Literatura científica selecionada sobre o tema "Internet game"
Crie uma referência precisa em APA, MLA, Chicago, Harvard, e outros estilos
Consulte a lista de atuais artigos, livros, teses, anais de congressos e outras fontes científicas relevantes para o tema "Internet game".
Ao lado de cada fonte na lista de referências, há um botão "Adicionar à bibliografia". Clique e geraremos automaticamente a citação bibliográfica do trabalho escolhido no estilo de citação de que você precisa: APA, MLA, Harvard, Chicago, Vancouver, etc.
Você também pode baixar o texto completo da publicação científica em formato .pdf e ler o resumo do trabalho online se estiver presente nos metadados.
Artigos de revistas sobre o assunto "Internet game"
Md Shahidullah. "Internet Game Addiction". Community Based Medical Journal 6, n.º 1 (14 de março de 2017): 1–2. http://dx.doi.org/10.3329/cbmj.v6i1.54659.
Texto completo da fontePinem, Belli Susandro, Bahagia Loebis e Vita Camellia. "Factors Associated with Games Addiction among Internet Game Players Visiting Internet Gaming Cafes in Northern Sumatera". Open Access Macedonian Journal of Medical Sciences 10, T7 (25 de março de 2022): 155–58. http://dx.doi.org/10.3889/oamjms.2022.9256.
Texto completo da fonteGorry, G. Anthony, e Robert A. Westbrook. "Winning the Internet Confidence Game". Corporate Reputation Review 12, n.º 3 (setembro de 2009): 195–203. http://dx.doi.org/10.1057/crr.2009.16.
Texto completo da fonteSussman, Clifford J., James M. Harper, Jessica L. Stahl e Paul Weigle. "Internet and Video Game Addictions". Child and Adolescent Psychiatric Clinics of North America 27, n.º 2 (abril de 2018): 307–26. http://dx.doi.org/10.1016/j.chc.2017.11.015.
Texto completo da fonteHan, Doug Hyun, e Young Sik Lee. "The Effect Internet Video Game on the Aggression in Individuals with Internet Game Play". Journal of Korean Neuropsychiatric Association 52, n.º 2 (2013): 57. http://dx.doi.org/10.4306/jknpa.2013.52.2.57.
Texto completo da fonteChung, Sulki, e Jaekyoung Lee. "Exposure to internet game advertisements and the risk of internet game addiction among youths". Korean Journal of Health Education and Promotion 34, n.º 3 (30 de setembro de 2017): 47–57. http://dx.doi.org/10.14367/kjhep.2017.34.3.47.
Texto completo da fonteLaksono, Devina Ngeksi Hari, Heru Subekti e Ema Madyaningrum. "Hubungan antara Kecanduan Game Internet dengan Keterampilan Sosial pada Remaja di Kota Yogyakarta". Jurnal Keperawatan Klinis dan Komunitas (Clinical and Community Nursing Journal) 6, n.º 3 (30 de novembro de 2022): 138. http://dx.doi.org/10.22146/jkkk.68450.
Texto completo da fonteChung, Sungah, Sol I. Kim, Hyunchan Hwang e Doug Hyun Han. "The Effectiveness of Game Coding Education on Problematic Internet Gaming". Psychiatry Investigation 20, n.º 6 (25 de junho de 2023): 531–40. http://dx.doi.org/10.30773/pi.2022.0218.
Texto completo da fonte黄, 鑫. "Cue Reactivity in Internet Game Addicts". Advances in Psychology 14, n.º 07 (2024): 514–20. http://dx.doi.org/10.12677/ap.2024.147508.
Texto completo da fonteCho, Eun-Joung, e Ji-Hyun Kim. "Preschoolers' Usage of Internet-game in a Family Context and Their Level of Internet-game Addiction". Korean Journal of Human Ecology 19, n.º 6 (31 de dezembro de 2010): 967–80. http://dx.doi.org/10.5934/kjhe.2010.19.6.967.
