Gotowa bibliografia na temat „Video games”
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Artykuły w czasopismach na temat "Video games"
Ćwil, Małgorzata, i William T. Howe. "Cross-Cultural Analysis of Gamer Identity: A Comparison of the United States and Poland". Simulation & Gaming 51, nr 6 (24.08.2020): 785–801. http://dx.doi.org/10.1177/1046878120945735.
Pełny tekst źródłaCosta, Liliana Vale, i Ana Isabel Veloso. "Factors Influencing the Adoption of Video Games in Late Adulthood". International Journal of Technology and Human Interaction 12, nr 1 (styczeń 2016): 35–50. http://dx.doi.org/10.4018/ijthi.2016010103.
Pełny tekst źródłaAlshhre, Ali. "World Literature Representation via Video Games". Arab World English Journal For Translation and Literary Studies 7, nr 1 (24.02.2023): 101–14. http://dx.doi.org/10.24093/awejtls/vol7no1.7.
Pełny tekst źródłaArgento, Amanda, Devin Mill, Victoria Carmichael, Jessica Mettler i 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.
Pełny tekst źródłaRemington Huan, Chayen, i Diny Anggriani Adnas. "Pengaruh Estetik Video Game terhadap Minat Gamer dengan Genre Survival". Jurnal SAINTEKOM 13, nr 1 (31.03.2023): 32–41. http://dx.doi.org/10.33020/saintekom.v13i1.350.
Pełny tekst źródłaPietersen, André J., Jan K. Coetzee, Dominika Byczkowska-Owczarek, Florian Elliker i Leane Ackermann. "Online Gamers, Lived Experiences, and Sense of Belonging: Students at the University of the Free State, Bloemfontein". Qualitative Sociology Review 14, nr 4 (8.01.2019): 122–37. http://dx.doi.org/10.18778/1733-8077.14.4.08.
Pełny tekst źródłaDenikin, Anton A. "In Support of Video Games". Observatory of Culture, nr 3 (28.06.2014): 53–59. http://dx.doi.org/10.25281/2072-3156-2014-0-3-53-59.
Pełny tekst źródłaBean, 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 (22.12.2022): 158–69. http://dx.doi.org/10.12974/2313-1047.2022.09.9.
Pełny tekst źródła&NA;. "Video Games". Journal of Developmental & Behavioral Pediatrics 13, nr 1 (luty 1992): 53???54. http://dx.doi.org/10.1097/00004703-199202000-00011.
Pełny tekst źródłaFlaherty, N. "Video games". Electronics Systems and Software 3, nr 5 (1.10.2005): 12–15. http://dx.doi.org/10.1049/ess:20050501.
Pełny tekst źródłaRozprawy doktorskie na temat "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.
Pełny tekst źródłaБашлак, Ірина Анатоліївна, Ирина Анатольевна Башлак, Iryna Anatoliivna Bashlak i Z. Kozlov. "Video games addiction". Thesis, Видавництво СумДУ, 2011. http://essuir.sumdu.edu.ua/handle/123456789/13503.
Pełny tekst źródłaCasanova, Vilela Alexis Agustin, Márquez Alex Javier León, Infante Cynthia Bertila Mosqueira i Canales Erick Dyan Pflucker. "Video Games Xchange". Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/626325.
Pełny tekst źródłaVideo 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/.
Pełny tekst źródłaStinson, Samuel D. "Writing with Video Games". Ohio University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1525803463021262.
Pełny tekst źródłaBrorsson, 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.
Pełny tekst źródłaTisa, 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.
Pełny tekst źródłaLaveborn, 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.
Pełny tekst źródłaVideo 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.
Pełny tekst źródłaThe 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, i 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.
Pełny tekst źródłaProgram: Magisterutbildning i informatik
Książki na temat "Video games"
Amoroso, Paolo. Video games. Derby: Derbyshire College of Higher Education, 1991.
Znajdź pełny tekst źródłaLaurie, Willis, red. Video games. Detroit: Greenhaven Press, 2009.
