Academic literature on the topic '1942 (Video game)'
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Journal articles on the topic "1942 (Video game)"
Scheiding, Ryan. "“The Father of Survival Horror”: Shinji Mikami, Procedural Rhetoric, and the Collective/Cultural Memory of the Atomic Bombs." Loading 12, no. 20 (November 20, 2019): 1–14. http://dx.doi.org/10.7202/1065894ar.
Full textWuts, Jasper, Oscar Person, Erik Jan Hultink, and Maarten Brands. "Next-Level Branding: Digital Brand Fit in Video-Game Design." Design Management Review 23, no. 1 (February 14, 2012): 74–82. http://dx.doi.org/10.1111/j.1948-7169.2012.00173.x.
Full textdeHaan, Jonathan William. "Acquisition of Japanese as a Foreign Language Through a Baseball Video Game." Foreign Language Annals 38, no. 2 (May 2005): 278–82. http://dx.doi.org/10.1111/j.1944-9720.2005.tb02492.x.
Full textBrazelton, G. Blue. "Media Review: Violent Video Games With School Violence Themes: Higher Education's Response." Journal of Student Affairs Research and Practice 48, no. 4 (October 2011): 523–26. http://dx.doi.org/10.2202/1949-6605.6450.
Full textGreitemeyer, Tobias, and Christopher Cox. "There's no “I” in team: Effects of cooperative video games on cooperative behavior." European Journal of Social Psychology 43, no. 3 (April 2013): 224–28. http://dx.doi.org/10.1002/ejsp.1940.
Full textKharisma, Bintang Ulya. "Praktik Money Game Skema Ponzi pada TikTok Cash." Syntax Literate ; Jurnal Ilmiah Indonesia 6, no. 5 (May 21, 2021): 2111. http://dx.doi.org/10.36418/syntax-literate.v6i5.2731.
Full textBarnes, Trevor J. "Games of Empire: Global Capitalism and Video Games - By Nick Dyer-Witheford and Greig de Peuter." Economic Geography 86, no. 4 (October 2010): 461–63. http://dx.doi.org/10.1111/j.1944-8287.2010.01089.x.
Full textNoorbhai, Habib. "The backlift techniques of cricketers in the Indian Premier League: batting implications for the shorter format." International Sports Studies 42, no. 1 (June 22, 2020): 47–54. http://dx.doi.org/10.30819/iss.42-1.05.
Full textKostiukevych, Viktor, Natalia Shchepotina, and Tetiana Vozniuk. "Monitoring and Analyzing of the Attacks of the Football Team." Teorìâ ta Metodika Fìzičnogo Vihovannâ 20, no. 2 (June 25, 2020): 68–76. http://dx.doi.org/10.17309/tmfv.2020.2.02.
Full textMessias, Erick, Juan Castro, Anil Saini, Manzoor Usman, and Dale Peeples. "Sadness, Suicide, and Their Association with Video Game and Internet Overuse among Teens: Results from the Youth Risk Behavior Survey 2007 and 2009." Suicide and Life-Threatening Behavior 41, no. 3 (April 4, 2011): 307–15. http://dx.doi.org/10.1111/j.1943-278x.2011.00030.x.
Full textDissertations / Theses on the topic "1942 (Video game)"
Medà, Calvet Ignasi. "Desarrollo, difusión e impacto social y cultural de los videojuegos de 8 bits en España (1983-1992)." Doctoral thesis, Universitat Autònoma de Barcelona, 2018. http://hdl.handle.net/10803/463027.
Full textThis thesis contributes a multifaceted and exhaustive historical account of the emergence and subsequent diffusion and circulation of 8-bit video games in Spain between 1983 and 1992, a period known, in this sense, as the “Golden Age of Spanish software”. In doing so, it problematizes the claims that have hitherto sustained a flat and one-dimensional view of this period, a perspective built essentially around the experiences of the first companies and programmers of the sector who designed and commercialized the first computer games. By focusing on probing people’s uses and practices with and around technology in their different everyday contexts, this thesis shows that a larger diversity of actors, processes and spaces than those usually pointed out were actually involved in the development of the video games sector in Spain. Such development of this industrial and technological sector concurred, in that particular context and period, with key processes of negotiation concerning the implementation, diffusion and control of computing technology in a wide range of contexts: the public administration, universities, schools, hospitals, factories, laboratories, offices and also households. The public debates around the so-called IT Revolution that was also taking place in other countries encouraged the State’s will to take a leading role these processes under the pretext of considering widespread computerization as the only way to modernize the country. In this way, computing and electronic technologies were deemed as one of the key elements to achieve the economic development of the country, even more with regards to its then impending entry in the European Economic Community in 1986. At the same time, the State pondered the need to carry out actions and initiatives aimed at familiarizing citizens with computing and the use of the first home computers as educational and work tools. In those years, it was typically publicized that the country’s computerization would lead to a radical transformation of the productive and work sectors; therefore, the public administration stressed the need for people to acquire the new skills linked to the computing sector in order to have the chance to land a steady job in the future. In this respect, the public sector considered Spanish people as a mass society of individuals ignorant of the computing field and thus in need of instruction allowing them to usefully operate computers. However, this thesis also reveals an initially unexpected active agency on the part of the first computing users and enthusiasts. Given the access and the possibility to tinker and experiment what could be done with the first computers, these users started circulating certain kinds of knowledge and practices that did not match the “serious” usages at first associated with computing. As a result, the use of computers as entertainment technologies fostered alternative consumption practices related to the computing sector that in the end permeated society at large.
