Artigos de revistas sobre o tema "Computer games – Juvenile literature"
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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 fonteIbda, Hamidulloh, Muhammad Fadloli Al Hakim, Khamim Saifuddin, Ziaul Khaq e Ahmad Sunoko. "Esports Games in Elementary School: A Systematic Literature Review". JOIV : International Journal on Informatics Visualization 7, n.º 2 (18 de maio de 2023): 319. http://dx.doi.org/10.30630/joiv.7.2.1031.
Texto completo da fonteBontchev, Boyan. "Adaptation in Affective Video Games: A Literature Review". Cybernetics and Information Technologies 16, n.º 3 (1 de setembro de 2016): 3–34. http://dx.doi.org/10.1515/cait-2016-0032.
Texto completo da fonteRibeiro, Fernando Reinaldo, Arlindo Silva, Ana Paula Silva e José Metrôlho. "Literature Review of Location-Based Mobile Games in Education: Challenges, Impacts and Opportunities". Informatics 8, n.º 3 (28 de junho de 2021): 43. http://dx.doi.org/10.3390/informatics8030043.
Texto completo da fonteHofman-Kohlmeyer, Magdalena Hofman-Kohlmeyer. "DETERMINANTS OF EFFECTIVE PRODUCT PLACEMENT IN COMPUTER GAMES – LITERATURE REVIEW". CBU International Conference Proceedings 6 (24 de setembro de 2018): 181–86. http://dx.doi.org/10.12955/cbup.v6.1153.
Texto completo da fonteO'Neil, Harold F., Richard Wainess e Eva L. Baker. "Classification of learning outcomes: evidence from the computer games literature". Curriculum Journal 16, n.º 4 (dezembro de 2005): 455–74. http://dx.doi.org/10.1080/09585170500384529.
Texto completo da fonteSipiyaruk, Kawin, Stylianos Hatzipanagos, Patricia A. Reynolds e Jennifer E. Gallagher. "Serious Games and the COVID-19 Pandemic in Dental Education: An Integrative Review of the Literature". Computers 10, n.º 4 (1 de abril de 2021): 42. http://dx.doi.org/10.3390/computers10040042.
Texto completo da fonteNunes Marciano, Juvane, Leonardo Cunha de Miranda e Erica Esteves Cunha de Miranda. "Evaluating Multiple Aspects of Educational Computer Games: Literature Review and Case Study". International Journal of Computer Games Technology 2014 (2014): 1–12. http://dx.doi.org/10.1155/2014/139205.
Texto completo da fonteChakraborty, Nandini. "Articulation of media on juvenile delinquency with special reference to India". International journal of social sciences and humanities 5, n.º 1 (9 de março de 2021): 32–44. http://dx.doi.org/10.29332/ijssh.v5n1.850.
Texto completo da fonteShevchenko, Viacheslav D., e Alexander V. Galashov. "Discourse peculiarities of computer games". Current Issues in Philology and Pedagogical Linguistics, n.º 2 (25 de junho de 2024): 126–38. http://dx.doi.org/10.29025/2079-6021-2024-2-126-138.
Texto completo da fonteThelkar, Vishal. "IMPACT OF COMPUTER GAMES ON STUDENTS". International Journal of Engineering Technologies and Management Research 5, n.º 6 (27 de fevereiro de 2020): 24–29. http://dx.doi.org/10.29121/ijetmr.v5.i6.2018.243.
Texto completo da fonteEgenfeldt‐Nielsen, Simon. "Practical barriers in using educational computer games". On the Horizon 12, n.º 1 (1 de março de 2004): 18–21. http://dx.doi.org/10.1108/10748120410540454.
Texto completo da fonteGranat, Marcin Mateusz. "Video games as a supportive tool in the therapeutic process". Homo Ludens, n.º 1 (14) (30 de dezembro de 2021): 66–81. http://dx.doi.org/10.14746/hl.2021.14.4.
Texto completo da fonteMikołajewska, Izabela, e Agata Mikołajewska-Furmanek. "(Non) aggressive, (non) violent computer games – definitional challenges". Edukacyjna Analiza Transakcyjna 12 (2023): 219–31. http://dx.doi.org/10.16926/eat.2023.12.12.
Texto completo da fonteDe Schutter, Bob. "Gerontoludic Design". International Journal of Gaming and Computer-Mediated Simulations 9, n.º 1 (janeiro de 2017): 45–60. http://dx.doi.org/10.4018/ijgcms.2017010103.