Znajdź pełny tekst źródła1977-, Espejo Roman, red. Video games. Farmington Hills, MI: Greenhaven Press, 2003.
Znajdź pełny tekst źródłaErlbach, Arlene. Video Games. Minneapolis, MN: Lerner Publications, 1995.
Znajdź pełny tekst źródłaMcCoy, Lisa. Video games. New York: Ferguson, 2010.
Znajdź pełny tekst źródłaPratchett, Rhianna. Video games. New York: Crabtree Pub., 2009.
Znajdź pełny tekst źródłaMcCoy, Lisa. Video Games. New York: Infobase Pub., 2010.
Znajdź pełny tekst źródłaJozefowicz, Chris. Video games. Pleasantville, NY: Gareth Stevens Pub., 2010.
Znajdź pełny tekst źródłaHile, Kevin. Video games. Farmington Hills, MI: Lucent Books, 2009.
Znajdź pełny tekst źródłaGlazer, Sarah. Video Games. 2455 Teller Road, Thousand Oaks California 91320 United States: CQ Press, 2006. http://dx.doi.org/10.4135/cqresrre20061110.
Pełny tekst źródłaCzęści książek na temat "Video games"
Ferguson, Christopher J. "Video Games". W 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.
Pełny tekst źródłaFerguson, Christopher J. "Video Games". W Encyclopedia of Adolescence, 3040–45. New York, NY: Springer New York, 2011. http://dx.doi.org/10.1007/978-1-4419-1695-2_71.
Pełny tekst źródłaLeick, Karen. "Video Games". W 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.
Pełny tekst źródłaWatson, Steuart T., i Darrell Davis. "Video Games". W 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.
Pełny tekst źródłaCorona, Antonio. "Video games". W 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.
Pełny tekst źródłaAl-Rawi, Ahmed. "Video Games*". W ISIS' Propaganda Machine, 59–74. London: Routledge, 2024. http://dx.doi.org/10.4324/9781032615882-4.
Pełny tekst źródłaKlimmt, Christoph, i Daniel Possler. "Video Games". W Media Effects, 342–56. Fourth edition. | New York, NY : Routledge, 2020. |: Routledge, 2019. http://dx.doi.org/10.4324/9780429491146-22.
Pełny tekst źródłaAndringa, Ronald, i Walter R. Boot. "Video Games". W 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.
Pełny tekst źródłaBryant, Jay. "Video Games". W Java 7 for Absolute Beginners, 221–47. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-3687-0_12.
Pełny tekst źródłaKurtin, Kate S., i Mary Ellen McCormick. "Video Games". W Navigating Media's Influence Through Childhood and Adolescence, 93–105. New York: Routledge, 2022. http://dx.doi.org/10.4324/9781003223412-7.
Pełny tekst źródłaStreszczenia konferencji na temat "Video games"
Jouibari, Zahra Ebrahimi, Hosein Navaei Moakhkhar i Marek Z. Reformat. "GameMentor: Customized Tutorial for Video Games". W 2024 16th International Conference on Human System Interaction (HSI), 1–6. IEEE, 2024. http://dx.doi.org/10.1109/hsi61632.2024.10613541.
Pełny tekst źródłaCalinoiu (ion), Nicoleta. "LEARNING ENHANCEMENT THROUGH VIDEO GAMES". W eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-008.
Pełny tekst źródłaMoshirnia, Andrew. "The Educational Potential of Modified Video Games". W InSITE 2007: Informing Science + IT Education Conference. Informing Science Institute, 2007. http://dx.doi.org/10.28945/3130.
Pełny tekst źródłaStahl, Matilda. "GENDER AND IDENTITY IN VIDEO GAMES AS A VIRTUAL LEARNING ENVIRONMENT". W eLSE 2016. Carol I National Defence University Publishing House, 2016. http://dx.doi.org/10.12753/2066-026x-16-079.
