Academic literature on the topic 'Video games'
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Journal articles on the topic "Video games"
Ćwil, Małgorzata, and William T. Howe. "Cross-Cultural Analysis of Gamer Identity: A Comparison of the United States and Poland." Simulation & Gaming 51, no. 6 (August 24, 2020): 785–801. http://dx.doi.org/10.1177/1046878120945735.
Full textCosta, Liliana Vale, and Ana Isabel Veloso. "Factors Influencing the Adoption of Video Games in Late Adulthood." International Journal of Technology and Human Interaction 12, no. 1 (January 2016): 35–50. http://dx.doi.org/10.4018/ijthi.2016010103.
Full textAlshhre, Ali. "World Literature Representation via Video Games." Arab World English Journal For Translation and Literary Studies 7, no. 1 (February 24, 2023): 101–14. http://dx.doi.org/10.24093/awejtls/vol7no1.7.
Full textArgento, Amanda, Devin Mill, Victoria Carmichael, Jessica Mettler, and Nancy Heath. "Gamers and Video Games Users: What’s the Difference?" Journal of Interpersonal Relations, Intergroup Relations and Identity 10 (2017): 59–69. http://dx.doi.org/10.33921/cnsq2631.
Full textRemington Huan, Chayen, and Diny Anggriani Adnas. "Pengaruh Estetik Video Game terhadap Minat Gamer dengan Genre Survival." Jurnal SAINTEKOM 13, no. 1 (March 31, 2023): 32–41. http://dx.doi.org/10.33020/saintekom.v13i1.350.
Full textPietersen, André J., Jan K. Coetzee, Dominika Byczkowska-Owczarek, Florian Elliker, and Leane Ackermann. "Online Gamers, Lived Experiences, and Sense of Belonging: Students at the University of the Free State, Bloemfontein." Qualitative Sociology Review 14, no. 4 (January 8, 2019): 122–37. http://dx.doi.org/10.18778/1733-8077.14.4.08.
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 text&NA;. "Video Games." Journal of Developmental & Behavioral Pediatrics 13, no. 1 (February 1992): 53???54. http://dx.doi.org/10.1097/00004703-199202000-00011.
Full textFlaherty, N. "Video games." Electronics Systems and Software 3, no. 5 (October 1, 2005): 12–15. http://dx.doi.org/10.1049/ess:20050501.
Full textProt, Sara, Katelyn A. McDonald, Craig A. Anderson, and Douglas A. Gentile. "Video Games:." Pediatric Clinics of North America 59, no. 3 (June 2012): 647–58. http://dx.doi.org/10.1016/j.pcl.2012.03.016.
Full textDissertations / Theses on the topic "Video games"
Jensen, Remy. "Video Games: Game AI." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-11994.
Full textБашлак, Ірина Анатоліївна, Ирина Анатольевна Башлак, Iryna Anatoliivna Bashlak, and Z. Kozlov. "Video games addiction." Thesis, Видавництво СумДУ, 2011. http://essuir.sumdu.edu.ua/handle/123456789/13503.
Full textCasanova, Vilela Alexis Agustin, Márquez Alex Javier León, Infante Cynthia Bertila Mosqueira, and Canales Erick Dyan Pflucker. "Video Games Xchange." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/626325.
Full textVideo Games Xchange (VGX) was created with the idea of implementing a platform that allows people, who enjoy video games in our country, to connect and interact, given that such industry (video gaming) in Peru has generated about $138 million dollars in last the year, placing Peru in 49th place worldwide in this industry. The idea of the business starts with a market study of the gaming industry in the different sectors of the Peruvian population, segregated by the different regions, given that the preferences vary based on the local culture. Furthermore, we have analyzed and compared the local and international market to fully understand and forecast the development of our gaming platform and their futures grow in the global market. Nowadays and while reviewing the statistical data, we have identified that in Peru about 76% of gamers are men and 24%, are women. Of this population, approximately 32% use video consoles such as Play Station, XBOX and Nintendo Switch. This information is key for our project since it shows that a there is a solid gaming market in Perú. For the execution our business project, we will require funds in the sum of S/92,000, part of this will be financed, with an initially structured to be 40% funded by investors and 60% with paid in capital from our shareholders. The return of the invested capital is estimated to be fulfilled in the second year of operations, as it is reflected in the cash flow of our business plan.