Texto completo da fonteKirginas, Sotiris. "Digital Game-Based L1 Language Learning Outcomes for Preschool Through High-School Students". International Journal of Gaming and Computer-Mediated Simulations 15, n.º 1 (22 de março de 2023): 1–16. http://dx.doi.org/10.4018/ijgcms.320228.
Texto completo da fonteFurtado, Lennon Sales, Rafael Ferreira de Souza, João Luís dos Reis Lima e Sandro Ronaldo Bezerra Oliveira. "Teaching Method for Software Measurement Process Based on Gamification or Serious Games: A Systematic Review of the Literature". International Journal of Computer Games Technology 2021 (10 de junho de 2021): 1–35. http://dx.doi.org/10.1155/2021/8873997.
Texto completo da fonteFox, Joe, Luke Pittaway e Ikenna Uzuegbunam. "Simulations in Entrepreneurship Education: Serious Games and Learning Through Play". Entrepreneurship Education and Pedagogy 1, n.º 1 (janeiro de 2018): 61–89. http://dx.doi.org/10.1177/2515127417737285.
Texto completo da fonteCalvo-Morata, Antonio, Cristina Alonso-Fernández, Manuel Freire, Iván Martínez-Ortiz e Baltasar Fernández-Manjón. "Serious games to prevent and detect bullying and cyberbullying: A systematic serious games and literature review". Computers & Education 157 (novembro de 2020): 103958. http://dx.doi.org/10.1016/j.compedu.2020.103958.
Texto completo da fonteFerreira, Alessandro Luiz Stamatto, Juvane Nunes Marciano, Leonardo Cunha de Miranda e Erica Esteves Cunha de Miranda. "Understanding and Proposing a Design Rationale of Digital Games based on Brain-Computer Interface: Results of the AdmiralMind Battleship Study". Journal on Interactive Systems 5, n.º 1 (9 de julho de 2014): 1. http://dx.doi.org/10.5753/jis.2014.638.
Texto completo da fonteZimmerman, Virginia. "Natural History on Blocks, in Bodies, and on the Hearth: Juvenile Science Literature and Games, 1850–1875". Configurations 19, n.º 3 (2011): 407–30. http://dx.doi.org/10.1353/con.2011.0023.
Texto completo da fonteCerezo-Pizarro, Mario, Francisco-Ignacio Revuelta-Domínguez, Jorge Guerra-Antequera e Jairo Melo-Sánchez. "The Cultural Impact of Video Games: A Systematic Review of the Literature". Education Sciences 13, n.º 11 (7 de novembro de 2023): 1116. http://dx.doi.org/10.3390/educsci13111116.
Texto completo da fonteKleiman, Fernando, Sebastiaan Meijer e Marijn Janssen. "A Systematic Literature Review on the Use of Games for Attitude Change". International Journal of Electronic Government Research 16, n.º 4 (outubro de 2020): 1–20. http://dx.doi.org/10.4018/ijegr.2020100101.
Texto completo da fonteFernandez-Luque, L., T. Tøllefsen e E. Brox. "Healthy Gaming – Video Game Design to promote Health". Applied Clinical Informatics 02, n.º 02 (2011): 128–42. http://dx.doi.org/10.4338/aci-2010-10-r-0060.
Texto completo da fonteNuri Ria Sri Wahyuni e Rhomiy Handican. "Systematic Literature Riview: Peningkatan Hasil Belajar Matematika Melalui Model Teams Games Tournament". Griya Journal of Mathematics Education and Application 3, n.º 1 (31 de março de 2023): 23–35. http://dx.doi.org/10.29303/griya.v3i1.267.
Texto completo da fonteBattal, Ali, Gülgün Afacan Adanır e Yasemin Gülbahar. "Computer Science Unplugged: A Systematic Literature Review". Journal of Educational Technology Systems 50, n.º 1 (7 de junho de 2021): 24–47. http://dx.doi.org/10.1177/00472395211018801.
Texto completo da fonteBychkova, Olga Anatol'evna, e Aleksandra Valer'evna Nikitina. "Images of game and gamer in the space of literature and computer games". Человек и культура, n.º 6 (junho de 2020): 69–80. http://dx.doi.org/10.25136/2409-8744.2020.6.34481.
Texto completo da fonteH P N, Perera. "Traditional Games and the Sri Lankan Culture; Reflection of Traditional Games as a Component of Implicit Culture of Sri Lanka". International Journal of Scientific Research and Management (IJSRM) 11, n.º 08 (3 de agosto de 2023): 06–10. http://dx.doi.org/10.18535/ijsrm/v11i08.ss02.
