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Biblio
Found 120 results
Author
Keyword
Title
Type
Year
2010
Gunkel, David J.
(2010).
The real problem: avatars, metaphysics and online social interaction
.
New Media Society. 12
(1), 127–141.
Abstract
2009
Hsu, S. H.
,
M. H. Wen
, &
M. C. Wu
(2009).
Exploring user experiences as predictors of MMORPG addiction
.
Computers & Education. 53,
990-999.
Abstract
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
Kim, H.
(2009).
Women's Games in Japan Gendered Identity and Narrative Construction
.
Theory Culture & Society. 26,
165-188.
Abstract
Wallenius, M.
,
A. Rimpela
,
R. L. Punamaki
, &
T. Lintonen
(2009).
Digital game playing motives among adolescents: Relations to parent-child communication, school performance, sleeping habits, and perceived health
.
Journal of Applied Developmental Psychology. 30,
463-474.
Abstract
Barlett, C. P.
,
C. L. Vowels
,
J. Shanteau
,
J. Crow
, &
T. Miller
(2009).
The effect of violent and non-violent computer games on cognitive performance
.
Computers in Human Behavior. 25,
96-102.
Abstract
Tuzun, H.
,
M. Yilmaz-Soylu
,
T. Karakus
,
Y. Inal
, &
G. Kizilkaya
(2009).
The effects of computer games on primary school students' achievement and motivation in geography learning
.
Computers & Education. 52,
68-77.
Abstract
Enevold, Jessica
, &
Charlotte Hagström
(2009).
Mothers, Play, And Everyday Life: Ethnology meets Game Studies
.
Ethnologia Scandinavica: A Journal for Nordic Ethnology. 39,
27-41.
Abstract
Sisler, Vit
(2009).
Palestine in Pixels: The Holy Land, Arab-Israeli Conflict, and Reality Construction in Video Games
.
Middle East Journal of Culture and Communication. 2
(2), 17.
Abstract
Fang, X. W.
,
S. Chan
, &
C. Nair
(2009).
An Online Survey System on Computer Game Enjoyment and Personality
.
Human-Computer Interaction, Pt IV. 5613,
304-314781.
Abstract
Frolich, J.
,
G. Lehmkuhl
, &
M. Dopfner
(2009).
Computer games in childhood and adolescence: Relations to addictive behavior, ADHD, and aggression
.
Zeitschrift Fur Kinder-Und Jugendpsychiatrie Und Psychotherapie. 37,
393-402.
Abstract
Gunkel, D. J.
, &
A. H. Gunkel
(2009).
Terra Nova 2.0-The New World of MMORPGs
.
Critical Studies in Media Communication. 26,
104-127.
Abstract
Lemmens, J. S.
,
P. M. Valkenburg
, &
J. Peter
(2009).
Development and Validation of a Game Addiction Scale for Adolescents
.
Media Psychology. 12,
77-95.
Abstract
Voiskounsky, A. E.
,
O. V. Mitina
, &
A. A. Avetisova
(2009).
Gamers' Implicit Knowledge on the Psychological Influence of Game-Playing
.
Online Communities and Social Computing, Proceedings. 5621,
632-640731.
Abstract
Smith, S. R.
, &
S. Du'Mont
(2009).
Measuring the Effect of Gaming Experience on Virtual Environment Navigation Tasks
.
3DUI : IEEE Symposium on 3D User Interfaces 2009, Proceedings.
3-10159.
Abstract
2008
Galway, L.
,
D. Charles
, &
M. Black
(2008).
Machine learning in digital games: a survey
.
Artificial Intelligence Review. 29,
123-161.
Abstract
Ferguson, C. J.
,
S. M. Rueda
,
A. M. Cruz
,
D. E. Ferguson
,
S. Fritz
, &
S. M. Smith
(2008).
Violent video games and aggression: Causal relationship or byproduct of family violence and intrinsic violence motivation?
.
Criminal Justice and Behavior. 35,
311-332.
Abstract
Ferguson, C. J.
,
A. M. Cruz
, &
S. M. Rueda
(2008).
Gender, video game playing habits and visual memory tasks
.
Sex Roles. 58,
279-286.
Abstract
Swalwell, Melanie
, &
Jason Wilson
(2008).
The Pleasures of Computer Gaming
.
203.
Boyle, E.
, &
T. Connolly
(2008).
Games for Learning: Does Gender Make a Difference?
.
2nd European Conference on Games Based Learning.
69-76524.
Abstract
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