Journal articles on the topic 'Gaming environment'
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Miers, David. "THE RELATIONSHIP BETWEEN THE REGULATORY ENVIRONMENT GOVERNING COMMERCIAL GAMBLING AND THE SHAPE OF THE MARKET IN THE SUPPLY AND GAME PARAMETERS OF GAMING MACHINES." Journal of Gambling Business and Economics 7, no. 3 (December 9, 2013): 111–49. http://dx.doi.org/10.5750/jgbe.v7i3.820.
Full textBarratt, Monica J., Michael Livingston, Sharon Matthews, and Susan L. Clemens. "Gaming machine density is correlated with rates of help-seeking for problem gambling: a local area analysis in Victoria, Australia." Journal of Gambling Issues, no. 29 (October 1, 2014): 1. http://dx.doi.org/10.4309/jgi.2014.29.16.
Full textYuh, Jongil. "Aggression, social environment, and Internet gaming addiction among Korean adolescents." Social Behavior and Personality: an international journal 46, no. 1 (January 9, 2018): 127–38. http://dx.doi.org/10.2224/sbp.6664.
Full textSiemer, Julika, and Marios C. Angelides. "Integrating an Intelligent Tutoring Facility into a Gaming Simulation Environment." Journal of Information Technology 12, no. 3 (September 1997): 207–22. http://dx.doi.org/10.1177/026839629701200305.
Full textPrasad, KDV. "Gamification and its Applications." Journal of Business Strategy Finance and Management 3, no. 1-2 (December 28, 2021): 04–07. http://dx.doi.org/10.12944/jbsfm.03.01-02.02.
Full textJeong, Eui Jun, Daeyoung Lee, Sung Je Lee, and Jeonyoung Kong. "Pathological gaming in South Korean adolescents from the perspectives of self-esteem and self-control." Social Behavior and Personality: an international journal 49, no. 3 (March 10, 2021): 1–11. http://dx.doi.org/10.2224/sbp.9657.
Full textButucea, Vlad. "Gaming as Everything." Nordic Theatre Studies 32, no. 1 (May 31, 2020): 143–58. http://dx.doi.org/10.7146/nts.v32i1.120413.
Full textMarlowe, Byron, Tianshu Zheng, John Farrish, Jesus Bravo, and Victor Pimentel. "Double down: economic downturn and increased competition impacts on casino gaming and employment." International Hospitality Review 34, no. 1 (June 16, 2020): 105–24. http://dx.doi.org/10.1108/ihr-10-2019-0023.
Full textMonterrat, Baptiste, Élise Lavoué, and Sébastien George. "Adaptation of Gaming Features for Motivating Learners." Simulation & Gaming 48, no. 5 (June 30, 2017): 625–56. http://dx.doi.org/10.1177/1046878117712632.
Full textLee, Jean Ling. "The groundwork of casino gaming in Taiwan." International Journal for Innovation Education and Research 5, no. 3 (March 31, 2017): 77–87. http://dx.doi.org/10.31686/ijier.vol5.iss3.218.
Full textPowers, Simon, Mike Hinds, and Jason Morphett. "DEE: an architecture for distributed virtual environment gaming." Distributed Systems Engineering 5, no. 3 (September 1998): 107–17. http://dx.doi.org/10.1088/0967-1846/5/3/004.
Full textHowie, N., S. N. Purkayastha, M. D. Byrne, and M. K. O'Malley. "Motor Skill Acquisition in a Virtual Gaming Environment." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 55, no. 1 (September 1, 2011): 2148–52. http://dx.doi.org/10.1177/1071181311551448.
Full textKuehn, Ralph R. "Matrix and Functional Organizations in a Gaming Environment." Simulation & Games 16, no. 3 (September 1985): 325–45. http://dx.doi.org/10.1177/0037550085163004.
Full textChaney, Isabella M., Ku-Ho Lin, and James Chaney. "The Effect of Billboards within the Gaming Environment." Journal of Interactive Advertising 5, no. 1 (September 2004): 37–45. http://dx.doi.org/10.1080/15252019.2004.10722092.
Full textZhou, Ji Chang. "A Game Model of Social Subjects Relationship in Rural Environment of China." Advanced Materials Research 113-116 (June 2010): 1447–51. http://dx.doi.org/10.4028/www.scientific.net/amr.113-116.1447.
Full textPriyanka, S., Anuja Bokhare, Daniel Paul, and Timothy Dsilva. "Math Adventures with Tuffy: A 2D Game to Aid in Learning Mathematics." International Journal for Research in Applied Science and Engineering Technology 10, no. 2 (February 28, 2022): 612–23. http://dx.doi.org/10.22214/ijraset.2022.40260.