Texto completo da fonteTeses / dissertações sobre o assunto "Internet game"
Nypadymka, Anna. "Language game application in psychological Internet-discourse". Thesis, Київський національний університет технологій та дизайну, 2021. https://er.knutd.edu.ua/handle/123456789/18285.
Texto completo da fonteSaberi, Amin. "Algorithmic Aspects of the Internet". Diss., Georgia Institute of Technology, 2004. http://hdl.handle.net/1853/6427.
Texto completo da fonteBadasyan, Narine. "Game Theoretic Models of Connectivity Among Internet Access Providers". Diss., Virginia Tech, 2004. http://hdl.handle.net/10919/11193.
Texto completo da fontePh. D.
McBroom, Evan S. "An Examination of Correlates of Video Game and Internet Addiction". University of Toledo / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1365086721.
Texto completo da fonteBolzan, Regina de Fátima Fructuoso de Andrade. "O aprendizado na internet utilizando estratégias de Roleplaying Game (RPG)". Florianópolis, SC, 2003. http://repositorio.ufsc.br/xmlui/handle/123456789/84979.
Texto completo da fonteMade available in DSpace on 2012-10-20T14:15:07Z (GMT). No. of bitstreams: 1 193599.pdf: 2382220 bytes, checksum: ac27400fcfc35d971706aab3d6b4bc08 (MD5)
Este trabalho estuda uma proposta de melhoria do processo de ensino-aprendizagem utilizando estratégias de Roleplaying Game (RPG). Para isso relata o desenvolvimento da disciplina "Teorias Contemporâneas de Aprendizagem Aplicadas a Tecnologia" no ano de 1999 a 2001 e a análise de resultados da pesquisa realizada com os alunos do Programa de Pós-Graduação em Engenharia de Produção da área de Mídia e Conhecimento da Universidade Federal de Santa Catarina que utilizaram RPG. A disciplina foi ministrada na modalidade de videoconferência e no ensino presencial e a aula convencional de repassar conteúdos foi substituída pela metodologia de Roleplaying Game. O estudo pretende também apresentar o design instrucional para cursos e-Learning, fundamentado nas teorias de aprendizagem e em RPG.
Yu, Shu. "Internet gaming disorder :its assessment and interplay with need satisfaction, maladaptive cognitions, and cognitive-behavioral skills". Thesis, University of Macau, 2018. http://umaclib3.umac.mo/record=b3953562.
Texto completo da fonteJohansson, Emil, e Johan Kindmark. "Att spela ett yrke : En kvantitativ studie om svenska speljournalister och deras professionalisering". Thesis, Linnéuniversitetet, Institutionen för samhällsvetenskaper, SV, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-10584.
Texto completo da fonteRiahi, Sfar Arbia. "Privacy preservation in internet of things : a game theory based approach". Thesis, Compiègne, 2017. http://www.theses.fr/2017COMP2384.
Texto completo da fonteSecurity questions have always constituted a research challenge in the field of communication networks. The appearance of new paradigms, concepts, applications and technologies from one hand, and the ubiquity and the heterogeneity of the communicating entities from another hand, led to new complex problems of security. In some cases, the damages caused to the private life of every user can be irreparable. First, we propose a systemic and cognitive approach to include all Internet of Things (henceforth IoT) security aspects in a coherent framework. Compared to the analytic approach, our vision may lack theoretical rigor, but remains a flexible approach that may be required during decision making in ubiquitous environment. Next, we identify precise questions related to accidental or intentional threats, which may lead to private data breach during their exchange over networks. Then, we characterize the privacy problem by studying the fundamental concepts of IoT and the research activities related to security. By examining the related research work, it has been noticed that several classical solutions remain applicable but are limited by energy constraints, memory space, and calculation capacities. To overcome this problem, we propose a logical and controllable solution based on game theory approach. The advantage of this choice resides in its solid mathematical and formal basis. Then, we analytically explain the choice of the main system components, their interactions and their objectives. We used a probabilistic approach using a Markovian process, where we define three different application scenarios (e-health, trade and intelligent transport), two main actors (private data owner and requester) with different player’s types (trusted-regular, trusted-curious, untrusted-curious and untrusted-malicious), and a set of strategies depending on communication facilities, attack detection, incentive motivation and privacy concession. Finally, we evaluate the model by demonstrating the existence of an equilibrium solution with a satisfactory value of incentive motivation and data privacy concession, and by calculating the final state probabilities. We validate the proposed model through numerical results obtained from the theoretical model
Calka, Michelle. "Beyond newbie : immersion in virtual game worlds". Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337190.
