Littérature scientifique sur le sujet « Game habit »
Créez une référence correcte selon les styles APA, MLA, Chicago, Harvard et plusieurs autres
Consultez les listes thématiques d’articles de revues, de livres, de thèses, de rapports de conférences et d’autres sources académiques sur le sujet « Game habit ».
À côté de chaque source dans la liste de références il y a un bouton « Ajouter à la bibliographie ». Cliquez sur ce bouton, et nous générerons automatiquement la référence bibliographique pour la source choisie selon votre style de citation préféré : APA, MLA, Harvard, Vancouver, Chicago, etc.
Vous pouvez aussi télécharger le texte intégral de la publication scolaire au format pdf et consulter son résumé en ligne lorsque ces informations sont inclues dans les métadonnées.
Articles de revues sur le sujet "Game habit"
Suliswati, Suliswati, et Indriana Rakhmawati. « Hubungan Kebiasaan Bermain Video Game dengan Perkembangan Sosial Anak Sekolah Dasar (SD) ». JKEP 3, no 1 (31 mai 2018) : 66–80. http://dx.doi.org/10.32668/jkep.v3i1.202.
Texte intégralJiang, Nan, Manmeet Kaur, Mohd Muttaqin Bin Mohd Adnan, Jason James Turner et See Kwong Goh. « Development of Habitual Behaviour in Online Social Gaming ». International Journal of Cyber Behavior, Psychology and Learning 11, no 1 (janvier 2021) : 20–37. http://dx.doi.org/10.4018/ijcbpl.2021010102.
Texte intégralHairunisa, Indah. « The THE DESCRIPTION AND THE IMPACT OF PLAYING ONLINE GAME ON PHARMACY STUDENTS IN SAMARINDA ». Jurnal Ilmu Kesehatan 7, no 1 (11 septembre 2019) : 12–17. http://dx.doi.org/10.30650/jik.v7i1.255.
Texte intégralCarvalho, Darlinton Barbosa Feres, Daniel Bueno Domingueti, Sandro Martins De Almeida Santos et Diego Roberto Colombo Dias. « A Game to Deal With Alcohol Abuse (Jib) : Development and Game Experience Evaluation ». JMIR Serious Games 7, no 4 (15 octobre 2019) : e11151. http://dx.doi.org/10.2196/11151.
Texte intégralLi, Mengjun, et Ayoung Suh. « We-intention to continue playing mobile multiplayer games : the role of social play habit ». Internet Research 31, no 4 (19 février 2021) : 1153–76. http://dx.doi.org/10.1108/intr-04-2020-0208.
Texte intégralFebriani, Vania Wahyu, T. Brenda Chandrawati et Albertus Dwiyoga Widiantoro. « Designing Education Game to Choose Hygiene and Healthy Snacks for Children ». SISFORMA 2, no 2 (10 février 2017) : 27. http://dx.doi.org/10.24167/sisforma.v2i2.619.
Texte intégralKuswantoro, RB Hendri. « Minat Memainkan Game Edukasi Berbasis Smartphone (Studi Kasus Pada Minat Komunitas Gamer Semarang Memainkan Game Bubble Zoo Collect ) ». Journal of Animation and Games Studies 4, no 1 (8 août 2018) : 51–72. http://dx.doi.org/10.24821/jags.v4i1.2121.
Texte intégralFebriani, Vania Wahyu, Brenda Chandrawati et Dwiyoga Widiantoro. « Making Education Game to Choose Healthy Snacks for Children ». SISFORMA 3, no 1 (13 février 2017) : 26. http://dx.doi.org/10.24167/sisforma.v3i1.621.
Texte intégralVuong, Quan-Hoang, Manh-Toan Ho, Viet-Phuong La, Tam-Tri Le, Thanh Huyen T. Nguyen et Minh-Hoang Nguyen. « A Multinational Data Set of Game Players' Behaviors in a Virtual World and Environmental Perceptions ». Data Intelligence 3, no 4 (2021) : 606–30. http://dx.doi.org/10.1162/dint_a_00111.
Texte intégralYonathan, Orville, et Sinta Paramita. « Representasi Budaya Termarginalisasi dalam Game ». Koneksi 5, no 1 (4 mars 2021) : 194. http://dx.doi.org/10.24912/kn.v5i1.10234.
