Artículos de revistas sobre el tema "Accessible Video Game"
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Jaramillo-Alcázar, Angel, Eduardo Venegas, Santiago Criollo-C y Sergio Luján-Mora. "An Approach to Accessible Serious Games for People with Dyslexia". Sustainability 13, n.º 5 (26 de febrero de 2021): 2507. http://dx.doi.org/10.3390/su13052507.
Texto completoChądzyńska, Dominika y Dariusz Gotlib. "Maps in video games – range of applications". Polish Cartographical Review 47, n.º 3 (1 de septiembre de 2015): 137–45. http://dx.doi.org/10.1515/pcr-2015-0011.
Texto completoGluck, Aaron, Kwajo Boateng y Julian Brinkley. "Racing in the Dark: Exploring Accessible Virtual Reality by Developing a Racing Game for People who are Blind". Proceedings of the Human Factors and Ergonomics Society Annual Meeting 65, n.º 1 (septiembre de 2021): 1114–18. http://dx.doi.org/10.1177/1071181321651224.
Texto completoTanaka, Candie. "Indigenous Video Games in Libraries". Pathfinder: A Canadian Journal for Information Science Students and Early Career Professionals 3, n.º 1 (9 de mayo de 2022): 14–29. http://dx.doi.org/10.29173/pathfinder57.
Texto completoGoette, William, Julie A. Delello y Rochell R. McWhorter. "Gendered Experiences of Mobile Gaming and Augmented Reality". International Journal of Virtual and Augmented Reality 3, n.º 2 (julio de 2019): 54–67. http://dx.doi.org/10.4018/ijvar.2019070105.
Texto completoPrăjescu, Iulian y Alina Delia Călin. "Multiple Types of AI and Their Performance in Video Games". Studia Universitatis Babeș-Bolyai Informatica 67, n.º 1 (3 de julio de 2022): 21–36. http://dx.doi.org/10.24193/subbi.2022.1.02.
Texto completoKaka Muhammad, Tara Qadir, Hawar Othman Sharifi y Mazen Ismaeel Ghareb. "Eye Tracking Technique for Controlling Computer Game Objects". UHD Journal of Science and Technology 6, n.º 1 (22 de abril de 2022): 43–51. http://dx.doi.org/10.21928/uhdjst.v6n1y2022.pp43-51.
Texto completoO'Donnell, Casey. "The Nintendo Entertainment System and the 10NES Chip: Carving the Video Game Industry in Silicon". Games and Culture 6, n.º 1 (11 de agosto de 2010): 83–100. http://dx.doi.org/10.1177/1555412010377319.
Texto completoMalone, Laurie A., Christen J. Mendonca, Sangeetha Mohanraj, Samuel R. Misko, Joseph Moore, James Michael Brascome y Mohanraj Thirumalai. "Usability of the GAIMplank Video Game Controller for People With Mobility Impairments: Observational Study". JMIR Serious Games 11 (10 de enero de 2023): e38484. http://dx.doi.org/10.2196/38484.
Texto completoAune, R. Kelly, Matthew Sharritt y Daniel D. Suthers. "l33tsp33k". International Journal of Digital Literacy and Digital Competence 5, n.º 1 (enero de 2014): 45–65. http://dx.doi.org/10.4018/ijdldc.2014010104.
Texto completoJaramillo-Alcázar, Angel, Paz Cortez-Silva, Marco Galarza-Castillo y Sergio Luján-Mora. "A Method to Develop Accessible Online Serious Games for People with Disabilities: A Case Study". Sustainability 12, n.º 22 (17 de noviembre de 2020): 9584. http://dx.doi.org/10.3390/su12229584.
Texto completoArambarri Basáñez, Jon, Leire Armentia Lasuen y Unai Baeza Santamaría. "Serious games para la puesta en valor de la cultura. Un caso práctico: SUM". Virtual Archaeology Review 3, n.º 7 (18 de noviembre de 2012): 65. http://dx.doi.org/10.4995/var.2012.4388.
Texto completode Jager, Nic. "Reading gamefully: videogamification as multimodal pedagogy for high school setworks". Image & Text, n.º 36 (21 de junio de 2022): 1–41. http://dx.doi.org/10.17159/2617-3255/2022/n36a8.
