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Book Chapter
Lesley S. J. Farmer, Nora G. Murphy (2010). Interdisciplinary Models and Tools for Serious Games: Emerging Concepts and Future Directions 27 pages.
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Journal Article
Nikole Wing Ka Kwok, Angeline Khoo (2011). International Journal of Cyber Behavior, Psychology and Learning 16 pages.
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Book Chapter
Nikole Wing Ka Kwok, Angeline Khoo (2013). Evolving Psychological and Educational Perspectives on Cyber Behavior 18 pages.
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Journal Article
Lavinia McLean, Mark D. Griffiths (2013). International Journal of Game-Based Learning 18 pages.
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Book Chapter
Jill Denner, Eloy Ortiz, Linda Werner (2014). Gender Considerations and Influence in the Digital Media and Gaming Industry 18 pages.
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Book Chapter
Halley M Pontes, Mark D. Griffiths (2015). Psychological and Social Implications Surrounding Internet and Gaming Addiction 15 pages.
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Book Chapter
Yuchan Gao (2016). Handbook of Research on Human Social Interaction in the Age of Mobile Devices 23 pages.
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Book Chapter
Sharon Moses J., Dhinesh Babu L. D., Nirmala M., M. Rajasekhara Babu, P. Venkata Krishna (2017). Emerging Technologies and Applications for Cloud-Based Gaming 24 pages.
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Book Chapter
Deverajan Ganesh Gopal, Sekaran Kaushik (2017). Emerging Technologies and Applications for Cloud-Based Gaming 21 pages.
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Book Chapter
Prajit Kumar Datta, Utkarsh Srivastava (2017). Emerging Technologies and Applications for Cloud-Based Gaming 18 pages.
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Book Chapter
Shivangshu Nag, Vipul Kumar Srivastava, Ragam Sai Krishna (2017). Emerging Technologies and Applications for Cloud-Based Gaming 20 pages.
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Book Chapter
Balamurugan Balusamy, P. Venkata Krishna, Aishwarya T., Thusitha M., Tamizh Arasi G. S., Marimuthu Karuppiah (2017). Emerging Technologies and Applications for Cloud-Based Gaming 33 pages.
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Book Chapter
Halley M Pontes, Mark D. Griffiths (2017). Gaming and Technology Addiction: Breakthroughs in Research and Practice 16 pages.
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Book Chapter
Harald Waldrich (2017). Applying the Actor-Network Theory in Media Studies 23 pages.
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Book Chapter
Karim Hesham Shaker Ibrahim (2018). Handbook of Research on Integrating Technology Into Contemporary Language Learning and Teaching 22 pages.
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Book Chapter
Harald Waldrich (2019). Analytical Frameworks, Applications, and Impacts of ICT and Actor-Network Theory 35 pages.
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Book Chapter
Jill Denner, Eloy Ortiz, Linda Werner (2015). Gamification: Concepts, Methodologies, Tools, and Applications 18 pages.
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Book Chapter
Karim Hesham Shaker Ibrahim (2019). Assessing the Effectiveness of Virtual Technologies in Foreign and Second Language Instruction 22 pages.
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Journal Article
Mark Griffiths, Zaheer Hussain, Sabine M. Grüsser, Ralf Thalemann, Helena Cole, Mark N.O. Davies, Darren Chappell (2011). International Journal of Game-Based Learning 17 pages.
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Book Chapter
Dustin Kidd, Amanda J. Turner (2016). Defining Identity and the Changing Scope of Culture in the Digital Age 23 pages.
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Book Chapter
Surendra Prasad Mishra, Dinkar Kulshreshtha, Anoop Kumar Srivastava, Ajeet Kumar Gandhi, Madhup Rastogi (2019). Application of Gaming in New Media Marketing 26 pages.
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Book Chapter
Fengfeng Ke (2011). Gaming and Simulations: Concepts, Methodologies, Tools and Applications 47 pages.
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Journal Article
Gilbert Ahamer (2012). International Journal of Web-Based Learning and Teaching Technologies 19 pages.
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Journal Article
Scott Thacker, Mark D. Griffiths (2012). International Journal of Cyber Behavior, Psychology and Learning 17 pages.
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Book Chapter
Gilbert Ahamer (2016). Revolutionizing Education through Web-Based Instruction 24 pages.
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