Texte intégralThèses sur le sujet "Game habit"
Durante, Raphael Dall´anese. « Considerações sobre o caráter da liberdade no jogo entre homem e aparelho ». Universidade Presbiteriana Mackenzie, 2009. http://tede.mackenzie.br/jspui/handle/tede/2029.
Texte intégralFundo Mackenzie de Pesquisa
This research aims to present comments about the nature of freedom in the game between man and apparatus. Starting from a realistic method of investigation considering the movement of the game as part of a real universe, where the relationship of continuity and alterity are conditions of this ludic activity we tried to estabilish theoretical relations between Charles S. Pierce and Vilém Flusser aiming to study principles from this game, for exemple, the principles of freedom, necessity and automation; analysing then, its vital importance to the origin of a habit. At the same moment, in addition to observe a brief history of the concept of the game and include into the research a conception of a game as ludic and free activity, we aims, through a careful conceptual analysis, the metaphysical function of the apparatus. Finally, we reaffirm the relationship of alterity in the game as a possible way to freedom, we highlight our methodological and epistemological considerations and we also raise some questions about the proper research in the direction to have if become some type of method.
Esta pesquisa busca apresentar considerações sobre o caráter da liberdade no jogo entre homem e aparelho. Partindo de um método de investigação realista considerando o movimento do jogo como parte de um universo real, onde as relações de continuidade e alteridade são condições a esta atividade lúdica tentamos estabelecer relações teóricas entre Charles S. Peirce e Vilém Flusser tendo por objetivo estudar os princípios decorrentes deste jogo, a saber, os princípios de liberdade, necessidade e automação; observando, em seguida, a vital importância destes para a origem de um hábito. Ainda neste momento, além de observarmos uma breve história do conceito de jogo e incluirmos à pesquisa uma concepção de jogo como atividade lúdica e livre, buscamos compreender, por meio de uma cuidadosa análise conceitual, a função metafísica do aparelho. Finalmente, reafirmamos a relação de alteridade no jogo como um possível caminho à liberdade, destacamos nossas considerações epistemológicas e metodológicas e também levantamos algumas questões sobre a própria pesquisa, no sentido de ter se tornado algum tipo de método.
FERRARI, AMBRA. « DIGITAL HUMANITY. Do Users' Gaming Habits Affect the Perceived Human-Likeness of Virtual Agents in a Simulated Human Interaction ? » Doctoral thesis, Università degli Studi di Milano-Bicocca, 2021. http://hdl.handle.net/10281/315494.
Texte intégralVirtual Agents have been increasingly used as deliverers of notions in Simulated Human Interactions training effective communication strategies. Nevertheless, replicating the level of human-likeness required to "convince users (…) that a virtual human is the real thing" (Ruhland et al., 2015) remains a challenge. In particular, the Uncanny Valley effect refers to the observer's unpleasant impression of a virtual being with an almost, but not entirely, realistic human form (Seyama & Nagayama, 2007). Previous literature has described several intervening factors in the perception of uncanniness, including the Agent's static and dynamic features, but also individual differences in the degree of predisposition to anthropomorphize an Agent (e.g., Epley, Waytz, & Cacioppo, 2007; Kätsyri, Förger, Mäkäräinen, & Takala, 2015). During the last decades, video games have been representing an entertainment source for a growing number of people, and this dissertation's objective has been to confirm whether game habits might be considered among intervening factors. The video game industry has been driving technological innovation allowing for high-fidelity face and voice synthesis of Virtual Agents in Entertainment products. Such technologies are often not available to smaller research laboratories relying on limited resources. Therefore, the present dissertation has also explored the possibility of identifying "easy wins" on the short development run, essential elements that do not require expensive interventions in terms of money and time but can increase the perception of the Virtual Agent's quality. ENACT (Marocco, Pacella, Dell'Aquila, & Di Ferdinando, 2015), an online Simulated Human Interaction for the training of Negotiation strategies, has been used as the main object of this dissertation. In ENACT, trainees take five conversation turns with a Virtual Agent that communicates through a combination of four different facial expressions, 24 gestures, and ten different body postures and gaze directions. The present dissertation includes two experimental studies, exploring the effectiveness of low budget implementations of Virtual Agent’s features, i.e., random eye blinks and spoken gibberish accompanying written communication. Two samples of, respectively, 50 and 60 male participants, all aged between 18 and 35, have been recruited and preliminarily divided into habitual video game players and non-habitual video game players according to their mean weekly gameplay hours. Once randomly assigned to the experimental or control group, participants interacted with the Virtual Agent and completed the questionnaires related to its uncanniness evaluation and ENACT's perceived quality as an educational product. Results indicate that the mere introduction of eye blinks in random moments of the interaction with a Virtual Agent seems to moderately affect the user's perception of the Agents' realism. Moreover, in cases when modern text-to-speech voice engines are not available, it seems advisable to rely on a text-only form of communication for Virtual Agents instead of a gibberish-based communication. Results also suggest that video game habits might have a mediating role in the perception of Virtual Agents' qualities. Nevertheless, game habits might not simply posit higher standards to players but, instead, they might experience the "too real for comfort" zone differently, consequently assigning different expected social standards and normative expectations to Virtual Agents they interact with. Such results confirm that the perception of an Agent's human-likeness is a complex and dimensional matter, therefore including previous gaming literacy into the factors intervening in the perception of uncanniness.
