Journal articles on the topic 'Video Game Ethics'
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 'Video Game Ethics.'
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.
Roy, Nandita. "Applying Kant’s Ethics to Video Game Business Models." Business and Professional Ethics Journal 40, no. 1 (2021): 109–27. http://dx.doi.org/10.5840/bpej202115106.
Full textHarviainen, J. Tuomas, Janne Paavilainen, and Elina Koskinen. "Ayn Rand’s Objectivist Ethics Applied to Video Game Business." Journal of Business Ethics 167, no. 4 (April 16, 2019): 761–74. http://dx.doi.org/10.1007/s10551-019-04159-y.
Full textMcDaniel, Rudy, and Stephen M. Fiore. "Best Practices for the Design and Development of Ethical Learning Video Games." International Journal of Cyber Ethics in Education 2, no. 4 (October 2012): 1–23. http://dx.doi.org/10.4018/ijcee.2012100101.
Full textKjeldgaard-Christiansen, Jens. "Narrative video game aesthetics and egocentric ethics." MedieKultur: Journal of media and communication research 36, no. 68 (October 1, 2020): 088–106. http://dx.doi.org/10.7146/mediekultur.v36i68.118777.
Full textHamlen, Karla R. "Understanding Children’s Choices and Cognition in Video Game Play." Zeitschrift für Psychologie 221, no. 2 (January 2013): 107–14. http://dx.doi.org/10.1027/2151-2604/a000136.
Full textFerchaud, Arienne, Stephanie Orme, and Emory S. Daniel. "Morality inside the matrix: A qualitative exploration of gamers’ moral considerations in video games." Journal of Gaming & Virtual Worlds 14, no. 2 (July 1, 2022): 161–79. http://dx.doi.org/10.1386/jgvw_00056_1.
Full textSøraker, Johnny Hartz. "Gaming the gamer? – The ethics of exploiting psychological research in video games." Journal of Information, Communication and Ethics in Society 14, no. 2 (May 9, 2016): 106–23. http://dx.doi.org/10.1108/jices-02-2015-0003.
Full textSalor, Enrinc. "Neutrality in the Face of Reckless Hate : Wikipedia and GamerGate." Nordisk Tidsskrift for Informationsvidenskab og Kulturformidling 5, no. 1 (March 13, 2016): 23–29. http://dx.doi.org/10.7146/ntik.v5i1.25880.
Full textBeuthan, Ralf. "Schiller meets “Grand Theft Auto”: Perspectives of Video Game Ethics." Korean Journal of Philosophy 148 (August 31, 2021): 113–38. http://dx.doi.org/10.18694/kjp.2021.8.148.113.
Full textPiero, Mike. "Gaming Under Biopolitical Sovereign Power." Eludamos: Journal for Computer Game Culture 11, no. 1 (September 3, 2021): 55–70. http://dx.doi.org/10.7557/23.6431.
Full textHamlen, Karla R., and Holly E. Gage. "Negotiating Students’ Conceptions of ‘Cheating’ in Video Games and in School." International Journal of Gaming and Computer-Mediated Simulations 3, no. 2 (April 2011): 44–56. http://dx.doi.org/10.4018/jgcms.2011040103.
Full textjagodzinski, jan. "Video Game Cybersubjects, the Ethics of Violence and Addiction: A Psychoanalytic Approach." Psychoanalysis, Culture & Society 11, no. 3 (November 10, 2006): 282–303. http://dx.doi.org/10.1057/palgrave.pcs.2100088.
Full textMukherjee, Souvik. "Playing Subaltern." Games and Culture 13, no. 5 (February 9, 2016): 504–20. http://dx.doi.org/10.1177/1555412015627258.
Full textHeimo, Olli I., J. Tuomas Harviainen, Kai K. Kimppa, and Tuomas Mäkilä. "Virtual to Virtuous Money: A Virtue Ethics Perspective on Video Game Business Logic." Journal of Business Ethics 153, no. 1 (December 10, 2016): 95–103. http://dx.doi.org/10.1007/s10551-016-3408-z.
Full textEdwards, Darren J., and Andrew H. Kemp. "A novel ACT-based video game to support mental health through embedded learning: a mixed-methods feasibility study protocol." BMJ Open 10, no. 11 (November 2020): e041667. http://dx.doi.org/10.1136/bmjopen-2020-041667.
Full textBassiouni, Dina H., Chris Hackley, and Hakim Meshreki. "The integration of video games in family-life dynamics." Information Technology & People 32, no. 6 (December 2, 2019): 1376–96. http://dx.doi.org/10.1108/itp-11-2017-0375.
Full textCena, Loredana, Matteo Rota, Alice Trainini, Sara Zecca, Sofia Bonetti Zappa, Nella Tralli, and Alberto Stefana. "Investigating Adolescents’ Video Gaming and Gambling Activities, and Their Relationship With Behavioral, Emotional, and Social Difficulties: Protocol for a Multi-Informant Study." JMIR Research Protocols 11, no. 2 (February 25, 2022): e33376. http://dx.doi.org/10.2196/33376.