Texto completoFlores-Garzón, Edwin Patricio, Luis José Intriago-Echeverría, Angel Jaramillo-Alcázar, Santiago Criollo-C y Sergio Luján-Mora. "Catch the Thief: An Approach to an Accessible Video Game with Unity". International Journal on Advanced Science, Engineering and Information Technology 10, n.º 3 (1 de junio de 2020): 905. http://dx.doi.org/10.18517/ijaseit.10.3.10938.
Texto completoUpton, Caitlyn R., Jessica A. Nastasi y Bethany R. Raiff. "Identifying Video Game Preferences Among Adults Interested in Quitting Smoking Cigarettes: Survey Study". JMIR Serious Games 10, n.º 1 (24 de marzo de 2022): e30949. http://dx.doi.org/10.2196/30949.
Texto completoChądzyńska, Dominika y Dariusz Gotlib. "Spatial data processing for the purpose of video games". Polish Cartographical Review 48, n.º 1 (1 de marzo de 2016): 41–50. http://dx.doi.org/10.1515/pcr-2016-0001.
Texto completoGhoman, Simran K., Siddhi D. Patel, Maria Cutumisu, Patrick von Hauff, Thomas Jeffery, Matthew R. G. Brown y Georg M. Schmölzer. "Serious games, a game changer in teaching neonatal resuscitation? A review". Archives of Disease in Childhood - Fetal and Neonatal Edition 105, n.º 1 (29 de junio de 2019): 98–107. http://dx.doi.org/10.1136/archdischild-2019-317011.
Texto completoBachell, Alasdair y Matthew Barr. "Video Game Preservation in the UK: A Survey of Records Management Practices". International Journal of Digital Curation 9, n.º 2 (29 de octubre de 2014): 139–70. http://dx.doi.org/10.2218/ijdc.v9i2.294.
Texto completoRodrigues, Elsa y Luís Bruno. "The game to promote the capability of reducing, reuse and recycling waste". E3S Web of Conferences 171 (2020): 01012. http://dx.doi.org/10.1051/e3sconf/202017101012.
Texto completoGish Hill, Christina. "Cheyenne Odyssey: Representing Removal in an Educational Video Game". Museum Anthropology Review 12, n.º 2 (11 de agosto de 2018): 55–74. http://dx.doi.org/10.14434/mar.v12i2.22420.
Texto completoAl-Nasri, Iyad y Shahan Salim. "Using Gamification to Break Barriers in Physical Therapy". University of Western Ontario Medical Journal 87, n.º 2 (12 de marzo de 2019): 9–11. http://dx.doi.org/10.5206/uwomj.v87i2.1146.
Texto completoCattan, Grégoire, Anton Andreev y Etienne Visinoni. "Recommendations for Integrating a P300-Based Brain–Computer Interface in Virtual Reality Environments for Gaming: An Update". Computers 9, n.º 4 (14 de noviembre de 2020): 92. http://dx.doi.org/10.3390/computers9040092.
Texto completoFrommel, Julian, Martin J. Dechant y Regan L. Mandryk. "The Potential of Video Game Streaming as Exposure Therapy for Social Anxiety". Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (5 de octubre de 2021): 1–25. http://dx.doi.org/10.1145/3474685.
Texto completoTamborini, Ron, Nicholas David Bowman, Sujay Prabhu, Lindsay Hahn, Brian Klebig, Clare Grall y Eric Novotny. "The effect of moral intuitions on decisions in video game play: The impact of chronic and temporary intuition accessibility". New Media & Society 20, n.º 2 (19 de agosto de 2016): 564–80. http://dx.doi.org/10.1177/1461444816664356.
Texto completoPolcyn, Sylwia. "The evolution of free time throughout history. Video games as a modern leisure activity". Biuletyn Historii Wychowania, n.º 38 (11 de octubre de 2019): 187–200. http://dx.doi.org/10.14746/bhw.2018.38.12.
Texto completoAyers, William R. "What Is It Like to Be a Dolphin? Echolocation and Subjectivity in Video Games". Journal of Sound and Music in Games 2, n.º 3 (2021): 1–33. http://dx.doi.org/10.1525/jsmg.2021.2.3.1.
