Bibliography

Found 14 results

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A
Ahas,R, Mark,U , "Location based services: new challenges for planning and public administration?", Futures, vol. 37, no. 6, pp. 547-561, 2005  . Abstract
Andersen, K., Witfelt, C. , "Educational design: Bridging the gap between computer-based learning and experimental learning environments", International Journal of Continuing Engineering Education and Life-Long Learning, vol. 15, no. 1-2, pp. 5-18, 2005  . Abstract
Alexa, S. , "America's army game: Its (virtual) reality representation and cocaine", Proceedings - 2004 International Conference on Cyberworlds, CW 2004, pp. 432-438, 2004  . Abstract
B
Bialystok, E , "Effect of bilingualism and computer video game experience on the Simon task", Canadian Journal of Experimental Psychology-Revue Canadienne De Psychologie Experimentale, vol. 60, no. 1, pp. 68-79, 2006  . Abstract
Bushnell, Nolan , "Relationships between fun and the computer business", Communications of the ACM, vol. 39, no. 8, 1996  . Abstract
C
Chang, B H, Lee, S E, Kim, B S , "Exploring factors affecting the adoption and continuance of online games among college students in South Korea: Integrating uses and gratification and diffusion of innovation approaches", New Media & Society, vol. 8, no. 2, pp. 295-319, 2006  . Abstract
F
Fang, X. W., Chan, S., Brzezinski, J., Xu, S. , "Moderating effects of task type on wireless technology acceptance", Journal of Management Information Systems, vol. 22, no. 3, pp. 123-157, 2005  . Abstract
J
Jeppesen, L. B. , "User toolkits for innovation: Consumers support each other", Journal of Product Innovation Management, vol. 22, no. 4, pp. 347-362, 2005  . Abstract
K
Kot, B., Wuensche, B., Grundy, J., Hosking, J. , "Information Visualisation Utilising 3D Computer Game Engines Case Study: a source code comprehension tool", 6th ACM SIGCHI New Zealand chapter's international conference on Computer-human interaction, Christchurch, New Zealand, ACM, pp. 53-60, 06/07/2006. Abstract
N
Nelson, M. R., Yaros, R. A., Keum, H. , "Examining the influence of telepresence on spectator and player processing of real and fictitious brands in a computer game", Journal of Advertising, vol. 35, no. 4, ARMONK, M E SHARPE INC, pp. 87--99, 2006  . Abstract
Nagenborg, M. , "Violent computergames: Distribution via and discussion on the internet", Praxis Der Kinderpsychologie Und Kinderpsychiatrie, vol. 54, no. 9, pp. 755-766, 2005  . Abstract
P
Peitz, M., Waelbroeck, P. , "Piracy of digital products: A critical review of the theoretical literature", Information Economics and Policy, vol. 18, no. 4, pp. 449-476, 2006  . Abstract
Pena, J., Hancock, J. T. , "An analysis of socioemotional and task communication in online multiplayer video games", Communication Research, vol. 33, no. 1, pp. 92-109, 2006  . Abstract
R
Rudra, T., Tien, D., Kavakli, M. , "Analysis of conversational game pidgin language", IEEE Region 10 Annual International Conference, Proceedings/TENCON, vol. 2007, 2007  . Abstract