Literatura científica selecionada sobre o tema "Computer games – Juvenile literature"
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Artigos de revistas sobre o assunto "Computer games – Juvenile literature"
Pabiś, Małgorzata, e Kinga Augustowska-Kruszyńska. "Suicide attempts at the age of 10-18 in Lublin". Pielegniarstwo XXI wieku / Nursing in the 21st Century 19, n.º 4 (1 de dezembro de 2020): 266–73. http://dx.doi.org/10.2478/pielxxiw-2020-0023.
Texto completo da fonteSafin, Fyarit, e Alexandr Bazhenov. "The Destructive Impact of Computer Game Content on Juvenile Delinquency". Russian Journal of Criminology 16, n.º 1 (11 de março de 2022): 39–46. http://dx.doi.org/10.17150/2500-4255.2022.16(1).39-46.
Texto completo da fonteGao, Zitong. "The Analysis of Juvenile Game Addiction and Its Influence". Communications in Humanities Research 5, n.º 1 (14 de setembro de 2023): 73–76. http://dx.doi.org/10.54254/2753-7064/5/20230072.
Texto completo da fonteMora-Cantallops, Marçal, e Miguel-Ángel Sicilia. "MOBA games: A literature review". Entertainment Computing 26 (maio de 2018): 128–38. http://dx.doi.org/10.1016/j.entcom.2018.02.005.
Texto completo da fonteSchrier, Karen, e Matthew Farber. "A systematic literature review of ‘empathy’ and ‘games’". Journal of Gaming & Virtual Worlds 13, n.º 2 (1 de junho de 2021): 195–214. http://dx.doi.org/10.1386/jgvw_00036_1.
Texto completo da fonteConnolly, Thomas M., Elizabeth A. Boyle, Ewan MacArthur, Thomas Hainey e James M. Boyle. "A systematic literature review of empirical evidence on computer games and serious games". Computers & Education 59, n.º 2 (setembro de 2012): 661–86. http://dx.doi.org/10.1016/j.compedu.2012.03.004.
Texto completo da fonteAdaji, Ifeoma. "Serious Games for Healthy Nutrition. A Systematic Literature Review". International Journal of Serious Games 9, n.º 1 (18 de março de 2022): 3–16. http://dx.doi.org/10.17083/ijsg.v9i1.466.
Texto completo da fonteWitzel, Andreas, Jonathan Zvesper e Ethan Kennerly. "Explicit Knowledge Programming for Computer Games". Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 4, n.º 1 (27 de setembro de 2021): 138–43. http://dx.doi.org/10.1609/aiide.v4i1.18686.
Texto completo da fonteZhonggen, Yu. "A Meta-Analysis of Use of Serious Games in Education over a Decade". International Journal of Computer Games Technology 2019 (3 de fevereiro de 2019): 1–8. http://dx.doi.org/10.1155/2019/4797032.
Texto completo da fonteUllah, Mohib, Sareer Ul Amin, Muhammad Munsif, Utkurbek Safaev, Habib Khan, Salman Khan e Habib Ullah. "Serious Games in Science Education. A Systematic Literature Review". Virtual Reality & Intelligent Hardware 4, n.º 3 (junho de 2022): 189–209. http://dx.doi.org/10.1016/j.vrih.2022.02.001.
Texto completo da fonteTeses / dissertações sobre o assunto "Computer games – Juvenile literature"
Gunder, Anna. "Hyperworks : on digital literature and computer games /". Uppsala : Avd. för litteratursociologi vid Litteraturvetenskapliga institutionen i Uppsala, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-4517.
Texto completo da fonteJohansson, Daniel. "Complex Systems in Video Games : a literature survey". Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4990.
Texto completo da fonteShamansky, Amy Helene. "Use of crafts, games, and children's literature to enhance environmental education". CSUSB ScholarWorks, 1997. https://scholarworks.lib.csusb.edu/etd-project/1335.
Texto completo da fonteBuckles, Mary Ann. "Interactive fiction : the computer storygame adventure /". Diss., Connect to 24 p. preview or request complete full text in PDF format. Access restricted to UC campuses, 1985. http://wwwlib.umi.com/cr/ucsd/fullcit?p8517895.
Texto completo da fonteWhitson, Robert Henry. "The interpretive spiral: an analytical rubric for videogame interpretation". Thesis, Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/44698.