Texto completoEligio, Rachel B. y Michael P. Kaschak. "Gaming experience affects the interpretation of ambiguous words". PLOS ONE 15, n.º 12 (28 de diciembre de 2020): e0243512. http://dx.doi.org/10.1371/journal.pone.0243512.
Texto completoRowland, Jennifer L., Laurie A. Malone, Cali M. Fidopiastis, Sangeetha Padalabalanarayanan, Mohanraj Thirumalai y James H. Rimmer. "Perspectives on Active Video Gaming as a New Frontier in Accessible Physical Activity for Youth With Physical Disabilities". Physical Therapy 96, n.º 4 (1 de abril de 2016): 521–32. http://dx.doi.org/10.2522/ptj.20140258.
Texto completoWalsh, MT y OH Khan. "P.126 Enhancing patient understanding of spinal conditions through advanced imaging platforms". Canadian Journal of Neurological Sciences / Journal Canadien des Sciences Neurologiques 46, s1 (junio de 2019): S46. http://dx.doi.org/10.1017/cjn.2019.217.
Texto completoHsu, Wan-Yu, William Rowles, Joaquin A. Anguera, Chao Zhao, Annika Anderson, Amber Alexander, Simone Sacco, Roland Henry, Adam Gazzaley y Riley Bove. "Application of an Adaptive, Digital, Game-Based Approach for Cognitive Assessment in Multiple Sclerosis: Observational Study". Journal of Medical Internet Research 23, n.º 1 (20 de enero de 2021): e24356. http://dx.doi.org/10.2196/24356.
Texto completoBaker, Anthony L., Joseph R. Keebler y Elizabeth L. Blickensderfer. "Faster Than Light". Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, n.º 1 (septiembre de 2016): 1828–32. http://dx.doi.org/10.1177/1541931213601417.
Texto completoLevine, Hannah, Paavan Randhawa, JuYoung Park y Lillian Hung. "TECHNOLOGY AND GROUP EXERCISE INTERVENTIONS FOR PEOPLE WITH DEMENTIA OR MILD COGNITIVE IMPAIRMENT: A SCOPING REVIEW". Innovation in Aging 6, Supplement_1 (1 de noviembre de 2022): 68. http://dx.doi.org/10.1093/geroni/igac059.271.
Texto completoKerssens, Chantal. "Aging and Gaming: The Science and Promise of Technology-Based Leisure Activities and Interventions". Innovation in Aging 4, Supplement_1 (1 de diciembre de 2020): 558. http://dx.doi.org/10.1093/geroni/igaa057.1835.
Texto completoRyazanov, D. A. "The Internet Community as a Phenomenon of Modern Network Culture (on the example of the KVN community in the social network VKontakte)". Communicology 8, n.º 2 (30 de junio de 2020): 146–54. http://dx.doi.org/10.21453/2311-3065-2020-8-2-146-155.
Texto completoGodlewska, J. C., M. S. Ogan, M. Duda y T. Backers. "An example of digital field training for a diversity-friendly (and pandemic-proof) field education in geoengineering disciplines". IOP Conference Series: Earth and Environmental Science 1124, n.º 1 (1 de enero de 2023): 012043. http://dx.doi.org/10.1088/1755-1315/1124/1/012043.
Texto completoCompañ-Rosique, Patricia, Rafael Molina-Carmona, Francisco Gallego-Durán, Rosana Satorre-Cuerda, Carlos Villagrá-Arnedo y Faraón Llorens-Largo. "A guide for making video games accessible to users with cerebral palsy". Universal Access in the Information Society 18, n.º 3 (23 de julio de 2019): 565–81. http://dx.doi.org/10.1007/s10209-019-00679-6.
Texto completoJaramillo-Alcázar, Angel, Sergio Luján-Mora y Luis Salvador-Ullauri. "Inclusive Education: Mobile Serious Games for People with Cognitive Disabilities". Enfoque UTE 9, n.º 1 (30 de marzo de 2018): 53–66. http://dx.doi.org/10.29019/enfoqueute.v9n1.236.
Texto completoKim, Yongjae y Stephen Ross. "The Effect of Sport Video Gaming on Sport Brand Attitude, Attitude Strength, and the Attitude-Behavior Relationship". Journal of Sport Management 29, n.º 6 (noviembre de 2015): 657–71. http://dx.doi.org/10.1123/jsm.2013-0117.