Full textLalander, Philip. "Swedish machine gamblers from an ethnographic perspective." Journal of Gambling Issues, no. 18 (October 1, 2006): 73. http://dx.doi.org/10.4309/jgi.2006.18.5.
Full textEtches, Marc W. "INTRODUCTION." Journal of Gambling Business and Economics 7, no. 3 (December 9, 2013): i—ii. http://dx.doi.org/10.5750/jgbe.v7i3.815.
Full textKim, Esther, Dojin Lee, KyuMi Do, and Jueun Kim. "Interaction Effects of DRD2 Genetic Polymorphism and Interpersonal Stress on Problematic Gaming in College Students." Genes 13, no. 3 (February 28, 2022): 449. http://dx.doi.org/10.3390/genes13030449.
Full textFrischmann, Timothy B., Mustapha Mouloua, and Katelyn Procci. "3-D gaming environment preferences: Inversion of theY-axis." Ergonomics 58, no. 11 (August 25, 2015): 1792–99. http://dx.doi.org/10.1080/00140139.2015.1044573.
Full textBanks, Jaime, and Caleb T. Carr. "Experiences of social demand in a simulated gaming environment." Qualitative Research Reports in Communication 20, no. 1 (January 1, 2019): 27–34. http://dx.doi.org/10.1080/17459435.2019.1592213.
Full textBaranauskas, M. Cec�lia C., Nelson G. Gomes Neto, and Marcos A. F. Borges. "Gaming at work: A learning environment for synchronized manufacturing." Computer Applications in Engineering Education 8, no. 3-4 (2000): 162–69. http://dx.doi.org/10.1002/1099-0542(2000)8:3/4<162::aid-cae5>3.0.co;2-k.
Full textJung, Chang Won. "Online game playing as a political mobilizer: Gamers’ communication environment." Social Behavior and Personality: an international journal 48, no. 1 (January 7, 2020): 1–16. http://dx.doi.org/10.2224/sbp.8701.
Full textMurad, Sadaf S. "Brain involvement in the use of games in nursing education." Journal of Nursing Education and Practice 7, no. 6 (January 21, 2017): 90. http://dx.doi.org/10.5430/jnep.v7n6p90.
Full textCote, Amanda C. "“I Can Defend Myself”." Games and Culture 12, no. 2 (May 22, 2016): 136–55. http://dx.doi.org/10.1177/1555412015587603.
Full textGriffiths, Mark, Jon Arcelus, and Walter Pierre Bouman. "Video Gaming and Gender Dysphoria: Some Case Study Evidence." Aloma: Revista de Psicologia, Ciències de l'Educació i de l'Esport 34, no. 2 (November 14, 2016): 59–66. http://dx.doi.org/10.51698/aloma.2016.34.2.59-66.
Full textClayborn, Jaeson, and Alban Delamarre. "Living room conservation: a virtual way to engage participants in insect conservation." Rethinking Ecology 4 (April 2, 2019): 31–43. http://dx.doi.org/10.3897/rethinkingecology.4.32763.
Full textLai, Colin, Hung-Lian Tang, J. Michael Tarn, and Sock Chung. "The Compliance of IT Control and Governance." International Journal of Information Security and Privacy 10, no. 1 (January 2016): 28–44. http://dx.doi.org/10.4018/ijisp.2016010102.
Full textSiemer, Julika, and Marios C. Angelides. "Integrating an intelligent tutoring facility into a gaming simulation environment." Journal of Information Technology 12, no. 3 (September 1997): 207–22. http://dx.doi.org/10.1080/026839697345071.
Full textGoedert, James D., and Saeed Rokooei. "Project-Based Construction Education with Simulations in a Gaming Environment." International Journal of Construction Education and Research 12, no. 3 (March 9, 2016): 208–23. http://dx.doi.org/10.1080/15578771.2015.1121936.
Full textYadamsuren, Borchuluun. "Potential of inducing serendipitous news discovery in social gaming environment." Proceedings of the American Society for Information Science and Technology 50, no. 1 (2013): 1–4. http://dx.doi.org/10.1002/meet.14505001157.
Full textAusburn, Lynna J. "Learner Characteristics and Performance in a First-Person Online Desktop Virtual Environment." International Journal of Online Pedagogy and Course Design 2, no. 2 (April 2012): 11–24. http://dx.doi.org/10.4018/ijopcd.2012040102.
Full textNasution, Syaifuddin, Mustafa M. Amin, and Elmeida Effendy. "Case Report: Coronavirus Disease-19 Pandemic Associated Gaming Disorder." Open Access Macedonian Journal of Medical Sciences 9, T3 (June 9, 2021): 81–83. http://dx.doi.org/10.3889/oamjms.2021.6352.