Texto completo da fonteOGLIARI, ELENA. "NO SHONEEN: GAELIC GAMES AND THE ATHLETIC HERO IN THE IRISH PERIODICAL PRESS". Doctoral thesis, Università degli Studi di Milano, 2019. http://hdl.handle.net/2434/622981.
Texto completo da fonteThrough the filter of the periodical literature intended for juveniles, especially boys, this thesis examines some facets of the Irish sporting culture as it emerged during the “Long Gestation” of Ireland’s independence, i.e. the period prior to the establishment of the Irish Free State in 1922, which witnessed the Gaelic cultural revival, the outbreak of the Easter Rising in 1916 and Sinn Féin’s triumph over the Redmondites in the 1918 election. By focusing on this kind of publishing genre, indeed, it is possible to raise a complex network of images, symbols and discourses related to Irish sporting culture. The thesis is divided into two parts. The first is devoted to presenting the aims and objectives of this study, the literature review, the corpus being analysed, and the methodology. Textual analysis, if mostly focused on the fictional and non-fictional content of the story papers, extends to other bodies of writing: private correspondence, parliamentary debates, government reports, and periodical criticism. The juxtaposed analyses of texts of such a multifarious nature enabled me to understand the prevailing attitudes and socio-cultural mores of the time as well as the political and cultural implications of the rise of a sport system in Ireland. The second part of No Shoneen: Gaelic Games and the Athletic Hero in the Irish Periodical Press thus details the steps that led up to the emergence of an Irish sport system and how Gaelic games came to be cultural signifiers pointing to Ireland’s specificity at home and abroad. Moreover, in this section, I also discuss why the early twentieth century saw the emergence of what can be termed “Athletic Hero” as the last two chapters of this work expound the connection between the rise of the Irish sport system and the political and cultural investment on the youths of Ireland to demonstrate how Gaelic games assisted the Irish in the formation of a new ideal of boyhood. More specifically, whereas the fourth chapter focuses on the conception of the young athlete as the maker of Ireland’s independence and the cornerstone of a new community – a conception revolving around the notion of sporting practice as a form of military preparedness –, the last chapter traces the contours of the idealised masculinity embodied by the young Gaelic athlete. The objective is to show how the athlete’s vigorous body was aptly represented and extolled so as to counteract the stereotypical characterizations of the Irish as inferiors in need of Anglo-Saxon domination.
Willander, Martin. "KOTOR- en narratologisk smältdegel : En analys av berättarstrukturen i datorspelet Star wars: Knights Of The Old Republic". Thesis, Växjö University, School of Humanities, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-2648.
Texto completo da fonteFeldman, Lee. "Player-Response on the Nature of Interactive Narratives as Literature". Thesis, Chapman University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10822281.
Texto completo da fonteIn recent years, having evolved beyond solely play-based interactions, it is now possible to analyze video games alongside other narrative forms, such as novels and films. Video games now involve rich stories that require input and interaction on behalf of the player. This level of agency likens video games to a kind of modern hypertext, networking and weaving various narrative threads together, something which traditional modes of media lack. When examined from the lens of reader-response criticism, this interaction deepens even further, acknowledging the player’s experience as a valid interpretation of a video game’s plot. The wide freedom of choice available to players, in terms of both play and story, in 2007’s Mass Effect, along with its critical reception, represents a turning point in the study of video games as literature, exemplifying the necessity for player input in undergoing a narrative-filled journey. Active participation and non-linear storytelling, typified through gaming, are major steps in the next the evolution of narrative techniques, which requires the broadening of literary criticism to incorporate this new development.
Nilsson, Christian. "Berättande simuleringar : Om datorspel och lärande i GY11:s litteraturundervisning". Thesis, Högskolan för lärande och kommunikation, Högskolan i Jönköping, Medie-, litteratur- och språkdidaktik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-15343.
Texto completo da fonteThe purpose of this thesis is to discuss whether and how computer games can be used as fiction in literature education in accordance with the new Swedish gymnasium curriculums, GY11. The focus is on the contact points between computer games and fiction regarding learning; foremost building identities, morality and ethics, but also stylistics and concepts in literary science. It is show that, using two examples (Fallout: New Vegas and Grand Theft Auto IV), the narrative elements in computer games can give them room and literary education, and also that immersion, perspective and interactivity can give players something that fiction can’t give its readers.
Nilsson, Johan. "Intertextuella referensers möjligheter inom casual game narrativ : Hur nya narrativ skapas genom alludering till andra verk". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13871.