Trabajo de investigación
Ruffino, Paolo. "Gamers' games : narratives of conflict, independence and engagement in video game culture." Thesis, Goldsmiths College (University of London), 2015. http://research.gold.ac.uk/16594/.
Full textStinson, Samuel D. "Writing with Video Games." Ohio University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1525803463021262.
Full textBrorsson, David. "Training attention with video games : How playing and training with video games impact attentional networks." Thesis, Högskolan i Skövde, Institutionen för biovetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19464.
Full textTisa, Lynda Giselle. "Adolescents and video games what I discovered about authentic learning and video games /." Access to citation, abstract and download form provided by ProQuest Information and Learning Company; downloadable PDF file 0.87Mb, 99 p, 2005. http://wwwlib.umi.com/dissertations/fullcit/3181865.
Full textLaveborn, Joel. "Video Game Vocabulary : The effect of video games on Swedish learners‟ word comprehension." Thesis, Karlstad University, Karlstad University, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-5487.
Full textVideo games are very popular among children in the Western world. This study was done in order to investigate if video games had an effect on 49 Swedish students‟ comprehension of English words (grades 7-8). The investigation was based on questionnaire and word test data. The questionnaire aimed to measure with which frequency students were playing video games, and the word test aimed to measure their word comprehension in general. In addition, data from the word test were used to investigate how students explained the words. Depending on their explanations, students were categorized as either using a “video game approach” or a “dictionary approach” in their explanations.
The results showed a gender difference, both with regard to the frequency of playing and what types of games that were played. Playing video games seemed to increase the students‟ comprehension of English words, though there was no clear connection between the frequency with which students were playing video games and the choice of a dictionary or video game approach as an explanation.
Djordjevic, Jelena. "YOUNG MEN'S ATTITUDE TOWARDS COMPUTER- AND VIDEO GAMES. AN INTERVIEW STUDY ABOUT YOUNG MEN’S EXPERIENCES OF COMPUTER- AND VIDEO GAMES." Thesis, Malmö högskola, Fakulteten för hälsa och samhälle (HS), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-26768.
Full textThe knowledge of computer- and video game abuse and addiction among young people is very limited today. The sedentary lifestyle and physical inactivity that computer- and video games often involve can have negative consequences, and are becoming more common. A semi-structured interview was conducted on seven men between the ages of 17-29 in order to examine the driving forces behind men’s gaming behavior in their adolescence. In addition, information about game abuse among young people was gathered from professionals in the area of computer- and video games. This and links between computer- and video games and gambling have been made due to the lack of research on video and computer games. The former video game addicts have been categorized as recreational players, game problematics (who by themselves managed to stop abusing games) and game addicts, who have completely abstained from gaming to put an end to their addiction, while the others still play moderately and very little today. Actual and perceived control over themselves and their environment has been important determinants for the player’s former addiction. The reason why they stopped/decreased the gaming is essentially because they lost interest in games (not completely though), got other priorities and/or did not want to relapse and return to old problematic behavior. Gaming as an escape from a problematic life situation was a common feature among the addicts. The situation for the game addicts only worsened with time along with their game abuse. Although the experience of direct, incidental satisfaction has been a major driving force, it simultaneously led to game abuse. The time-consuming leisure activity had consequences on the mental and physical health, behavior and social development, as well as on the relationships to relatives, family situation, school attendance, social establishment and socioeconomic situation. To sum up, the informants developed an unhealthy and often destructive lifestyle because of the game habits.
Ahmed, Usman, and Inam Ullah. "Video Games Addiction : POSITIVE AND NEGATIVE EFFECTS OF PLAYING VIDEO GAMES ON YOUTH AND CHILDREN." Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-17237.