Marston, Hannah. « Wii like to play too : computer gaming habits of older adults ». Thesis, Teesside University, 2010. http://hdl.handle.net/10149/112681.
Texte intégralFrandsen, Filip. « The Impact of Visual Properties on Player Habits and Game Sessions ». Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-326119.
Texte intégralUppsatsen är ämnad att skapa en grund för information och korrelationer mellan speltider och bibehållande spelsessioner baserat på visuella egenskaper (ex färgvalörer). En undersökning av spelsessioner och spelarvanor är utförd med sikte på att hjälpa art directors att göra medvetna och avsiktliga beslut om spelutseende för produkter där det visuella kan påverka spelsessioner. Genom att veta hur visuella element, så som färgvalörer, former och kontrast påverkar spelintensitet och spelarengagemang och slutgiltigt tiden spenderad under spelsessioner, så kan art directors göra informerade beslut för att påverka beteende och vanor.Uppsatsen inkluderar områden såsom färgeffekter på människor (mentala och fysiska), ögonfunktioner och hur dessa borde påverka design, effektivt användande av grafik, ögontrötthet och visuell kommunikation.Denna studie av visuella egenskaper och speltider drar slutsatsen att visuella effekter har en definitiv inverkan på hur spelet uppfattas och bearbetas av spelaren, vilket leder till situationer där samma spelmekaniker kan vara intensivare om dessa presenteras på specifika visuella sätt.
Gidlöf, Lisa, et Belay Hermela Retta. « Habits related to television, computer games and eating among school children in a rural and an urban area of Thailand ». Thesis, Uppsala universitet, Institutionen för folkhälso- och vårdvetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-144464.
Texte intégralTodd, C. Stan (Charles Stan). « Food Habits, Dietary Overlap and Electivity of Non-Game Insectivorous Fishes in an Ozark Foothills Stream ». Thesis, North Texas State University, 1985. https://digital.library.unt.edu/ark:/67531/metadc503873/.
Texte intégralKollock, Roger Olen. « The relationship between video game playing habits and reaction time in both males and females of different age groups ». [Johnson City, Tenn. : East Tennessee State University], 2004. https://dc.etsu.edu/etd/890.
Texte intégralTitle from electronic submission form. ETSU ETD database URN: etd-0331104-085211 Includes bibliographical references. Also available via Internet at the UMI web site.
Vintetjärn, Björn. « Video Games – a Source of Knowledge ? - an investigation amongst youths about their thoughts on their video gaming habits ». Thesis, Malmö högskola, Lärarutbildningen (LUT), 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-36462.
Texte intégralAmarius, Sebastian, et Oliver Fredriksson. « Digital games and collocations : A study of the relationship between L2 learners' gaming habits and knowledge of collocations ». Thesis, Högskolan i Halmstad, Akademin för lärande, humaniora och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-44779.
Texte intégralTuğsal, Fatma Kübra. « Examination of primary school children's playing habits through digital puzzle games, and the impact of non-educational commercial puzzle games on the development of logical thinking in primary school children : An ethnographic case study with Supaplex ». Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16176.