Texto completoKowal, Magdalena, Eoin Conroy, Niall Ramsbottom, Tim Smithies, Adam Toth y Mark Campbell. "Gaming Your Mental Health: A Narrative Review on Mitigating Symptoms of Depression and Anxiety Using Commercial Video Games". JMIR Serious Games 9, n.º 2 (16 de junio de 2021): e26575. http://dx.doi.org/10.2196/26575.
Texto completoGallagher, Rob. "Volatile Memories: Personal Data and Post Human Subjectivity in The Aspern Papers, Analogue: A Hate Story and Tacoma". Games and Culture 15, n.º 7 (15 de abril de 2019): 757–71. http://dx.doi.org/10.1177/1555412019841477.
Texto completoSimon, Jean Paul. "Triggering the emergence of digital ecosystems: the role of mobile and video games in emerging economies". Digital Policy, Regulation and Governance 20, n.º 5 (13 de agosto de 2018): 449–78. http://dx.doi.org/10.1108/dprg-03-2018-0008.
Texto completoCrawford, Garry y Victoria Gosling. "Toys for Boys? Women's Marginalization and Participation as Digital Gamers". Sociological Research Online 10, n.º 1 (junio de 2005): 46–56. http://dx.doi.org/10.5153/sro.1024.
Texto completoRao Naidu, Vikas, Shyamala Srinivas, Mahmood Al Raisi y Vishal Dattana. "Evaluation of Hypermedia Tools in Terms of Usability Heuristics for English Language Teaching". Arab World English Journal, n.º 2 (15 de enero de 2021): 133–49. http://dx.doi.org/10.24093/awej/mec2.10.
Texto completoBerroya Elosua, Alfonso y Maitane Echevarria Aguirre. "The industrial network and the role of the professional illustrator in Spain". AusArt 6, n.º 1 (13 de julio de 2018): 9–29. http://dx.doi.org/10.1387/ausart.19459.
Texto completoRamírez-Granizo, Irwin Andrés, José Luis Ubago-Jiménez, Gabriel González-Valero, Pilar Puertas-Molero y Silvia San Román-Mata. "The Effect of Physical Activity and the Use of Active Video Games: Exergames in Children and Adolescents: A Systematic Review". International Journal of Environmental Research and Public Health 17, n.º 12 (14 de junio de 2020): 4243. http://dx.doi.org/10.3390/ijerph17124243.
Texto completoCrane, Breanna, Brittany Drazich, Janiece Taylor, Kyle Moored, Omar Ahmad, John Krakauer y Michelle Carlson. "INCLUDING FEEDBACK FROM OLDER ADULTS WITH VARYING HEALTH CONDITIONS TO INFORM EXERGAME DESIGNS". Innovation in Aging 6, Supplement_1 (1 de noviembre de 2022): 261–62. http://dx.doi.org/10.1093/geroni/igac059.1037.
Texto completoAndrade, Maira y Philip W. S. Newall. "Cryptocurrencies as Gamblified Financial Assets and Cryptocasinos: Novel Risks for a Public Health Approach to Gambling". Risks 11, n.º 3 (22 de febrero de 2023): 49. http://dx.doi.org/10.3390/risks11030049.
Texto completoCarneiro, Maíra Izzadora Souza, Déborah Marques De Oliveira, Adriana Baltar Do Rêgo Maciel, Ana Cláudia De Andrade Cardoso, Verônica Teichrieb y Kátia Monte-Silva. "Applicability of a motor rehabilitation system in stroke victims". Fisioterapia em Movimento 29, n.º 4 (diciembre de 2016): 723–30. http://dx.doi.org/10.1590/1980-5918.029.004.ao08.
Texto completoMacDonald, Teresa y Alice Bean. "Adventures in the subatomic universe: An exploratory study of a scientist–museum physics education project". Public Understanding of Science 20, n.º 6 (13 de abril de 2010): 846–62. http://dx.doi.org/10.1177/0963662510361417.
Texto completoHsieh, Hsieh-Chun. "Training by Using an Adaptive Foot Switch and Video Games to Improve Balance and Mobility Following Stroke: A Randomised Controlled Trial". Brain Impairment 20, n.º 1 (12 de octubre de 2018): 16–23. http://dx.doi.org/10.1017/brimp.2018.15.
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