Texto completo da fonteMiguel, Juan Cristian Daniel, Andrés Chimuris Gimenez, Nicolás Garrido, Matias Bassi, Gabriela Velazquez e Marisa Panizzi. "State of the art on the conceptual modeling of serious games through a systematic mapping of the literature". Journal of Computer Science and Technology 22, n.º 2 (17 de outubro de 2022): e13. http://dx.doi.org/10.24215/16666038.22.e13.
Texto completo da fonteHofman-Kohlmeyer, Magdalena. "IMPACT OF PRODUCT PLACEMENT STRATEGIES ON BRAND RECEPTION – LITERATURE REVIEW". Zeszyty Naukowe Wyższej Szkoły Humanitas Zarządzanie 21, n.º 3 (30 de setembro de 2020): 69–86. http://dx.doi.org/10.5604/01.3001.0014.4509.
Texto completo da fonteBERTINI, CESARINO, JOSEP FREIXAS, GIANFRANCO GAMBARELLI e IZABELLA STACH. "SOME OPEN PROBLEMS IN SIMPLE GAMES". International Game Theory Review 15, n.º 02 (junho de 2013): 1340005. http://dx.doi.org/10.1142/s0219198913400057.
Texto completo da fonteBeard-Gunter, Alison, David Geraint Ellis e Pauline Anne Found. "TQM, games design and the implications of integration in Industry 4.0 systems". International Journal of Quality and Service Sciences 11, n.º 2 (12 de junho de 2019): 235–47. http://dx.doi.org/10.1108/ijqss-09-2018-0084.
Texto completo da fonteAziz, Norshakirah, Md Jan Nordin, Said Jadid Abdulkadir e Muhammad Muhaimin M. Salih. "Digital Addiction: Systematic Review of Computer Game Addiction Impact on Adolescent Physical Health". Electronics 10, n.º 9 (22 de abril de 2021): 996. http://dx.doi.org/10.3390/electronics10090996.
Texto completo da fonteNaul, Emily, e Min Liu. "Why Story Matters: A Review of Narrative in Serious Games". Journal of Educational Computing Research 58, n.º 3 (8 de julho de 2019): 687–707. http://dx.doi.org/10.1177/0735633119859904.
Texto completo da fonteRienzo, Antonio, e Claudio Cubillos. "Playability and Player Experience in Digital Games for Elderly: A Systematic Literature Review". Sensors 20, n.º 14 (16 de julho de 2020): 3958. http://dx.doi.org/10.3390/s20143958.
Texto completo da fonteFay, Brendan. "Doomsday libraries: Representations of libraries in post-apocalyptic video games". Journal of Gaming & Virtual Worlds 15, n.º 3 (1 de outubro de 2023): 295–310. http://dx.doi.org/10.1386/jgvw_00083_3.
Texto completo da fonteNosachev, Pavel G. "GAME OCCULTURE: WESTERN ESOTERICISM AND ADVENTURE COMPUTER GAMES". Study of Religion, n.º 2 (2018): 131–39. http://dx.doi.org/10.22250/2072-8662.2018.2.131-139.
Texto completo da fonteMoore, Christopher. "Mapping Persona and Games". Persona Studies 6, n.º 2 (16 de março de 2021): 1–6. http://dx.doi.org/10.21153/psj2020vol6no2art1038.
Texto completo da fonteHofman-Kohlmeyer, Magdalena. "SOCIAL COMPUTER GAMES AS A MARKETING CHANNEL FOR CREATING AND MEETING VIRTUAL NEEDS. AN EXAMPLE OF SECOND LIFE". Zeszyty Naukowe Wyższej Szkoły Humanitas Zarządzanie 19, n.º 4 (31 de dezembro de 2018): 115–25. http://dx.doi.org/10.5604/01.3001.0013.1649.
Texto completo da fonteJohnson, Mark R. "Casual Games Before Casual Games: Historicizing Paper Puzzle Games in an Era of Digital Play". Games and Culture 14, n.º 2 (1 de agosto de 2018): 119–38. http://dx.doi.org/10.1177/1555412018790423.
Texto completo da fonteBellotti, Francesco, Bill Kapralos, Kiju Lee, Pablo Moreno-Ger e Riccardo Berta. "Assessment in and of Serious Games: An Overview". Advances in Human-Computer Interaction 2013 (2013): 1–11. http://dx.doi.org/10.1155/2013/136864.
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