Found: 18
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How to be a gamer! Exploring personal and social indicators of gamer identity.
- Published in:
- Journal of Computer-Mediated Communication, 2015, v. 20, n. 3, p. 346, doi. 10.1111/jcc4.12114
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- Article
An experimental study on the perceived quality of natively graded versus inverse tone mapped high dynamic range video content on television.
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- Multimedia Tools & Applications, 2021, v. 80, n. 4, p. 5559, doi. 10.1007/s11042-020-09955-7
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- Article
“I Play So I Am?” A Gender Study into Stereotype Perception and Genre Choice of Digital Game Players.
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- Journal of Broadcasting & Electronic Media, 2016, v. 60, n. 2, p. 286, doi. 10.1080/08838151.2016.1164169
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- Article
A Qualitative Inquiry into the Contextualized Parental Mediation Practices of Young Children’s Digital Media Use at Home.
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- Journal of Broadcasting & Electronic Media, 2016, v. 60, n. 1, p. 1, doi. 10.1080/08838151.2015.1127240
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- Article
Effect of video lag on laparoscopic surgery: correlation between performance and usability at low latencies.
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- International Journal of Medical Robotics & Computer Assisted Surgery, 2017, v. 13, n. 2, p. n/a, doi. 10.1002/rcs.1758
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- Article
Gamified Cognitive Control Training for Remitted Depressed Individuals: User Requirements Analysis.
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- Journal of Medical Internet Research, 2018, v. 20, n. 4, p. 1, doi. 10.2196/games.8609
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- Article
Digital Games Research: A Survey Study on an Emerging Field and Its Prevalent Debates.
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- Journal of Communication, 2015, v. 65, n. 6, p. 975, doi. 10.1111/jcom.12182
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- Article
Learning to Play, Playing to Learn: Comparing the Experiences of Adult Foreign Language Learners with Off-the-Shelf and Specialized Games for Learning German.
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- International Journal of Game-Based Learning, 2013, v. 3, n. 2, p. 22, doi. 10.4018/ijgbl.2013040102
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- Article
An Evaluation of the Added Value of Co-Design in the Development of an Educational Game for Road Safety.
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- International Journal of Game-Based Learning, 2013, v. 3, n. 1, p. 1, doi. 10.4018/ijgbl.2013010101
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- Article
Internet Gaming Disorder as a formative construct: Implications for conceptualization and measurement.
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- Psychiatry & Clinical Neurosciences, 2017, v. 71, n. 7, p. 445, doi. 10.1111/pcn.12404
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- Article
Leaving the third dimension: no measurable evidence for cognitive aftereffects of stereoscopic 3D movies.
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- Journal of the Society for Information Display, 2013, v. 21, n. 4, p. 159, doi. 10.1002/jsid.164
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- Article
Mapping attention during gameplay: Assessment of behavioral and ERP markers in an auditory oddball task.
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- Psychophysiology, 2019, v. 56, n. 7, p. N.PAG, doi. 10.1111/psyp.13347
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- Article
Playing in School or at Home? An Exploration of the Effects of Context on Educational Game Experience.
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- Electronic Journal of e-Learning, 2012, v. 10, n. 2, p. 199
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- Publication type:
- Article
Een verkenning van stop- of cessatiegedrag bij adolescente en jongvolwassen spelers van online digitale games.
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- Tijdschrift voor Communicatiewetenschap, 2018, v. 46, n. 2, p. 119, doi. 10.5117/2018.046.002.003
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- Article
Challenging the Other: Exploring the Role of Opponent Gender in Digital Game Competition for Female Players.
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- CyberPsychology, Behavior & Social Networking, 2014, v. 17, n. 5, p. 303, doi. 10.1089/cyber.2013.0331
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- Article
Parents' Degree and Style of Restrictive Mediation of Young Children's Digital Gaming: Associations with Parental Attitudes and Perceived Child Adjustment.
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- Journal of Child & Family Studies, 2019, v. 28, n. 5, p. 1379, doi. 10.1007/s10826-019-01368-x
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- Article
In Pursuit of Play: Toward a Social Cognitive Understanding of Determinants of Digital Play.
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- Communication Theory (1050-3293), 2014, v. 24, n. 2, p. 205, doi. 10.1111/comt.12030
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- Article
Validating the Digital Games Motivation Scale for Comparative Research Between Countries.
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- Communication Research Reports, 2017, v. 34, n. 1, p. 37, doi. 10.1080/08824096.2016.1250070
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- Article