Texte intégralLivres sur le sujet "Game habit"
National Cancer Institute (U.S.), dir. Beat the smokeless habit : Game plan for success. 3e éd. [Bethesda, Md.?] : National Institutes of Health, National Cancer Institute, 1993.
Trouver le texte intégralRuth, Bennett, dir. Kick the TV habit ! : A simple program for changing your family's television viewing and video game habits. New York : Penguin Books, 1994.
Trouver le texte intégralHabit changers : 81 game-changing mantras to mindfully realize your goals. 2016.
Trouver le texte intégralCanio, Francesca De. The New Social Game : Sharing Economy and Digital Revolution : Into the Change of Consumers' Habit. EGEA Spa - Bocconi University Press, 2017.
Trouver le texte intégralKreienbrink, Kai. Focus in Your Life, Better Life, Reflection Journal, Game-Changing, Habit in Your Life, Positive Life. Independently Published, 2021.
Trouver le texte intégralKreienbrink, Kai. Better Life, Reflection Journal, Focus in Your Life, Game-Changing, Positive Life, Habit in Your Life. Independently Published, 2021.
Trouver le texte intégralKreienbrink, Kai. Focus in Your Life, Better Life, Habit in Your Life, Reflection Journal, Game-Changing, Positive Life. Independently Published, 2021.
Trouver le texte intégralKreienbrink, Kai. Habit in Your Life, Positive Life, Focus in Your Life, Reflection Journal, Game-Changing, Better Life. Independently Published, 2021.
Trouver le texte intégralKreienbrink, Kai. Habit in Your Life, Focus in Your Life, Game-Changing, Positive Life, Reflection Journal, Better Life. Independently Published, 2021.
Trouver le texte intégralKreienbrink, Kai. Habit in Your Life, Better Life, Game-Changing, Reflection Journal, Focus in Your Life, Positive Life. Independently Published, 2021.
Trouver le texte intégralChapitres de livres sur le sujet "Game habit"
Ricchiuti, Diego. « Habit Loop and Operant Conditioning ». Dans Game Design Tools, 111–16. Boca Raton : CRC Press, 2022. http://dx.doi.org/10.1201/9781003229438-13.
Texte intégralXie, Qitong, et Wei Yu. « The Interaction Design of AR Game Based on Hook Model for Children's Environmental Habit Formation ». Dans Communications in Computer and Information Science, 479–85. Cham : Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-90176-9_61.
Texte intégralDi Dio, Salvatore, Enza Lissandrello, Domenico Schillaci, Brunella Caroleo, Andrea Vesco et Ingwio D’Hespeel. « MUV : A Game to Encourage Sustainable Mobility Habits ». Dans Lecture Notes in Computer Science, 60–70. Cham : Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-11548-7_6.
Texte intégralFinzer, William. « Games, Data, and Habits of Mind ». Dans Mit Werkzeugen Mathematik und Stochastik lernen – Using Tools for Learning Mathematics and Statistics, 71–84. Wiesbaden : Springer Fachmedien Wiesbaden, 2013. http://dx.doi.org/10.1007/978-3-658-03104-6_6.
Texte intégralRaateland, Wouter, Konstantinos Chronas, Tim Wissel, Tim Bruyn, Bertan Konuralp, Mijael Bueno, Nestor Z. Salamon et Rafael Bidarra. « A Serious Game for Students to Acquire Productivity Habits ». Dans Lecture Notes in Computer Science, 335–46. Cham : Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-63464-3_32.
Texte intégralRaubal, Martin, Dominik Bucher et Henry Martin. « Geosmartness for Personalized and Sustainable Future Urban Mobility ». Dans Urban Informatics, 59–83. Singapore : Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-15-8983-6_6.
Texte intégralJiang, Nan, Manmeet Kaur, Mohd Muttaqin Bin Mohd Adnan, Jason James Turner et See Kwong Goh. « Development of Habitual Behaviour in Online Social Gaming ». Dans Research Anthology on Game Design, Development, Usage, and Social Impact, 1140–61. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-7589-8.ch054.
Texte intégral« Habit can Be a Pitfall ». Dans Winning the Mental Game on Wall Street, 347–50. CRC Press, 2000. http://dx.doi.org/10.1201/9781420033090.ch73.