Texto completo da fonteDepartment of Telecommunications
Oliveira, Atol Fortin de. "Leilões para publicidade na Internet". Universidade de São Paulo, 2012. http://www.teses.usp.br/teses/disponiveis/45/45134/tde-23012013-011946/.
Texto completo da fonteIn this project we present three Internet sponsored search advertising models, and mechanisms related to each model, analyzing properties such as stability, optimality, strategy-proof, and time consumption. We start presenting one of the first articles on the problem of sponsored search advertising. Next, we present other two models. The first one allows exclusivity advertising. The second model allows a wider variety of options for both the auctioneer and the bidders, including minimum selling prices and maximum buying prices.
Livros sobre o assunto "Internet game"
Bell, Joseph Grant. Games and game resources on the Internet. Indianapolis, Ind: BradyGAMES, 1995.
Encontre o texto completo da fonteOrland, Kyle. CityVille for dummies. Hoboken, NJ: Wiley Pub., 2011.
Encontre o texto completo da fonteHall, Rick. Game Development Essentials: Online Game Development. Clifton Park, NY: Delmar/Cengage Learning, 2008.
Encontre o texto completo da fonteLang, Christoph. Panda3D 1. 7 Game Developer's Cookbook. Birmingham: Packt Publishing, Limited, 2011.
Encontre o texto completo da fonteMcQuade, Samuel C. Internet addiction and online gaming. Editado por Gentry Sarah, Colt James P e Rogers Marcus K. New York: Chelsea House, 2011.
Encontre o texto completo da fonteAntoniou, Josephina. Game Theory, the Internet of Things and 5G Networks. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-16844-5.
Texto completo da fonteKen, Leebow, ed. 300 incredible things for game players on the Internet. Marietta, Ga: 300Incredible.Com, LLC, 2001.
Encontre o texto completo da fonteRomo, Lucia. La dépendance aux jeux vidéo et à Internet. Paris: Dunod, 2012.
Encontre o texto completo da fonteInc, ebrary, ed. Flash 10 multiplayer game essentials: Create exciting real-time multiplayer games using Flash. Birmingham [England]: Packt Pub., 2010.
Encontre o texto completo da fonteGradecki, Joe. The game developer's guide to online resources. New York: Wiley Computer Pub., 1996.
Encontre o texto completo da fonteCapítulos de livros sobre o assunto "Internet game"
Kuboň, David, Eleni Metheniti e Barbora Hladká. "Politician – An Imitation Game". In Internet Science, 201–12. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-77547-0_15.
Texto completo da fonteKuleshov, Volodymyr, e Okke Schrijvers. "Inverse Game Theory: Learning Utilities in Succinct Games". In Web and Internet Economics, 413–27. Berlin, Heidelberg: Springer Berlin Heidelberg, 2015. http://dx.doi.org/10.1007/978-3-662-48995-6_30.
Texto completo da fonteEngelberg, Roee, e Michael Schapira. "Weakly-Acyclic (Internet) Routing Games". In Algorithmic Game Theory, 290–301. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-24829-0_26.
