Academic literature on the topic 'Artistic semiotics of video games'

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Journal articles on the topic "Artistic semiotics of video games"

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Belyaev, Dmitry A., Andrey N. Zadvornov, Askar G. Hairullin, and Elmira I. Shajsultanova. "Artistic and aesthetic phenomenology of video games: multimodal semiotics and educational potential." Perspektivy Nauki i Obrazovania, no. 2 (April 30, 2025): 585–99. https://doi.org/10.32744/pse.2025.2.37.

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Introduction. In modern media culture, new forms of representation of the aesthetic are emerging, based on screenmodality and interactive mechanics. Video games with artistic and cultural content will allow to form new methodologicaltechniques and conditions of cultural knowledge broadcasting, as well as to create a unique semiotic environment ofaesthetic experience acquisition. The aim of the article is to study the theory and practice of the educational potential ofvideo games with artistic, cultural and aesthetic content.Materials and Methods. The study is based on the interpretation of vid
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Belyaev, Dmitry A., Andrey N. Zadvornov, Askar G. Hairullin, and Elmira I. Shajsultanova. "Artistic and aesthetic phenomenology of video games: multimodal semiotics and educational potential." Perspectives of science and Education 74, no. 2 (2025): 585–99. https://doi.org/10.32744/pse.2025.2.37.

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Introduction. In modern media culture, new forms of representation of the aesthetic are emerging, based on screen modality and interactive mechanics. Video games with artistic and cultural content will allow to form new methodological techniques and conditions of cultural knowledge broadcasting, as well as to create a unique semiotic environment of aesthetic experience acquisition. The aim of the article is to study the theory and practice of the educational potential of video games with artistic, cultural and aesthetic content. Materials and Methods. The study is based on the interpretation o
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Michailowsky, Alexei. "Patsy Gallant and Video Games." Journal of Sound and Music in Games 3, no. 4 (2022): 29–47. http://dx.doi.org/10.1525/jsmg.2022.3.4.29.

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Canadian artist Patsy Gallant (born 1948), who achieved worldwide commercial success as a disco queen, released Take Another Look in 1984. The album tells the story of the “High Tech Girl,” a female cyborg character that serves as a metaphor for Patsy herself to address the imminent end of her marriage to musician Dwayne Ford through the album. For the first time in the singer’s discography, synthesizers and MIDI sequencers took a predominant role. Those new digital technologies inspired the construction of a futuristic piece where distinct elements such as the sleeve photos, the lyrics, the m
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Yee, Thomas B. "Narrating Near-Death Experience." Chinese Semiotic Studies 14, no. 3 (2018): 329–46. http://dx.doi.org/10.1515/css-2018-0020.

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Abstract Rarely do the worlds of classical music and video games collide explicitly; when they do, as in the 2007 JRPG Eternal Sonata, the result is of marked semiotic interest. The game’s complex metafictional plotline – involving multiple levels of narrative seeking to blend fantasy and reality – invites speculation and interpretation, particularly concerning its multivalent ending. This article uses recently developed analytical methods from the burgeoning field of musical semiotics to glean poignant interpretative meaning from the video game’s musical surface. By invoking music-theoretic w
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Belyaev, Dmitriy. "The media language of video games: the history of the formation and semiotics of cybertexts." OOO "Zhurnal "Voprosy Istorii" 2023, no. 9-1 (2023): 188–97. http://dx.doi.org/10.31166/voprosyistorii202309statyi07.

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The article analyzes the linguistic structures of video games, their formation in a historical perspective and explication of the current semiosphere of video game cybertexts. The history of the formation of the graphic code system of video games is reconstructed. The significance of the technical factor (computing capabilities of hardware game devices) in shaping the diversity of the spectrum of video game icons is highlighted. Parallels in the visual semiotics and aesthetics of cinematic animation and video games are noted. Particular attention is paid to the analysis of the procedural clust
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ARMUTCI, Bayram. "Artistic Approaches in Isometric Video Games." Art Vision 29, no. 50 (2023): 75–83. http://dx.doi.org/10.5152/artvis.2023.22164.

