Works matching DE "VIDEO gamers"
Results: 804
Configuring the Child Player.
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- Science, Technology & Human Values, 2015, v. 40, n. 1, p. 126, doi. 10.1177/0162243914550253
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- Article
Gaming with a Feminist: Sexism and Perception of Sexist Incidents in Online Video Games.
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- Sex Roles, 2024, v. 90, n. 9, p. 1200, doi. 10.1007/s11199-024-01506-w
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- Article
Protecting a Positive View of the Self: Female Gamers' Strategic Self-Attribution of Stereotypes.
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- Sex Roles, 2023, v. 88, n. 3/4, p. 155, doi. 10.1007/s11199-022-01343-9
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- Article
Adolescents' Experiences and Coping with Sexism Affect both Female and Male Online Gamers in South Korea.
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- Sex Roles, 2020, v. 83, n. 1/2, p. 43, doi. 10.1007/s11199-019-01094-0
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- Article
Female Video Game Players and the Protective Effect of Feminist Identity Against Internalized Misogyny.
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- Sex Roles, 2020, v. 82, n. 5/6, p. 266, doi. 10.1007/s11199-019-01055-7
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- Article
Increased Cognitive Load during Video Game Play Reduces Rape Myth Acceptance and Hostile Sexism after Exposure to Sexualized Female Avatars.
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- Sex Roles, 2018, v. 79, n. 11/12, p. 683, doi. 10.1007/s11199-018-0905-9
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- Article
What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture.
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- Sex Roles, 2017, v. 76, n. 7-8, p. 421, doi. 10.1007/s11199-016-0678-y
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- Article
The effects of video gaming on visual selective attention.
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- South African Journal of Psychology, 2020, v. 50, n. 2, p. 183, doi. 10.1177/0081246319871391
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- Article
“Wii're Here for a Good Time”: The Sneaky Rhetoric of Wii-Themed Parties.
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- Journal of American Culture, 2010, v. 33, n. 1, p. 30, doi. 10.1111/j.1542-734X.2010.00728.x
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- Article
Video Games Do Affect Social Outcomes: A Meta-Analytic Review of the Effects of Violent and Prosocial Video Game Play.
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- Personality & Social Psychology Bulletin, 2014, v. 40, n. 5, p. 578, doi. 10.1177/0146167213520459
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- Article
A bench-top evaluation of the Ily® robotics assisted tele console system in ureteroscopy by medical students, residents and urologists: does prior videogaming experience help shape the learning curve?
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- World Journal of Urology, 2024, v. 42, n. 1, p. 1, doi. 10.1007/s00345-024-05197-6
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- Publication type:
- Article
Echoes of Purgatory in World of Warcraft: Shadowlands.
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- Logos: A Journal of Catholic Thought & Culture, 2022, v. 25, n. 4, p. 123, doi. 10.1353/log.2022.0032
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- Publication type:
- Article
Time Spent Gaming, Device Type, Addiction Scores, and Well-being of Adolescent English Gamers in the 2021 OxWell Survey: Latent Profile Analysis.
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- JMIR Pediatrics & Parenting, 2022, v. 5, n. 4, p. 1, doi. 10.2196/41480
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- Article
TYPES OF VIDEO GAME PLAYERS ON MOBILE DEVICES IN THE CITY OF BOGOTA.
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- Revista FACE, 2023, v. 23, n. 1, p. 96, doi. 10.24054/face.v23i1.2445
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- Article
Corrigendum.
- Published in:
- 2015
- Publication type:
- Correction Notice
The Others Will Help: The Presence of Multiple Video Game Characters Reduces Helping After the Game Is Over.
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- Journal of Social Psychology, 2014, v. 154, n. 2, p. 101, doi. 10.1080/00224545.2013.864595
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- Article
Clinical and demographic characteristics of treatment seeking online video game players.
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- European Psychiatry, 2016, v. 33, p. S382, doi. 10.1016/j.eurpsy.2016.01.1086
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- Publication type:
- Article
2156 – Massively multiplayer online role-playing games: comparison of problematic vs non-problematics gamers.
