Com325-001:Implementation of Video Games

WorkCited(Credits)

  1. Blanco-Herrera, Jorge A., et al. “Video Games Can Increase Creativity, but with Caveats.” Creativity Research Journal, vol. 31, no. 2, Jan. 2019, pp. 119–131. EBSCOhost, search.ebscohost.com/login.aspx?direct=true&db=eric&AN=EJ1219938&site=ehost-live.                                                                                                                           
  2. Chen, Xinru. “The Relationship between Video Games Problemsolving Skills and Academic Performance from IT Students’ Perspective .” pp. 1–50. JULTIKA University of Oulu Repository, Mar. 2019, http://urn.fi/URN:NBN:fi:oulu-201904051435.
  3. Ewoldsen, David R, et al. “Effect of Playing Violent Video Games Cooperatively or Competitively on Subsequent Cooperative Behavior.” Cyberpsychology, Behavior, and Social Networking, vol. 15, no. 5, Mary Ann Liebert, Inc, May 2012, pp. 277–80, doi:10.1089/cyber.2011.0308.
  4. Fischer, Fabian. “Criteria for Strategy Game Design.” Gamasutra, https://www.gamasutra.com/blogs/FabianFischer/20141201/231243/Criteria_for_Strategy_Game_Design.php.
  5. Franken, Robert E. Human Motivation. Brooks/Cole, 1994.
  6. Gee, James Paul. "Learning by design: Good video games as learning machines." E-learning and Digital Media 2.1 (2005): 5-16.
  7. Gentile, Douglas A. and J. Ronald Gentile. “Violent Video Games as Exemplary Teachers: A Conceptual Analysis.” Journal of Youth and Adolescence 37 (2008): 127-141.
  8. Gentile, Douglas A., et al. “The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies.” Personality and Social Psychology Bulletin, vol. 35, no. 6, June 2009, pp. 752–763, doi:10.1177/0146167209333045.
  9. Mitchell, Alice, and Carol Savill-Smith. "The use of computer and video games for learning: A review of the literature." (2004).
  10. “2019 Essential Facts About the Computer and Video Game Industry.” Entertainment Software Association, 19 Aug. 2019, https://www.theesa.com/esa-research/2019-essential-facts-about-the-computer-and-video-game-industry/.

 

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