Full textDemir, Abdurrahman, and Manolya Akın. "Examining the effects of active video games and balance training on static balance in 6 years old children6 yaş grubu çocuklarda aktif video oyunları ve denge antrenmanlarının statik dengeye etkisinin incelenmesi." Journal of Human Sciences 15, no. 4 (December 21, 2018): 2376. http://dx.doi.org/10.14687/jhs.v15i4.5435.
Full textNordby, Mette, and Erik Knain. "Elevers møte med komplekse utfordringer i digitale spill i naturfagStudents’ dealing with complex issues in video gaming in school science." Nordic Studies in Science Education 10, no. 2 (October 24, 2014): 195–211. http://dx.doi.org/10.5617/nordina.779.
Full textEwell, Patrick J., Rosanna E. Guadagno, Matthew Jones, and Robert Andrew Dunn. "Good Person or Bad Character? Personality Predictors of Morality and Ethics in Avatar Selection for Video Game Play." Cyberpsychology, Behavior, and Social Networking 19, no. 7 (July 2016): 435–40. http://dx.doi.org/10.1089/cyber.2015.0207.
Full textBaroni, Andrea, Giulia Fregna, Giada Milani, Giacomo Severini, Giulia Zani, Nino Basaglia, and Sofia Straudi. "Video game therapy on mobility and dual tasking in multiple sclerosis: study protocol for a randomised controlled trial." BMJ Open 11, no. 10 (October 2021): e052005. http://dx.doi.org/10.1136/bmjopen-2021-052005.
Full textNebeker, Camille. "mHealth Research Applied to Regulated and Unregulated Behavioral Health Sciences." Journal of Law, Medicine & Ethics 48, S1 (2020): 49–59. http://dx.doi.org/10.1177/1073110520917029.
Full textLiu, Kuang-Tai, Ryi-Kui Yu, and Hsin-Yun Ma. "Discriminant analysis predicted undisciplined policemen." Science Progress 104, no. 4 (October 2021): 003685042110556. http://dx.doi.org/10.1177/00368504211055638.
Full textWoolbright, Lauren. "Environmental Game Design as Activism // El diseño del juego medioambiental como activismo." Ecozon@: European Journal of Literature, Culture and Environment 8, no. 2 (October 31, 2017): 88–102. http://dx.doi.org/10.37536/ecozona.2017.8.2.1350.
Full textBrown, Logan. "‘They have to help themselves’: Saw and the horrors of neo-liberalism." Horror Studies 11, no. 2 (October 1, 2020): 259–77. http://dx.doi.org/10.1386/host_00022_1.
Full textRocha, Ana Clara Bonini, Jorge Luís Barreto Pereira, Caio Felipe Teixeira Soares, Priscilla Barbosa, Amanda Cindy da Silva, André Marques de Moraes, and Wagner Rodrigues Martins. "The effects of a video game on student performance in the knowledge test in the discipline "Professional Practice and Ethics in Physiotherapy" from the University of Brasilia." ETD - Educação Temática Digital 19, no. 2 (April 27, 2017): 570. http://dx.doi.org/10.20396/etd.v19i2.8645950.
Full textWarner, Dorothy E., and Mike Raiter. "Social Context in Massively-Multiplayer Online Games (MMOGs):." International Review of Information Ethics 4 (December 1, 2005): 46–52. http://dx.doi.org/10.29173/irie172.
Full textPatridge, Stephanie L. "Pornography, ethics, and video games." Ethics and Information Technology 15, no. 1 (January 6, 2013): 25–34. http://dx.doi.org/10.1007/s10676-012-9310-1.
Full textAnderson, Sky LaRell. "The interactive museum: Video games as history lessons through lore and affective design." E-Learning and Digital Media 16, no. 3 (March 7, 2019): 177–95. http://dx.doi.org/10.1177/2042753019834957.
Full textSax, Marijn, and Jef Ausloos. "Getting under your skin(s): a legal-ethical exploration of Fortnite's transformation into a content delivery platform and its manipulative potential*." Interactive Entertainment Law Review 4, no. 1 (August 2021): 3–26. http://dx.doi.org/10.4337/2021.0001.
Full textNyman, Elizabeth, and Ryan Lee Teten. "Lost and Found and Lost Again." Games and Culture 13, no. 4 (November 20, 2015): 370–84. http://dx.doi.org/10.1177/1555412015616510.
Full textMilburn, Colin, Katherine Buse, Ranjodh Singh Dhaliwal, Melissa Wills, Raida Aldosari, Patrick Camarador, Josh Aaron Miller, and Justin Siegel. "Join the Fold: Video Games, Science Fiction, and the Refolding of Citizen Science." Design Issues 39, no. 1 (January 1, 2023): 70–87. http://dx.doi.org/10.1162/desi_a_00707.
Full textFerrari, Manuela, Sarah V. McIlwaine, Jennifer Ann Reynolds, Suzanne Archie, Katherine Boydell, Shalini Lal, Jai L. Shah, et al. "Digital Game Interventions for Youth Mental Health Services (Gaming My Way to Recovery): Protocol for a Scoping Review." JMIR Research Protocols 9, no. 6 (June 24, 2020): e13834. http://dx.doi.org/10.2196/13834.