- Published in:
- 2013
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- Publication type:
- Abstract
P02-223 - Dimensions of psychopathology among video game players
- Published in:
- 2010
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- Publication type:
- Abstract
Relaciones mediadas por el sonido entre jugadores en el entorno de juegos multijugador.
- Published in:
- 2010
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- Publication type:
- Essay
Sexual Orientation and Gender Identity Influence on Avatar Customization among Thai Video Gamers.
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- International Journal of Visual Design, 2024, v. 18, n. 1, p. 41, doi. 10.18848/2325-1581/CGP/v18i01/41-66
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- Publication type:
- Article
The Role of Computer Games in Students' Paths of Digital Entertainment.
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- Management Issues / Problemy Zarządzania, 2019, v. 17, n. 5, p. 198, doi. 10.7172/1644-9584.85.11
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- Publication type:
- Article
WPŁYW RODZAJU WZMOCNIENIA WYWOŁANEGO PRZEZ GRĘ KOMPUTEROWĄ NA REAKCJE AFEKTYWNE GRACZA.
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- Ogrody Nauk i Sztuk, 2019, n. 9, p. 427, doi. 10.15503/onis2019.427.438
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- Article
Impulsivity in Multiplayer Online Battle Arena Gamers: Preliminary Results on Experimental and Self-Report Measures.
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- Journal of Behavioral Addictions, 2016, v. 5, n. 2, p. 351, doi. 10.1556/2006.5.2016.028
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- Article
Video game characteristics, happiness and flow as predictors of addiction among video game players: A pilot study.
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- Journal of Behavioral Addictions, 2013, v. 2, n. 3, p. 145, doi. 10.1556/JBA.2.2013.005
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- Article
Quantifying Fundamental Movement Skills During Active Video Games.
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- Journal of Motor Learning & Development, 2014, v. 2, n. 3, p. 55, doi. 10.1123/jmld.2014-0039
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- Publication type:
- Article
An Iterative Approach to Qualitative Data Analysis: Using Theme, Cultural Models, and Content Analyses to Discover and Confirm a Grounded Theory of How Gaming Inculcates Resilience.
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- Field Methods, 2020, v. 32, n. 4, p. 399, doi. 10.1177/1525822X20939749
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- Publication type:
- Article
Violent Video Games May Kill Your Short-Term Focus: Violent video games may negatively affect a player's attention and concentration on a short-term basis after brief exposure.
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- Journal of Young Investigators, 2015, v. 29, n. 3, p. 7
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- Publication type:
- Article
Gamers and Video Game Culture: An Introduction for Counselors.
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- Family Journal, 2017, v. 25, n. 1, p. 70, doi. 10.1177/1066480716679809
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- Publication type:
- Article
Connectivity in the Dorsal Visual Stream Is Enhanced in Action Video Game Players.
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- Brain Sciences (2076-3425), 2024, v. 14, n. 12, p. 1206, doi. 10.3390/brainsci14121206
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- Publication type:
- Article
PLAYERS AS PROSUMERS - HOW CUSTOMER ENGAGEMENT IN GAME MODDING MAY BENEFIT COMPUTER GAME MARKET.
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- Central European Business Review, 2021, v. 10, n. 2, p. 77, doi. 10.18267/j.cebr.261
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- Publication type:
- Article
PLAYERS AS PROSUMERS - HOW CUSTOMER ENGAGEMENT IN GAME MODDING MAY BENEFIT COMPUTER GAME MARKET.
- Published in:
- Central European Business Review, 2021, v. 10, n. 1, p. 77, doi. 10.18267/j.cebr.261
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- Publication type:
- Article
Playful gender swapping: user attitudes toward gender in MMORPG avatar customisation.
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- Digital Creativity, 2013, v. 24, n. 4, p. 310, doi. 10.1080/14626268.2013.767275
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- Article
The body of the gamer: game art and gestural excess.
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- Digital Creativity, 2013, v. 24, n. 2, p. 145, doi. 10.1080/14626268.2013.808967
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- Article
Performance meets games: considering interaction strategies in game design.