Full textProgram: Magisterutbildning i informatik
Books on the topic "Video games"
Amoroso, Paolo. Video games. Derby: Derbyshire College of Higher Education, 1991.
Find full textLaurie, Willis, ed. Video games. Detroit: Greenhaven Press, 2009.
Find full text1977-, Espejo Roman, ed. Video games. Farmington Hills, MI: Greenhaven Press, 2003.
Find full textErlbach, Arlene. Video Games. Minneapolis, MN: Lerner Publications, 1995.
Find full textMcCoy, Lisa. Video games. New York: Ferguson, 2010.
Find full textPratchett, Rhianna. Video games. New York: Crabtree Pub., 2009.
Find full textMcCoy, Lisa. Video Games. New York: Infobase Pub., 2010.
Find full textJozefowicz, Chris. Video games. Pleasantville, NY: Gareth Stevens Pub., 2010.
Find full textHile, Kevin. Video games. Farmington Hills, MI: Lucent Books, 2009.
Find full textGlazer, Sarah. Video Games. 2455 Teller Road, Thousand Oaks California 91320 United States: CQ Press, 2006. http://dx.doi.org/10.4135/cqresrre20061110.
Full textBook chapters on the topic "Video games"
Ferguson, Christopher J. "Video Games." In Advancing Responsible Adolescent Development, 105–26. New York, NY: Springer New York, 2013. http://dx.doi.org/10.1007/978-1-4614-6741-0_7.
Full textFerguson, Christopher J. "Video Games." In Encyclopedia of Adolescence, 3040–45. New York, NY: Springer New York, 2011. http://dx.doi.org/10.1007/978-1-4419-1695-2_71.
Full textLeick, Karen. "Video Games." In Parents, Media and Panic through the Years, 67–93. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-98319-6_5.
Full textWatson, Steuart T., and Darrell Davis. "Video Games." In Encyclopedia of Child Behavior and Development, 1543–44. Boston, MA: Springer US, 2011. http://dx.doi.org/10.1007/978-0-387-79061-9_3025.
Full textCorona, Antonio. "Video games." In The Routledge Handbook to the Culture and Media of the Americas, 462–67. Abingdon, Oxon ; New York, NY : Routledge, 2020.: Routledge, 2020. http://dx.doi.org/10.4324/9781351064705-44.
Full textAl-Rawi, Ahmed. "Video Games*." In ISIS' Propaganda Machine, 59–74. London: Routledge, 2024. http://dx.doi.org/10.4324/9781032615882-4.
Full textKlimmt, Christoph, and Daniel Possler. "Video Games." In Media Effects, 342–56. Fourth edition. | New York, NY : Routledge, 2020. |: Routledge, 2019. http://dx.doi.org/10.4324/9780429491146-22.
Full textAndringa, Ronald, and Walter R. Boot. "Video Games." In Theory-Driven Approaches to Cognitive Enhancement, 199–210. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-57505-6_14.
Full textBryant, Jay. "Video Games." In Java 7 for Absolute Beginners, 221–47. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-3687-0_12.
Full textKurtin, Kate S., and Mary Ellen McCormick. "Video Games." In Navigating Media's Influence Through Childhood and Adolescence, 93–105. New York: Routledge, 2022. http://dx.doi.org/10.4324/9781003223412-7.
Full textConference papers on the topic "Video games"
Calinoiu (ion), Nicoleta. "LEARNING ENHANCEMENT THROUGH VIDEO GAMES." In eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-008.
Full textMoshirnia, Andrew. "The Educational Potential of Modified Video Games." In InSITE 2007: Informing Science + IT Education Conference. Informing Science Institute, 2007. http://dx.doi.org/10.28945/3130.
Full textStahl, Matilda. "GENDER AND IDENTITY IN VIDEO GAMES AS A VIRTUAL LEARNING ENVIRONMENT." In eLSE 2016. Carol I National Defence University Publishing House, 2016. http://dx.doi.org/10.12753/2066-026x-16-079.
