of Sources of Nutrition." International Journal of Multicultural and Multireligious Understanding 8, no. 9 (September 4, 2021): 139. http://dx.doi.org/10.18415/ijmmu.v8i9.2959.
Full textFaustino da Silva, Marília, and Andrea Soares da Costa Fuentes. "BioQuest: Gamified software for teaching molecular biology." International Journal for Innovation Education and Research 8, no. 11 (November 1, 2020): 469–85. http://dx.doi.org/10.31686/ijier.vol8.iss11.2777.
Full textOzalp, Hakan. "Entrants out of Habit? An Investigation of Niche Entry in the Video Game Industry." Academy of Management Proceedings 2017, no. 1 (August 2017): 12307. http://dx.doi.org/10.5465/ambpp.2017.12307abstract.
Full textCurley, Martin, and Piero Formica. "Experiencing Experiments: A Multiplayer Game for Sharing Ideas." Industry and Higher Education 26, no. 1 (February 2012): 7–14. http://dx.doi.org/10.5367/ihe.2012.0078.
Full textAkbar, M. Rezky, Gugus Irianto, and Ainur Rofiq. "Purchase Behaviour Determinants on Online Mobile Game in Indonesia." International Journal of Multicultural and Multireligious Understanding 5, no. 6 (December 1, 2018): 16. http://dx.doi.org/10.18415/ijmmu.v5i6.457.
Full textEl Borji, Yassine, and Essaid El Haji. "SG-LOM as Metadata Description for Serious Games to Benefit from LMS Monitoring Features." International Journal of Emerging Technologies in Learning (iJET) 17, no. 09 (May 10, 2022): 257–72. http://dx.doi.org/10.3991/ijet.v17i09.29503.
Full textWibowo, Tony. "Studi Faktor Pendukung Popularitas Multiplayer Online Battle Arena dengan Pendekatan Kuantitatif." Ultima InfoSys : Jurnal Ilmu Sistem Informasi 12, no. 1 (June 28, 2021): 1–7. http://dx.doi.org/10.31937/si.v12i1.1951.
Full textFadlillah, M., and Rendy Setyowahyudi. "Ultaco Game Development as a Media to Introduce Covid-19 Health Protocol in Early Childhood." AL-ISHLAH: Jurnal Pendidikan 13, no. 1 (June 1, 2021): 485–96. http://dx.doi.org/10.35445/alishlah.v13i1.532.
Full textLeon Nanda, Ricky, and Dini Faisal. "PERANCANGAN WEBCOMIC MENGATASI KECANDUAN GAME ONLINE." DEKAVE : Jurnal Desain Komunikasi Visual 10, no. 4 (November 30, 2020): 657. http://dx.doi.org/10.24036/dekave.v10i4.110735.
Full textMustakimah, Mustakimah, and Sri Mu'amamah. "Upaya Membentuk Karakter Percaya Diri dan Kreatif Pada Anak Usia Dini Melalui Permainan Tradisional Jamuran." Journal of Early Childhood and Character Education 1, no. 1 (February 3, 2021): 35–52. http://dx.doi.org/10.21580/joecce.v1i1.6613.
Full textSilfia, Sheila. "Permainan Tradisional Sembilun dari Provinsi Kepulauan Bangka Belitung dan Pembentukan Karakter Gemar Membaca Pada Peserta Didik MI/SD di Indonesia." As-Sibyan 3, no. 1 (June 27, 2020): 1–17. http://dx.doi.org/10.52484/as_sibyan.v3i1.149.
Full textMulyaningsih, Atik Rohmawati, Tantut Susanto, and Latifa Aini Susumaningrum. "HUBUNGAN KECANDUAN GAME ONLINE DENGAN KEGEMUKAN PADA REMAJA DI WILAYAH JEMBER [THE RELATIONSHIPS OF ADDICTION TOONLINE GAMES WITH OVERWEIGHT ON ADOLESCENTS IN JEMBER DISTRICT]." Penelitian Gizi dan Makanan (The Journal of Nutrition and Food Research) 43, no. 1 (September 28, 2020): 11–19. http://dx.doi.org/10.22435/pgm.v43i1.2545.
Full textBrown, Jacqueline Marie, Beatriz Franco-Arellano, Hannah Froome, Amina Siddiqi, Amina Mahmood, and JoAnne Arcand. "The Content, Quality, and Behavior Change Techniques in Nutrition-Themed Mobile Apps for Children in Canada: App Review and Evaluation Study." JMIR mHealth and uHealth 10, no. 2 (February 16, 2022): e31537. http://dx.doi.org/10.2196/31537.
Full textLi, Xiufen, and Yixian Zhang. "The Influence of Alipay Ant Forest on Environmental Protection Consciousness of College Students in Guangzhou." Advances in Higher Education 3, no. 2 (September 10, 2019): 83. http://dx.doi.org/10.18686/ahe.v3i2.1418.
Full text