Full textLuhova, Tetiana. "NARRATIVE AND STORYTELLING IN THE KNOWLEDGE STRUCTURE OF THE EDUCATIONAL BUSINESS VIDEO GAMES AS FACTORS OF THE SYNERGY OF INFORMATION TECHNOLOGIES AND SPIRITUALLY-ORIENTED PEDAGOGY." OPEN EDUCATIONAL E-ENVIRONMENT OF MODERN UNIVERSITY, no. 8 (2020): 42–59. http://dx.doi.org/10.28925/2414-0325.2020.8.6.
Full textKyshtymova, I. M., and S. B. Timofeev. "Psychological master form of computer games." Social Psychology and Society 10, no. 4 (2019): 160–74. http://dx.doi.org/10.17759/sps.2019100411.
Full textMullen, Mark. "Playing it safe." Journal of Gaming & Virtual Worlds 12, no. 3 (October 1, 2020): 303–19. http://dx.doi.org/10.1386/jgvw_00021_3.
Full textFothergill, B. Tyr, and Catherine Flick. "The ethics of human-chicken relationships in video games." ACM SIGCAS Computers and Society 45, no. 3 (January 5, 2016): 100–108. http://dx.doi.org/10.1145/2874239.2874254.
Full textSow, Jacob, Abdullah Obaieda, Harsha Raoa, and Tet Khuan Chena. "Simulation of Violence in Video Games and Its Ethics." Mass Communicator: International Journal of Communication Studies 10, no. 3 (2016): 4. http://dx.doi.org/10.5958/0973-967x.2016.00013.2.
Full textRyan, Malcolm, Paul Formosa, and Rowan Tulloch. "Playing Around With Morality: Introducing the Special Issue on “Morality Play”." Games and Culture 14, no. 4 (October 31, 2017): 299–305. http://dx.doi.org/10.1177/1555412017738862.
Full textKim, Min Soo, and Steven R. McClung. "Acceptability and Ethics of Product Placement in Sport Video Games." Journal of Promotion Management 16, no. 4 (November 19, 2010): 411–27. http://dx.doi.org/10.1080/10496491003591386.
Full textSchrier, Karen. "EPIC: a framework for using video games in ethics education." Journal of Moral Education 44, no. 4 (October 2, 2015): 393–424. http://dx.doi.org/10.1080/03057240.2015.1095168.
Full textLuhova, Tetiana. "JOURNALISM EDUCATION BASED ON SERIOUS GAMES." OPEN EDUCATIONAL E-ENVIRONMENT OF MODERN UNIVERSITY, no. 11 (2021): 92–105. http://dx.doi.org/10.28925/2414-0325.2021.118.
Full textVari, Judit. "Playful Trajectories and Experimentations." Brill Research Perspectives in Global Youth 1, no. 1 (July 15, 2021): 1–102. http://dx.doi.org/10.1163/25903160-12340001.
Full textSchrier, Karen. "Designing role-playing video games for ethical thinking." Educational Technology Research and Development 65, no. 4 (October 3, 2016): 831–68. http://dx.doi.org/10.1007/s11423-016-9489-7.
Full textCaracciolo, Marco. "Unknowable Protagonists and Narrative Delirium in American Psycho and Hotline Miami: A Case Study in Character Engagement Across the Media." Acta Universitatis Sapientiae, Film and Media Studies 9, no. 1 (December 1, 2014): 189–207. http://dx.doi.org/10.1515/ausfm-2015-0010.
Full textAnnetta, Leonard, Shawn Y. Holmes, and Loni Crumb. "Investigating Preservice Science Teacher Ethical Sensitivity through Computer Game and Video." JOURNAL OF EDUCATION IN SCIENCE ENVIRONMENT AND HEALTH 5, no. 1 (January 15, 2019): 55–69. http://dx.doi.org/10.21891/jeseh.512108.
Full textExmeyer, Patrick C., and Daniel Boden. "The 8-Bit Bureaucrat: Can Video Games Teach Us About Administrative Ethics?" Public Integrity 22, no. 5 (March 12, 2020): 409–24. http://dx.doi.org/10.1080/10999922.2020.1731056.
Full textMurray, Soraya. "Race, Gender, and Genre in Spec Ops: The Line." Film Quarterly 70, no. 2 (2016): 38–48. http://dx.doi.org/10.1525/fq.2016.70.2.38.
Full textYoung, Garry. "Violent video games and morality: a meta-ethical approach." Ethics and Information Technology 17, no. 4 (December 2015): 311–21. http://dx.doi.org/10.1007/s10676-016-9386-0.
Full textJerreat-Poole, Adan. "Virtual Reality, Disability, and Futurity Cripping Technologies in Half-Life: Alyx." Journal of Literary & Cultural Disability Studies 16, no. 1 (February 1, 2022): 59–75. http://dx.doi.org/10.3828/jlcds.2022.4.
Full text