Full textConstantin, Valentinadaniela, Roxana denisa Stoenescu, and Manoela Popescu. "THE STEREOTYPES' ROLE IN CREATING AN IMAGE: PORTRAYING THE ROMANIAN VIDEO GAMER." In eLSE 2014. Editura Universitatii Nationale de Aparare "Carol I", 2014. http://dx.doi.org/10.12753/2066-026x-14-047.
Full textJukić, Dinko. "Video Game Industry: A Marketing Perspective." In 29th International Scientific Conference Strategic Management and Decision Support Systems in Strategic Management. University of Novi Sad, Faculty of Economics in Subotica, 2024. http://dx.doi.org/10.46541/978-86-7233-428-9_391.
Full textKumar, Mritunjay, Braj Bhushan, Ahmed Sameer, and Amit Kundal. "Laterality in Gesture-Based Video Games." In 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1003863.
Full textHui, Jason K., and Mark W. Baer. "Interactive Video Games." In 2017 IEEE HISTory of ELectrotechnolgy CONference (HISTELCON). IEEE, 2017. http://dx.doi.org/10.1109/histelcon.2017.8535654.
Full textChang, Mido, Michael Evans, Sunha Kim, Kirby Deater-Deckard, and Anderson Norton. "Educational Video Games and Students' Game Engagement." In 2014 International Conference on Information Science and Applications (ICISA). IEEE, 2014. http://dx.doi.org/10.1109/icisa.2014.6847390.
Full textBeau, Philipp, and Sander Bakkes. "Automated game balancing of asymmetric video games." In 2016 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2016. http://dx.doi.org/10.1109/cig.2016.7860432.
Full textCardoso, Igor, Rubens O. Moraes, and Lucas N. Ferreira. "The NES Video-Music Database: A Dataset of Symbolic Video Game Music Paired with Gameplay Videos." In FDG 2024: Foundations of Digital Games. New York, NY, USA: ACM, 2024. http://dx.doi.org/10.1145/3649921.3650011.
Full textReports on the topic "Video games"
Wilken, Michael. Wounded Warrior Games (Video). Fort Belvoir, VA: Defense Technical Information Center, May 2011. http://dx.doi.org/10.21236/ada543110.
Full textAnderson, G. Oscar. Video Games and Americans Age 50-Plus. AARP Research, June 2016. http://dx.doi.org/10.26419/res.00125.002.
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 textSinde, J., C. Medrano, and JI Martínez. Transmission of values in adolescents: an analysis with video games. Revista Latina de Comunicación Social, March 2015. http://dx.doi.org/10.4185/rlcs-2015-1044en.
Full textMuñoz González, JM, and B. Segovia Aguilar. How do teenagers interact with video games? Preferences and performative skills. Revista Latina de Comunicación Social, January 2019. http://dx.doi.org/10.4185/rlcs-2019-1335en.
Full textTusor, Anita. COMTOG Report on “The Light in the Darkness”. European Center for Populism Studies (ECPS), April 2023. http://dx.doi.org/10.55271/rp0038.
Full textMartínez-Cano, FJ, R. Cifuentes-Albeza, and B. Ivars Nicolás. Prosocial video games as a transitional space for peace: the case of Reconstrucción. Revista Latina de Comunicación Social, September 2019. http://dx.doi.org/10.4185/rlcs-2019-1394en.
Full textHerr, Christopher, and Dennis Allen. Video Games as a Training Tool to Prepare the Next Generation of Cyber Warriors. Fort Belvoir, VA: Defense Technical Information Center, October 2014. http://dx.doi.org/10.21236/ada610664.
Full textPallavicini, Federica, Alessandro Pepe, and Fabrizia Mantovani. Commercial Off-The-Shelves Video Games for Reducing Stress and Anxiety: A PRISMA Systematic Review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, March 2021. http://dx.doi.org/10.37766/inplasy2021.3.0081.
Full textMai, Yiqiang, Kim Geok Soh, Hazizi Abu Saad, Nuannuan Deng, and Qiang Wang. The effects of active video games on psychology among overweight and obese adolescents:A systematic review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, January 2024. http://dx.doi.org/10.37766/inplasy2024.1.0084.
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