Journal articles on the topic 'Video games'
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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 textSchueren, Betty. "Video Games." Activities, Adaptation & Aging 8, no. 1 (February 3, 1986): 49–58. http://dx.doi.org/10.1300/j016v08n01_07.
Full textFUNK, J. "Video Games." Adolescent Medicine Clinics 16, no. 2 (June 2005): 395–411. http://dx.doi.org/10.1016/j.admecli.2005.02.007.
Full textPrimack, Brian A. "Video Games." American Journal of Preventive Medicine 37, no. 4 (October 2009): 379–80. http://dx.doi.org/10.1016/j.amepre.2009.07.001.
Full textBean, Anthony. "Therapeutic Use of Video Games in the Treatment of Posttraumatic Stress Disorder (PTSD): A Case Study of an Immersed 10-Year-Old Boy." Journal of Psychology and Psychotherapy Research 9 (December 22, 2022): 158–69. http://dx.doi.org/10.12974/2313-1047.2022.09.9.
Full textHoroszkiewicz, Krzysztof, Bartosz Horoszkiewicz, and Grzegorz Załęski. "Psychomotor performance in video games." Journal of Education, Health and Sport 12, no. 7 (July 24, 2022): 667–82. http://dx.doi.org/10.12775/jehs.2022.12.07.067.
Full textPampi, Mudang, and Md Asghar. "A Blur Line Between Hobby and Addiction: Online Video Gaming Among the Youth of Arunachal Pradesh." Oriental Anthropologist: A Bi-annual International Journal of the Science of Man 21, no. 1 (April 9, 2021): 116–24. http://dx.doi.org/10.1177/0972558x21994249.
Full textLaurence, Asep Hermawan, Innocentius Bernarto, and Ferdi Antonio. "Video Game Engagement: A Passkey to the Intentions of Continue Playing, Purchasing Virtual Items, and Player Recruitment (3Ps)." International Journal of Computer Games Technology 2023 (April 29, 2023): 1–13. http://dx.doi.org/10.1155/2023/2648097.
Full textKou, Yue. "An Analysis of Character Design in Video Games." Communications in Humanities Research 14, no. 1 (November 20, 2023): 186–91. http://dx.doi.org/10.54254/2753-7064/14/20230455.
Full textFilipović, Aleksandar. "ERGODIC VIDEO GAMES AS AGONIST OF MASOCHISM IN GAMERS." KULTURA POLISA 21, no. 1 (April 24, 2024): 63–81. http://dx.doi.org/10.51738/kpolisa2024.21.1r.63f.
Full textSu, Nathan N. "Single and Multiplayer Video Gamers: Looking at Their Experiences and Psychosocial Well-Being During the COVID-19 Pandemic." International Journal of Psychological Studies 13, no. 4 (November 4, 2021): 51. http://dx.doi.org/10.5539/ijps.v13n4p51.
Full textAlvarado Villa, David Alejandro, Osval Antonio Montesinos López, and Pedro C. Santana-Mancilla. "Training of an intelligent agent to improve the gaming experience for video gamers." Avances en Interacción Humano-Computadora, no. 1 (November 30, 2021): 123. http://dx.doi.org/10.47756/aihc.y6i1.105.
Full textEden, Allison, Erin Maloney, and Nicholas David Bowman. "Gender Attribution in Online Video Games." Journal of Media Psychology 22, no. 3 (January 2010): 114–24. http://dx.doi.org/10.1027/1864-1105/a000016.
Full textLee, Chiawen, Kirk Damon Aiken, and Huang Chia Hung. "Effects of College Students' Video Gaming Behavior on Self-Concept Clarity and Flow." Social Behavior and Personality: an international journal 40, no. 4 (May 1, 2012): 673–79. http://dx.doi.org/10.2224/sbp.2012.40.4.673.
Full textJimenez, Nadia, Sonia San-Martin, Carmen Camarero, and Rebeca San Jose Cabezudo. "What kind of video gamer are you?" Journal of Consumer Marketing 36, no. 1 (January 14, 2019): 218–27. http://dx.doi.org/10.1108/jcm-06-2017-2249.
Full textPintér, Róbert. "A gamer bennük van – Az eNET Internetkutató, az Esportmilla és az Esport1 közös magyar videojátékos és e-sport kutatásának főbb eredményei." Információs Társadalom 18, no. 1 (April 6, 2018): 107. http://dx.doi.org/10.22503/inftars.xviii.2018.1.7.
Full textPérez, Adriana, James Thrasher, Noelia Cabrera, Susan Forsyth, Lorena Peña, James D. Sargent, and Raúl Mejía. "Exposure to tobacco in video games and smoking among gamers in Argentina." Tobacco Control 28, no. 4 (July 20, 2018): 427–33. http://dx.doi.org/10.1136/tobaccocontrol-2017-053973.
Full textCiszek, Przemysław. "Polish Thematic Media on Video Games 1990–2020." Media Biznes Kultura, no. 1 (10) (2021): 103–14. http://dx.doi.org/10.4467/25442554.mbk.21.006.13972.
Full textCole, Jennifer M., and Sarah Grogan. "‘Kind of like a Barbie doll, but for grown men!’: Women gamers’ accounts of female bodies in digital games." Psychology of Women and Equalities Section Review 1, no. 2 (2018): 19–29. http://dx.doi.org/10.53841/bpspowe.2018.1.2.19.
Full textNewcombe, Jonathan, and Billy Brick. "Blending Video Games Into Language Learning." International Journal of Computer-Assisted Language Learning and Teaching 7, no. 4 (October 2017): 75–89. http://dx.doi.org/10.4018/ijcallt.2017100106.