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- Digital Creativity, 2013, v. 24, n. 2, p. 157, doi. 10.1080/14626268.2013.808963
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- Publication type:
- Article
Towards a theory of pervasive ludology: reflections on gameplay, rules, and space.
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- Digital Creativity, 2011, v. 22, n. 3, p. 134, doi. 10.1080/14626268.2011.603734
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- Publication type:
- Article
Female players from margin to centre: female sociality, digital consumer citizenship and reterritorialisations.
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- Digital Creativity, 2009, v. 20, n. 4, p. 211, doi. 10.1080/14626260903290307
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- Publication type:
- Article
'The street smarts of a cartoon princess'. New roles for women in games.
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- Digital Creativity, 2009, v. 20, n. 4, p. 225, doi. 10.1080/14626260903290299
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- Publication type:
- Article
Cheerleaders/booth babes/ Halo hoes: pro-gaming, gender and jobs for the boys.
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- Digital Creativity, 2009, v. 20, n. 4, p. 239, doi. 10.1080/14626260903290323
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- Publication type:
- Article
The business of playing games: players as developers and entrepreneurs.
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- Digital Creativity, 2008, v. 19, n. 3, p. 185, doi. 10.1080/14626260802312616
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- Publication type:
- Article
Avatars Mirroring the Actual Self versus Projecting the Ideal Self: The Effects of Self-Priming on Interactivity and Immersion in an Exergame, Wii Fit.
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- CyberPsychology & Behavior, 2009, v. 12, n. 6, p. 761, doi. 10.1089/cpb.2009.0130
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- Publication type:
- Article
Parasocial Interaction with My Avatar: Effects of Interdependent Self-Construal and the Mediating Role of Self-Presence in an Avatar-Based Console Game, Wii.
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- CyberPsychology & Behavior, 2009, v. 12, n. 6, p. 723, doi. 10.1089/cpb.2008.0289
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- Publication type:
- Article
The Effect of Social Support Derived from World of Warcraft on Negative Psychological Symptoms.
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- CyberPsychology & Behavior, 2009, v. 12, n. 5, p. 563, doi. 10.1089/cpb.2009.0001
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- Publication type:
- Article
First-Person Shooter Games as a Way of Connecting to People: “Brothers in Blood”.
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- CyberPsychology & Behavior, 2009, v. 12, n. 5, p. 557, doi. 10.1089/cpb.2008.0345
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- Publication type:
- Article
Experimental Evidence for Suspense as Determinant of Video Game Enjoyment.
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- CyberPsychology & Behavior, 2009, v. 12, n. 1, p. 29, doi. 10.1089/cpb.2008.0060
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- Publication type:
- Article
Problematic Usage Among Highly-Engaged Players of Massively Multiplayer Online Role Playing Games.
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- CyberPsychology & Behavior, 2008, v. 11, n. 4, p. 481, doi. 10.1089/cpb.2007.0140
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- Publication type:
- Article
“They May Be Pixels, But They're MY Pixels:” Developing a Metric of Character Attachment in Role-Playing Video Games.
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- CyberPsychology & Behavior, 2008, v. 11, n. 4, p. 515, doi. 10.1089/cpb.2007.0137
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- Publication type:
- Article
Lighting in Digital Game Worlds: Effects on Affect and Play Performance.
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- CyberPsychology & Behavior, 2008, v. 11, n. 2, p. 129, doi. 10.1089/cpb.2007.0006
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- Publication type:
- Article
Personality Traits and Life Satisfaction among Online Game Players.
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- CyberPsychology & Behavior, 2008, v. 11, n. 2, p. 145, doi. 10.1089/cpb.2007.0023
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- Publication type:
- Article
Do Aggressive People Play Violent Computer Games in a More Aggressive Way? Individual Difference and Idiosyncratic Game-Playing Experience.
- Published in:
- CyberPsychology & Behavior, 2008, v. 11, n. 2, p. 157, doi. 10.1089/cpb.2007.0026
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- Publication type:
- Article