Texto completo da fonteLivros sobre o assunto "Computer games – Juvenile literature"
Petty, Kate. Games. New York: Gloucester Press, 1985.
Encontre o texto completo da fonteHolland, Penny. Looking at computer games. New York: F. Watts, 1985.
Encontre o texto completo da fonteMilton, Stephanie. Minecraft: The Survivors' book of secrets. New York: Random House Publishing Group, 2016.
Encontre o texto completo da fonteLampton, Christopher. How to create computer games. New York: F. Watts, 1986.
Encontre o texto completo da fonteRoy, Daniel. The Terraria: The ultimate survival handbook. New York, New York: Grosset and Dunlap, 2016.
Encontre o texto completo da fonteZeiger, James. Minecraft beginner's guide. Ann Arbor, Michigan: Cherry Lake Publishing, 2016.
Encontre o texto completo da fonteJelley, Craig. Minecraft: Guide to : redstone. New York: Del Rey, 2017.
Encontre o texto completo da fonteSchepp, Debra. Computer club! New York: Windcrest/McGraw-Hill, 1994.
Encontre o texto completo da fonteDavey, Joey. On top of the world with Minecraft. New York: Gareth Stevens, 2018.
Encontre o texto completo da fonteScott, Cavan. Master Eon's official guide. London: Puffin, 2014.
Encontre o texto completo da fonteCapítulos de livros sobre o assunto "Computer games – Juvenile literature"
Mukherjee, Souvik. "Machinic Stories: The Literature Machine, Technicity and the Computer Game". In Video Games and Storytelling, 25–47. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137525055_2.
Texto completo da fonteHainey, Thomas, e Gavin Baxter. "Performing a Literature Review". In Writing Successful Undergraduate Dissertations in Games Development and Computer Science, 87–97. London: Routledge, 2022. http://dx.doi.org/10.4324/9781003054887-8.
Texto completo da fonteOsborne O’Hagan, Ann, Gerry Coleman e Rory V. O’Connor. "Software Development Processes for Games: A Systematic Literature Review". In Communications in Computer and Information Science, 182–93. Berlin, Heidelberg: Springer Berlin Heidelberg, 2014. http://dx.doi.org/10.1007/978-3-662-43896-1_16.
Texto completo da fonteZeiner-Fink, Susann, Angelika C. Bullinger e Silke Geithner. "Learning Effects and Acceptance in Business Games: A Systematic Literature Review". In Lecture Notes in Computer Science, 36–51. Cham: Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-37171-4_3.
Texto completo da fontede Araujo Pistono, Alvaro Marcos Antonio, Arnaldo Manuel Pinto Santos e Ricardo José Vieira Baptista. "An Initial Framework for Adaptive Serious Games Based on a Systematic Literature Review". In Communications in Computer and Information Science, 43–51. Cham: Springer Nature Switzerland, 2022. http://dx.doi.org/10.1007/978-3-031-22918-3_4.
Texto completo da fonteGuigon, Gaëlle, Mathieu Vermeulen, Mathieu Muratet e Thibault Carron. "Towards an Integration of the Multi-role Dimension in the Design of Learning Games: a Review of the Literature". In Lecture Notes in Computer Science, 258–64. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-92182-8_26.
Texto completo da fonteCamila Castiblanco, María, Leidy Viviana Cortés Carvajal, César Pardo e Laura Daniela Lasso Arciniegas. "Systematic Mapping of Literature About the Early Diagnosis of Alzheimer’s Disease Through the Use of Video Games". In Trends in Artificial Intelligence and Computer Engineering, 139–53. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-96147-3_12.
Texto completo da fonteHui, Wendy, e Wai Kwong Lau. "Research in Progress: Explaining the Moderating Effect of Massively Multiplayer Online (MMO) Games on the Relationship Between Flow and Game Addiction Using Literature-Based Discovery (LBD)". In Lecture Notes in Computer Science, 20–29. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-60470-7_3.
Texto completo da fonteFaella, Marco, e Gennaro Parlato. "Reasoning About Data Trees Using CHCs". In Computer Aided Verification, 249–71. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-13188-2_13.
Texto completo da fonteEfstathiou, Kyriakos, Marianna Efstathiou, Alexandros Basiakoulis, Harriet Cliffen, Nenad Joncic e Rafaella Georgiou. "The Holistic Documentation of Movable Cultural Heritage Objects - The Case of the Antikythera Mechanism". In 3D Research Challenges in Cultural Heritage III, 103–30. Cham: Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-35593-6_6.