Texte intégralLindsey, Marley-Vincent. « Gaming before E-Sports ». Dans Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives, 170–94. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-5225-0261-6.ch008.
Texte intégral« Academic Training ». Dans Enhancing Education and Training Initiatives Through Serious Games, 122–45. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-3689-5.ch004.
Texte intégralActes de conférences sur le sujet "Game habit"
Liao, Chang-Yen, Wan-Chen Chang et Tak-Wai Chan. « Cultivating Students' Good Habit for Writing in a Portfolio Management Game ». Dans 2017 6th IIAI International Congress on Advanced Applied Informatics (IIAI-AAI). IEEE, 2017. http://dx.doi.org/10.1109/iiai-aai.2017.76.
Texte intégralBezerra, Daniel Filgueira, Filipe Calegario, Giordano Cabral et Geber Ramalho. « MySoundtrack : a tool for personalized and adaptive music listening while playing games ». Dans Anais Estendidos do Simpósio Brasileiro de Games e Entretenimento Digital. Sociedade Brasileira de Computação, 2021. http://dx.doi.org/10.5753/sbgames_estendido.2021.19663.
Texte intégralRocha, Gabriel Lopes, João Teixeira Araújo et Flávio Luiz Schiavoni. « Ha Dou Ken Music : Mapping a joysticks as a musical controller ». Dans Simpósio Brasileiro de Computação Musical. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/sbcm.2019.10425.
Texte intégralLange, Ryan. « Video game habits ». Dans the 2007 conference. New York, New York, USA : ACM Press, 2007. http://dx.doi.org/10.1145/1328202.1328242.
Texte intégralSchillaci, Domenico, Salvatore Di Dio, Mauro Filippi et Francesco Massa. « Gamification or Game Design ? A case study in the field of sustainable commuting. » Dans 8th International Conference on Human Interaction and Emerging Technologies. AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002741.
Texte intégralRogers, Katja, et Michael Weber. « Audio Habits and Motivations in Video Game Players ». Dans AM'19 : Audio Mostly. New York, NY, USA : ACM, 2019. http://dx.doi.org/10.1145/3356590.3356599.
Texte intégralNichol, Sophie, Elicia Lanham et Greg Bowtell. « “Games are fun and aren’t just for boys” An Assessment of Female Game Players use and playing habits of Video Games ». Dans 3rd Annual International Conference on Computer Games, Multimedia & Allied Technology. Global Science & Technology Forum, 2010. http://dx.doi.org/10.5176/978-981-08-5480-5_064.
Texte intégralThomas, Michael. « Game Design and Technology Education : Collectible Card Games for Teaching the Habits of Mind of Cybersecurity Professionals ». Dans 2020 AERA Annual Meeting. Washington DC : AERA, 2020. http://dx.doi.org/10.3102/1583964.
Texte intégralAdaji, Ifeoma, Kiemute Oyibo et Julita Vassileva. « ShopRight : A Game-Based Approach for Motivating Healthy Shopping Habits ». Dans Proceedings of the 32nd International BCS Human Computer Interaction Conference. BCS Learning & Development, 2018. http://dx.doi.org/10.14236/ewic/hci2018.74.
Texte intégralGokcearslan, Armagan. « Digital game playing habits of graphic design students and the factors afecting their game choices ». Dans 2013 IEEE 63rd Annual Conference International Council for Educational Media (ICEM). IEEE, 2013. http://dx.doi.org/10.1109/cicem.2013.6820175.
Texte intégralRapports d'organisations sur le sujet "Game habit"
Nelson Kakulla, Brittne. Gaming Attitudes and Habits of the 50+ Gamer : Infographic. AARP Research, décembre 2019. http://dx.doi.org/10.26419/res.00328.002.
Texte intégralAnderson, G. Oscar. Video Games : Attitudes and Habits of Adults Age 50-Plus. AARP Research, juin 2016. http://dx.doi.org/10.26419/res.00125.001.
Texte intégralGeisthardt, Eric, Burton Suedel et John Janssen. Monitoring the Milwaukee Harbor breakwater : an Engineering With Nature® (EWN®) demonstration project. Engineer Research and Development Center (U.S.), mars 2021. http://dx.doi.org/10.21079/11681/40022.
Texte intégral