Full textvan Dijk, Tom, Ton Spil, Sanne van der Burg, Ivo Wenzler, and Simon Dalmolen. "Present or Play." International Journal of Game-Based Learning 5, no. 2 (April 2015): 55–69. http://dx.doi.org/10.4018/ijgbl.2015040104.
Full textGarrett, Michael, and Mark McMahon. "Computer-Generated Three-Dimensional Training Environments." International Journal of Gaming and Computer-Mediated Simulations 2, no. 3 (July 2010): 43–60. http://dx.doi.org/10.4018/jgcms.2010070103.
Full textZakharova, Ekaterina Alexandrovna. "Using games in English language teaching." KANT 43, no. 2 (June 2022): 270–75. http://dx.doi.org/10.24923/2222-243x.2022-43.48.
Full textNicoll, Benjamin. "Bridging the Gap." Games and Culture 12, no. 2 (May 22, 2016): 200–221. http://dx.doi.org/10.1177/1555412015590048.
Full textKarapatakis, Andreas. "Virtual worlds and money laundering under EU law: The inadequacy of the existing legal framework and the challenges of regulation." New Journal of European Criminal Law 10, no. 2 (April 14, 2019): 128–50. http://dx.doi.org/10.1177/2032284419841711.
Full textADRIAANSEN, TEUN, DIETER ARMBRUSTER, KARL KEMPF, and HONGMIN LI. "AN AGENT MODEL FOR THE HIGH-END GAMERS MARKET." Advances in Complex Systems 16, no. 07 (October 2013): 1350028. http://dx.doi.org/10.1142/s0219525913500288.
Full textPRASAD, KDV, Mruthyanjaya Rao Mangipudi, and Rajesh Vaidya. "Gamification Framework With Reference to Business Perspective." International Journal of Professional Business Review 7, no. 5 (December 2, 2022): e0702. http://dx.doi.org/10.26668/businessreview/2022.v7i5.702.
Full textPawska, Wioletta. "Prawo małoletnich do wolności od hazardu, uzależnienia od Internetu i gier komputerowych." Rocznik Administracji Publicznej 6 (2020): 47–75. http://dx.doi.org/10.4467/24497800rap.20.003.12897.
Full textPawska, Wioletta. "Prawo małoletnich do wolności od hazardu, uzależnienia od Internetu i gier komputerowych." Rocznik Administracji Publicznej 6 (2020): 47–75. http://dx.doi.org/10.4467/24497800rap.20.003.12897.
Full textHuang, Guihai, and Wai Ming To. "Importance-performance ratings of corporate social responsibility practices by employees in Macao’s gaming industry." International Journal of Contemporary Hospitality Management 30, no. 9 (September 10, 2018): 2870–87. http://dx.doi.org/10.1108/ijchm-09-2017-0600.
Full textSergeev, Sergey, and Arturas Kaklauskas. "Cybersport: Stages and content of usability testing of gaming interfaces and environments." MATEC Web of Conferences 245 (2018): 04017. http://dx.doi.org/10.1051/matecconf/201824504017.
Full textCarbonell-Carrera, Carlos, Jose Luis Saorin, and Stephany Hess-Medler. "Spatial Orientation Skill for Landscape Architecture Education and Professional Practice." Land 9, no. 5 (May 20, 2020): 161. http://dx.doi.org/10.3390/land9050161.
Full textGarber, Elizabeth. "MOO: Using a Computer Gaming Environment to Teach about Community Arts." Art Education 57, no. 4 (July 2004): 40–47. http://dx.doi.org/10.1080/00043125.2004.11653558.
Full textLivingston, Lori A. "The Effect of Color on Performance in an Instructional Gaming Environment." Journal of Research on Computing in Education 24, no. 2 (December 1991): 246–53. http://dx.doi.org/10.1080/08886504.1991.10782006.
Full textArgles, Tom, Shailey Minocha, and David Burden. "Virtual field teaching has evolved: benefits of a 3D gaming environment." Geology Today 31, no. 6 (November 2015): 222–26. http://dx.doi.org/10.1111/gto.12116.
Full textMirehei, S. Moussa, Glenn Kuriger, Hung Da Wan, and F. Frank Chen. "Enhancing lean training for the office environment through simulation and gaming." International Journal of Learning and Intellectual Capital 8, no. 2 (2011): 206. http://dx.doi.org/10.1504/ijlic.2011.039447.
Full textGermanchis, T., C. Pettit, and W. Cartwright. "Building a three‐dimensional geospatial virtual environment on computer gaming technology." Journal of Spatial Science 49, no. 1 (June 2004): 89–95. http://dx.doi.org/10.1080/14498596.2004.9635008.
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