Texto completo da fonteTrabalhos de conferências sobre o assunto "Computer games – Juvenile literature"
Yasin, Sharifah Nurulhikmah Syed, Roslina Ibrahim e Rasimah Che Mohd Yusoff. "Mobile Educational Games User Experience Elements: A Systematic Literature Review". In 2022 International Congress on Human-Computer Interaction, Optimization and Robotic Applications (HORA). IEEE, 2022. http://dx.doi.org/10.1109/hora55278.2022.9799876.
Texto completo da fonteSutopo, Hadi, Siti Nurjanah e Ferryal Abadi. "Literature Review of Developing Mobile Games on Coffee Entrepreneurship using NVivo". In 2022 4th International Conference on Advances in Computer Technology, Information Science and Communications (CTISC). IEEE, 2022. http://dx.doi.org/10.1109/ctisc54888.2022.9849824.
Texto completo da fonteYasin, Sharifah Nurulhikmah Syed, e Roslina Ibrahim. "Exploring User Experience Evaluation in Mobile Educational Games: A Systematic Literature Review". In 2024 IEEE 14th Symposium on Computer Applications & Industrial Electronics (ISCAIE). IEEE, 2024. http://dx.doi.org/10.1109/iscaie61308.2024.10576446.
Texto completo da fonteMarcelino, Nico, Samuel Kusuma, Tan Albertus Triwijaya Setiadi, Alexander Agung Santoso Gunawan e Karen Etania Saputra. "Playing Away the Rage: A Systematic Literature Review of Games in Anger Management Interventions". In 2023 International Conference on Networking, Electrical Engineering, Computer Science, and Technology (IConNECT). IEEE, 2023. http://dx.doi.org/10.1109/iconnect56593.2023.10327136.
Texto completo da fonteStanescu, Monica, Jurate Stanislovaitiene e Doina Croitoru. "PHYSICAL EXERCISES AND COMPUTER-BASED GAMES: FROM PLAYGROUND TO SERIOUS GAMES AND EXERGAMES". In eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-207.
Texto completo da fonteGöbl, Barbara, Simone Kriglstein e Helmut Hlavacs. "Conversational Interfaces in Serious Games: Identifying Potentials and Future Research Directions based on a Systematic Literature Review". In 13th International Conference on Computer Supported Education. SCITEPRESS - Science and Technology Publications, 2021. http://dx.doi.org/10.5220/0010447301080115.
Texto completo da fonteDa Silva de Paula, Amanda, Cauã Fabrício Auler, Sabrina Hahn Melo e Vinicius Hartmann Ferreira. "Uma Revisão Sistemática Sobre o Uso de Jogos para Fomentar a Participação de Meninas na Área de Computação: Uma Análise do Women in Information Technology (WIT)". In Computer on the Beach. Itajaí: Universidade do Vale do Itajaí, 2024. http://dx.doi.org/10.14210/cotb.v15.p001-006.
Texto completo da fonteHenrique Marquetti Rondon, Luiz, e Ricardo Cherobin. "Examinando os Tipos de Feedbacks no Design de Jogos Digitais". In Computer on the Beach. Itajaí: Universidade do Vale do Itajaí, 2022. http://dx.doi.org/10.14210/cotb.v13.p081-088.
Texto completo da fonteNery Nascimento, Michelle, Renzo Santos Diniz, Sérgio Oliveira Macellani, Caroline Rhaian Jandre, Marcus Vinicius Bento Martins, Ronan Loschi Ferreira, Mônica Da Consolação Machado, Magna Carla Ribeiro, Roberlei Panasiewicz e Lucila Ishitani. "Recomendações para Projeto de Jogo Digital Educacional para o Ensino Fundamental com Foco em Valores Ético-Morais". In Computer on the Beach. Itajaí: Universidade do Vale do Itajaí, 2022. http://dx.doi.org/10.14210/cotb.v13.p073-080.
Texto completo da fonteWijkstra, Michel, Katja Rogers, Regan L. Mandryk, Remco C. Veltkamp e Julian Frommel. "Help, My Game Is Toxic! First Insights from a Systematic Literature Review on Intervention Systems for Toxic Behaviors in Online Video Games". In CHI PLAY '23: The Annual Symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2023. http://dx.doi.org/10.1145/3573382.3616068.
Texto completo da fonte