Full textSokolov, E. S. "Games That Kill Us: Video Games and Violence in the Russian Printed Media Discourse." Sociology of Power 32, no. 3 (October 2020): 165–88. http://dx.doi.org/10.22394/2074-0492-2020-3-165-188.
Full textLee, Jin Ha, Rachel Ivy Clarke, and Stephanie Rossi. "A qualitative investigation of users’ discovery, access, and organization of video games as information objects." Journal of Information Science 42, no. 6 (July 11, 2016): 833–50. http://dx.doi.org/10.1177/0165551515618594.
Full textLavenir, Gabrielle, and Nicolas Bourgeois. "Old people, video games and french press: A topic model approach on a study about discipline, entertainment and self-improvement." MedieKultur: Journal of media and communication research 33, no. 63 (November 2, 2017): 20. http://dx.doi.org/10.7146/mediekultur.v33i63.24749.
Full textMumtaz Qazi and Hardeep Singh Matharu. "The effect of action and casual video games on visual reaction time and accommodation in non-gamers." International Journal of Science and Research Archive 10, no. 1 (October 30, 2023): 745–48. http://dx.doi.org/10.30574/ijsra.2023.10.1.0798.
Full textCotton, James, Daniel Mayes, Florian Jentsch, and Valerie Sims. "The Relationship between Video Game Characteristics and Player Ability." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 45, no. 13 (October 2001): 945–47. http://dx.doi.org/10.1177/154193120104501310.
Full textPoole, Steven. "Video games review." New Scientist 204, no. 2737 (December 2009): 55. http://dx.doi.org/10.1016/s0262-4079(09)63210-3.
Full textCastaño Díaz, Carlos Mauricio, and Worawach Tungtjitcharoen. "Art Video Games." Games and Culture 10, no. 1 (January 2015): 3–34. http://dx.doi.org/10.1177/1555412014557543.
Full textDel-Moral, M. Esther, and Christian RodrÍguez-GonzÁlez. "War Video Games." Journal on Computing and Cultural Heritage 13, no. 4 (December 8, 2020): 1–13. http://dx.doi.org/10.1145/3404196.
Full textTichon, Jennifer G., and Timothy Mavin. "Experiencing Resilience via Video Games." Social Science Computer Review 35, no. 5 (August 18, 2016): 666–75. http://dx.doi.org/10.1177/0894439316664507.
Full textAleksandr, Novozhenin. "Research on the Impact of Video Game Characteristics on Russian Consumers Purchase Intention." Frontiers in Business, Economics and Management 15, no. 3 (July 11, 2024): 139–42. http://dx.doi.org/10.54097/4xjbdx74.
Full textSanford, Kathy, Lisa J. Starr, Liz Merkel, and Sarah Bonsor Kurki. "Serious games: video games for good?" E-Learning and Digital Media 12, no. 1 (January 2015): 90–106. http://dx.doi.org/10.1177/2042753014558380.
Full textMalhotra, Varun M., Pratyush R. Kabra, and Ritika Malhotra. "Attitudes and practices of medical students regarding video-games: should community medicine educationists get serious about serious games." International Journal Of Community Medicine And Public Health 4, no. 3 (February 22, 2017): 729. http://dx.doi.org/10.18203/2394-6040.ijcmph20170748.
Full textCrawford, Garry, Daniel Muriel, and Steven Conway. "A feel for the game: Exploring gaming ‘experience’ through the case of sports-themed video games." Convergence: The International Journal of Research into New Media Technologies 25, no. 5-6 (May 10, 2018): 937–52. http://dx.doi.org/10.1177/1354856518772027.
Full textSomoza Medina, Xosé, and Marta Somoza Medina. "Video Games and the COVID-19 Pandemic: Virtual Worlds as New Playgrounds and Training Spaces." COVID 4, no. 1 (December 19, 2023): 1–12. http://dx.doi.org/10.3390/covid4010001.
Full textZhang, Heyang. "Research on the Commercial Value and Artistic Value of Video Games." Communications in Humanities Research 5, no. 1 (September 14, 2023): 100–103. http://dx.doi.org/10.54254/2753-7064/5/20230107.
Full textCapasso-Ballesteros, Italo Felipe, and Fernando De la Rosa-Rosero. "Semi-automatic construction of video game design prototypes with MaruGen." Revista Facultad de Ingeniería Universidad de Antioquia, no. 99 (March 27, 2020): 9–20. http://dx.doi.org/10.17533/udea.redin.20200369.
Full textTolić, Ivan, Vanja Šimunec, and Dijana Vuković. "Video game consumer profiles." Zbornik sveučilišta Libertas 5, no. 5 (December 9, 2020): 51–66. http://dx.doi.org/10.46672/zsl.5.5.4.
Full textTomkinson, Sian. "Video games through the refrain: Innovation and familiarity." Journal of Gaming & Virtual Worlds 12, no. 3 (October 1, 2020): 287–302. http://dx.doi.org/10.1386/jgvw_00020_1.
Full textJuliangga, Wahyu. "Video games reviewed as framing tool for political actor in petualangan Jokowi games." Jurnal Kajian Komunikasi 9, no. 2 (December 29, 2021): 239. http://dx.doi.org/10.24198/jkk.v9i2.34292.
Full textKostić, Milutin. "Video games, aggression and addiction." Psihijatrija danas 51, no. 1-2 (2019): 79–87. http://dx.doi.org/10.5937/psihdan1901079k.
Full textGergely Orbán, Szabolcs, Norbert György Szabados, Éva Bácsné Bába, Veronika Fenyves, Zoltán Bács, Anikó Molnár, Gergely Ráthonyi, and Hussain Rizwan. "Roguelike games: The way we play." International Journal of Engineering and Management Sciences 7, no. 4 (December 29, 2022): 80–92. http://dx.doi.org/10.21791/ijems.2022.4.7.
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