Texto completo da fonteChung, Christine, e Evangelia Pyrga. "Stochastic Stability in Internet Router Congestion Games". In Algorithmic Game Theory, 183–95. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-04645-2_17.
Texto completo da fonteKlastrup, Lisbeth. "Understanding Online (Game)worlds". In International Handbook of Internet Research, 309–23. Dordrecht: Springer Netherlands, 2009. http://dx.doi.org/10.1007/978-1-4020-9789-8_19.
Texto completo da fonteWirtz, Bernd W. "Video and computer game management". In Media and Internet Management, 383–426. Wiesbaden: Gabler, 2011. http://dx.doi.org/10.1007/978-3-8349-6843-2_8.
Texto completo da fonteWu, Bin. "The Computational Intelligence of the Game Pac-Man". In Internet of Things, 646–51. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-32427-7_92.
Texto completo da fonteAngenendt, Moritz. "Virtual Rollercoaster – In-Game-Konzerte und medienkulturelle Metaprozesse". In Musik und Internet, 153–72. Wiesbaden: Springer Fachmedien Wiesbaden, 2023. http://dx.doi.org/10.1007/978-3-658-39145-4_9.
Texto completo da fonteBujari, Armir, Matteo Ciman, Ombretta Gaggi e Claudio E. Palazzi. "Can a Game Improve People’s Lives? The Case of Serious Games". In Internet of Things. IoT Infrastructures, 270–75. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-47063-4_27.
Texto completo da fonteIoannidis, Stratis, e Patrick Loiseau. "Linear Regression as a Non-cooperative Game". In Web and Internet Economics, 277–90. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-45046-4_23.
Texto completo da fonteTrabalhos de conferências sobre o assunto "Internet game"
Sahibgareeva, Gulnara Faritovna, e Vlada Vladimirovna Kugurakova. "Branched Structure Component for a Video Game Scenario Prototype Generator". In 23rd Scientific Conference “Scientific Services & Internet – 2021”. Keldysh Institute of Applied Mathematics, 2021. http://dx.doi.org/10.20948/abrau-2021-10-ceur.
Texto completo da fonteSahibgareeva, Gulnara Faritovna, Vlada Vladimirovna Kugurakova e Edward Sergeevich Bolshakov. "Video Game's Mechanics Generation and Balancing". In 24th Scientific Conference “Scientific Services & Internet – 2022”. Keldysh Institute of Applied Mathematics, 2022. http://dx.doi.org/10.20948/abrau-2022-6.
Texto completo da fonteGama, Kiev, Rafael Wanderley, Daniel Maranhão e Vinicius Garcia. "TagHunt: Uma plataforma Combinando a Internet das Coisas com Scavenger Hunt Games". In VII Simpósio Brasileiro de Computação Ubíqua e Pervasiva. Sociedade Brasileira de Computação - SBC, 2015. http://dx.doi.org/10.5753/sbcup.2015.10177.
Texto completo da fonte"TOWARDS A CONCEPT FOR STREAMLINING GAME DESIGN OF AN EXISTING SERIOUS GAME AND PRELIMINARY EVALUATION". In 19th International Conference on WWW/Internet. IADIS Press, 2020. http://dx.doi.org/10.33965/icwi2020_202012c021.
Texto completo da fonteQiang Song e Gang Li. "Game Analysis on China's Internet Content Regulation". In 2008 International Seminar on Business and Information Management (ISBIM 2008). IEEE, 2008. http://dx.doi.org/10.1109/isbim.2008.45.
Texto completo da fonteHe, Yerong, Huizong Li e Xiangqian Wang. "An Internet transaction integrity risk game model". In 2013 International Conference on Services Science and Services Information Technology. Southampton, UK: WIT Press, 2014. http://dx.doi.org/10.2495/sssit130361.
Texto completo da fonteCotton, Tia, e Lynsay Shepherd. "Practising Safe Sex(t): Developing a Serious Game to Tackle Technology-Facilitated Sexual Violence". In 15th International Conference on Applied Human Factors and Ergonomics (AHFE 2024). AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1004777.
