Search this site:
Digiplay Initiative
Understanding Digital Games
Home
Bibliography
Shop
About
Navigation
Home
Bibliography
Authors
Keywords
Contact
User login
Username:
*
Password:
*
Create new account
Request new password
Follow Digiplay
Home
Biblio
Found 8 results
Author
Keyword
Title
Type
Year
2009
Liu, M.
, &
W. Peng
(2009).
Cognitive and psychological predictors of the negative outcomes associated with playing MMOGs (massively multiplayer online games)
.
Computers in Human Behavior. 25,
1306-1311.
Abstract
Annetta, L.
,
J. Mangrum
,
S. Holmes
,
K. Collazo
, &
M. T. Cheng
(2009).
Bridging Realty to Virtual Reality: Investigating gender effect and student engagement on learning through video game play in an elementary school classroom
.
International Journal of Science Education. 31,
1091-1113.
Abstract
Tsang, A. S. L.
, &
G. Prendergast
(2009).
Does culture affect evaluation expressions? A cross-cultural analysis of Chinese and American computer game reviews
.
European Journal of Marketing. 43,
686-707.
Abstract
2008
Zhao, Q. B.
,
L. Q. Zhang
, &
J. Li
(2008).
Multi-Task BCI for Online Game Control
.
Autonomous Systems - Self-Organization, Management, and Control.
29-37183.
Abstract
2007
Nova, N.
,
T. Wehrle
,
J. Goslin
,
Y. Bourquin
, &
P. Dillenbourg
(2007).
Collaboration in a multi-user game: impacts of an awareness tool on mutual modeling
.
Multimedia Tools and Applications. 32,
161--183.
Abstract
2006
Pena, J.
, &
J. T. Hancock
(2006).
An analysis of socioemotional and task communication in online multiplayer video games
.
Communication Research. 33,
92-109.
Abstract
Frank, I.
,
N. Sanbou
, &
K. Terashima
(2006).
Some positive effects of online gaming
.
International Conference on Advances in Computer Entertainment Technology 2006.
Abstract
2003
Weise, Matthew
(2003).
How Videogames Express Ideas
.
Level Up Conference Proceedings.
Abstract