Pełny tekst źródłaConstantin, Valentinadaniela, Roxana denisa Stoenescu i Manoela Popescu. "THE STEREOTYPES' ROLE IN CREATING AN IMAGE: PORTRAYING THE ROMANIAN VIDEO GAMER". W eLSE 2014. Editura Universitatii Nationale de Aparare "Carol I", 2014. http://dx.doi.org/10.12753/2066-026x-14-047.
Pełny tekst źródłaJukić, Dinko. "Video Game Industry: A Marketing Perspective". W 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.
Pełny tekst źródłaKumar, Mritunjay, Braj Bhushan, Ahmed Sameer i Amit Kundal. "Laterality in Gesture-Based Video Games". W 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1003863.
Pełny tekst źródłaHui, Jason K., i Mark W. Baer. "Interactive Video Games". W 2017 IEEE HISTory of ELectrotechnolgy CONference (HISTELCON). IEEE, 2017. http://dx.doi.org/10.1109/histelcon.2017.8535654.
Pełny tekst źródłaChang, Mido, Michael Evans, Sunha Kim, Kirby Deater-Deckard i Anderson Norton. "Educational Video Games and Students' Game Engagement". W 2014 International Conference on Information Science and Applications (ICISA). IEEE, 2014. http://dx.doi.org/10.1109/icisa.2014.6847390.
Pełny tekst źródłaBeau, Philipp, i Sander Bakkes. "Automated game balancing of asymmetric video games". W 2016 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2016. http://dx.doi.org/10.1109/cig.2016.7860432.
Pełny tekst źródłaRaporty organizacyjne na temat "Video games"
Wilken, Michael. Wounded Warrior Games (Video). Fort Belvoir, VA: Defense Technical Information Center, maj 2011. http://dx.doi.org/10.21236/ada543110.
Pełny tekst źródłaAnderson, G. Oscar. Video Games and Americans Age 50-Plus. AARP Research, czerwiec 2016. http://dx.doi.org/10.26419/res.00125.002.
Pełny tekst źródłaAnderson, G. Oscar. Video Games: Attitudes and Habits of Adults Age 50-Plus. AARP Research, czerwiec 2016. http://dx.doi.org/10.26419/res.00125.001.
Pełny tekst źródłaSinde, J., C. Medrano i JI Martínez. Transmission of values in adolescents: an analysis with video games. Revista Latina de Comunicación Social, marzec 2015. http://dx.doi.org/10.4185/rlcs-2015-1044en.
Pełny tekst źródłaMuñoz González, JM, i B. Segovia Aguilar. How do teenagers interact with video games? Preferences and performative skills. Revista Latina de Comunicación Social, styczeń 2019. http://dx.doi.org/10.4185/rlcs-2019-1335en.
Pełny tekst źródłaTusor, Anita. COMTOG Report on “The Light in the Darkness”. European Center for Populism Studies (ECPS), kwiecień 2023. http://dx.doi.org/10.55271/rp0038.
Pełny tekst źródłaMartínez-Cano, FJ, R. Cifuentes-Albeza i B. Ivars Nicolás. Prosocial video games as a transitional space for peace: the case of Reconstrucción. Revista Latina de Comunicación Social, wrzesień 2019. http://dx.doi.org/10.4185/rlcs-2019-1394en.
Pełny tekst źródłaHerr, Christopher, i Dennis Allen. Video Games as a Training Tool to Prepare the Next Generation of Cyber Warriors. Fort Belvoir, VA: Defense Technical Information Center, październik 2014. http://dx.doi.org/10.21236/ada610664.
Pełny tekst źródłaPallavicini, Federica, Alessandro Pepe i 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, marzec 2021. http://dx.doi.org/10.37766/inplasy2021.3.0081.
Pełny tekst źródłaMai, Yiqiang, Kim Geok Soh, Hazizi Abu Saad, Nuannuan Deng i 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, styczeń 2024. http://dx.doi.org/10.37766/inplasy2024.1.0084.
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