Texto completo da fonteRullo, Antonino, Daniele Midi, Edoardo Serra e Elisa Bertino. "A Game of Things". In IoTDI '17: International Conference on Internet-of-Things Design and Implementation. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3054977.3055001.
Texto completo da fonteQian, Wang. "Game Research on Internet Finance Innovation and Supervision". In Proceedings of the 4th International Conference on Economics, Management, Law and Education (EMLE 2018). Paris, France: Atlantis Press, 2018. http://dx.doi.org/10.2991/emle-18.2018.21.
Texto completo da fonteChen, Lijun, Tao Cui, Steven H. Low e John C. Doyle. "A Game-Theoretic Model for Medium Access Control". In 3rd International ICSTConference on Wireless Internet. ICST, 2007. http://dx.doi.org/10.4108/wicon.2007.2281.
Texto completo da fonteRelatórios de organizações sobre o assunto "Internet game"
VEDESHKINA, NATALIA A., e VALENTINA A. MAXIMENKO. COMPUTER GAME "THE WAY TO A SECURE INTERNET". SIB-Expertise, novembro de 2023. http://dx.doi.org/10.12731/er0743.18112023.
Texto completo da fonteStyugina, Anastasia. Internet game "Sign me up as an astronaut" for the formation of the social and psychological experience of younger adolescents with disabilities by means of game psychocorrection. Science and Innovation Center Publishing House, dezembro de 2020. http://dx.doi.org/10.12731/sign_me_up_as_an_astronaut.
Texto completo da fonteWilliams, Thomas. Cell Biology Board Game: Cell Survival Drive. University of Dundee, 2023. http://dx.doi.org/10.20933/100001276.
Texto completo da fonteGalland, Martin. COMTOG Report on ‘Bury Me My Love’. European Center for Populism Studies (ECPS), abril de 2023. http://dx.doi.org/10.55271/rp0036.
Texto completo da fonteTETINA, S. V., Yu V. GUTROVA, I. E. ZHIDKOVA, Yu G. MAKOVETSKAYA, E. S. KRASNITSKAYA, E. G. KOLIKOVA e N. O. NIKOLOV. BUSINESS DIDACTIC GAME "INDIVIDUAL METHODOLOGICAL STYLE OF TEACHER'S ACTIVITY". SIB-Expertise, março de 2022. http://dx.doi.org/10.12731/er0543.17032022.
Texto completo da fonteYatsymirska, Mariya. SOCIAL EXPRESSION IN MULTIMEDIA TEXTS. Ivan Franko National University of Lviv, fevereiro de 2021. http://dx.doi.org/10.30970/vjo.2021.49.11072.
Texto completo da fonteMuñoz González, JM, e B. Segovia Aguilar. How do teenagers interact with video games? Preferences and performative skills. Revista Latina de Comunicación Social, janeiro de 2019. http://dx.doi.org/10.4185/rlcs-2019-1335en.
Texto completo da fonteWolff, Laurence, e Claudio de Moura Castro. Public or Private Education for Latin America?: That is the (False) Question. Inter-American Development Bank, agosto de 2001. http://dx.doi.org/10.18235/0008794.
Texto completo da fonteSmerecka, Honorata. ANALYSIS OF PRESS HEADLINES FROM KROSNOCITY.PL AND KROSNO24.PL WEB PORTALS IN KROSNO. Ivan Franko National University of Lviv, março de 2021. http://dx.doi.org/10.30970/vjo.2021.50.11108.
Texto completo da fonteMueller, Bernardo, Carlos Pereira, Lee J. Alston e Marcus André Melo. Who Decides on Public Expenditures?: A Political Economy Analysis of the Budget Process: The Case of Brazil. Inter-American Development Bank, setembro de 2005. http://dx.doi.org/10.18235/0009170.
Texto completo da fonte