Kocurek, Carly Ann. "Masculinity at the video game arcade : 1972-1983." 2012. http://hdl.handle.net/2152/22133.
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Books on the topic "1942 (Video game)"
The Encyclopedia of Game Machines: Consoles, Handhelds & Home Computers 1972-2005. Utting, Germany: GamePlan Books, 2006.
Find full textInc, Game Counselor. Game Counselor's Answer Book for Nintendo Players. Redmond, USA: Microsoft Pr, 1991.
Find full textWeiss, Brett. Classic Home Video Games, 1972-1984: A Complete Reference Guide. Jefferson, N.C: McFarland & Company, Inc., Publishers, 2007.
Find full textRich, Hunsinger, ed. Call of duty.: Official strategy guide. Indianapolis, IN: Brady Games, 2008.
Find full text1960-, Fontaine George R., ed. The Official Lucasfilm Games Air Combat Strategies Book. Rocklin, CA: Prima Publishing, 1992.
Find full textTom, Badgett, ed. Ultimate unauthorized Nintendo game strategies: Winning Strategies for 100 Top Games. New York: Bantam Books, 1989.
Find full textThe portrayal of social catastrophe in the German-language films of Austrian filmmaker Michael Haneke (1942- ): An examination of The seventh continent (1989), Benny's video (1992), 71 fragments of a chronology of chance (1994), and Funny games (1997). Lewiston: Edwin Mellen Press, 2010.
Find full textBook chapters on the topic "1942 (Video game)"
Mitchell, Grethe. "Spielberg and Video Games (1982 to 2010)." In A Companion to Steven Spielberg, 410–31. Hoboken, NJ, USA: John Wiley & Sons, Inc., 2017. http://dx.doi.org/10.1002/9781118726747.ch23.
Full textLee, Alger. "Survival by “Servicisation”: A Multiple-Case Study of the Taiwanese Video Games Industry." In Case Studies in Service Innovation, 27–32. New York, NY: Springer New York, 2012. http://dx.doi.org/10.1007/978-1-4614-1972-3_4.
Full textFernandez-Vara, Clara. "The Inescapable Intertextuality of Blade Runner: The Video Game." In Advances in Multimedia and Interactive Technologies, 22–38. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-5225-0477-1.ch002.
Full textRosenstein, Debra Leigh Walls. "Play and Play Therapy." In Encyclopedia of E-Leadership, Counseling and Training, 667–79. IGI Global, 2012. http://dx.doi.org/10.4018/978-1-61350-068-2.ch049.
Full textMarsh, Brent A., Thomas L. Andre, and Samantha L. Payton. "Esports on Campus." In Higher Education Response to Exponential Societal Shifts, 330–55. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2410-7.ch016.
Full textStead, Henry. "The Only Tone for Terror: Tony Harrison and the Gorgon’s Gaze." In New Light on Tony Harrison, 205–20. British Academy, 2019. http://dx.doi.org/10.5871/bacad/9780197266519.003.0017.
Full textDebbabi, Sana, and Serge Baile. "Creating Telepresence in Virtual Mediated Environments." In Virtual Technologies, 1575–81. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59904-955-7.ch102.
Full textStevenson, Randall. "‘Time is Over’: Postmodern Times." In Reading the Times, 160–219. Edinburgh University Press, 2018. http://dx.doi.org/10.3366/edinburgh/9781474401555.003.0006.
Full textRoibás, Anxo Cereijo, and Stephen Johnson. "Pervasive iTV and Creative Networked Multimedia Systems." In Encyclopedia of Multimedia Technology and Networking, Second Edition, 1154–61. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-014-1.ch157.
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