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Fanani, Fajriannoor. "Mitologi Dalam Video Game: Pesan-pesan Politik Dalam Video Games Amerika Serikat." Jurnal The Messenger 3, no. 1 (2016): 1. http://dx.doi.org/10.26623/themessenger.v3i1.180.

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<p><em>Video Game, especially in Indonesia, has been long seeing as kid toy with minimum or no psychological impact to the player. This view is a serious mistake since video game able to transmit violence message to political message into their audience or player. Political message especially is very omnipresent in such game as Red Alert, Generals and others FPS or RTS games. The message on these games is higly political and contains political views the developer has. This writing tries to read the political messages on games like Red Alert and Counter Strike to find myth the devel
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Zhang, Heyang. "Research on the Commercial Value and Artistic Value of Video Games." Communications in Humanities Research 5, no. 1 (2023): 100–103. http://dx.doi.org/10.54254/2753-7064/5/20230107.

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Video games, as a relatively new but increasingly mature art form, gradually have a different value than other art forms as they develop. Video games can only be treated properly if the players are fully aware of their multifaceted nature. So the topic of this paper is the value of video games. This paper will try to solve the problem through multi-angle analysis and the experiential summary method. It can be concluded that the game's value is primarily comprised of its commodity and artistic value. As a commodity, games do make a lot of money for game companies. As art, games are indeed artis
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Maravić, Manojko. "Relacije umetnosti i video igara / Relations of Art and Video Games." AM Journal of Art and Media Studies, no. 1 (January 15, 2012): 93–104. http://dx.doi.org/10.25038/am.v0i1.12.

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When discussing the art of video games, three different contexts need to be considered: the 'high' art (video games and the art); commercial video games (video games as the art) and the fan art. Video games are a legitimate artistic medium subject to modifications and recontextualisations in the process of creating a specific experience of the player/user/audience and political action by referring to particular social problems. They represent a high technological medium that increases, with practically each new commercial game, the aesthetic potential of audio-visualperformances and includes m
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Mazlan, Johann Mikail, and Nelysa Nurshafira Mohd Roslan. "Semiotic in Narrative of Video Games: A Case Study of Detention (2017)." International Journal of Art and Design 9, no. 1/SI (2025): 26–41. https://doi.org/10.24191/ijad.v9i1/si.2937.

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The research studies the semiotic elements of video game narratives, with a particular emphasis on the critically acclaimed game Detention (2017). The game is renowned for its ability to intricately weave its narrative through a sophisticated interplay of signs and symbols. Semiotics, the study of signs and their meanings, provides a robust framework for understanding the layers of interpretation that enrich the interactive storytelling experience within video games. The study draws from the theoretical foundations established by influential semioticians such as Ferdinand de Saussure and Charl
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Dissertations / Theses on the topic "Artistic semiotics of video games"

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Pozderac-Chenevey, Sarah. "The Narrative Function of Pre-existing Music in Video Games." University of Cincinnati / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1562060451119602.

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Dohme, Vanessa. "Joguês: a linguagem dos video games aos jogos casuais." Universidade Presbiteriana Mackenzie, 2013. http://tede.mackenzie.br/jspui/handle/tede/1882.

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Made available in DSpace on 2016-03-15T19:42:32Z (GMT). No. of bitstreams: 1 Vanessa Dohme.pdf: 2538756 bytes, checksum: d51aa4031e5c4d60a18027a1d172d357 (MD5) Previous issue date: 2013-08-13<br>The present work investigates the user s understanding when in contact with a digital game. Making use of semiotic s tools, the work proposes a language of games the Gamish, that carries three possible levels of communication between the gamer and the game: Perception Level; Contact Level; and Interaction Level. Each of these represents a degree of the gamer s involvement with the game. Understandi
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Ernica, Renato Razzino. "Ensaio semiótico sobre a narratividade nos jogos digitais." Universidade de São Paulo, 2014. http://www.teses.usp.br/teses/disponiveis/8/8147/tde-22052015-095739/.

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Usando o quadro teórico de diversas disciplinas, como a Semiótica Francesa (GREIMAS; FONTANILLE, 1991; ZILBERBERG; FONTANILLE, 2001; FONTANILLE, 2011; ZILBERBERG, 2011), a Ludologia (SALEN; ZIMMERMAN, 2004; JUUL, 2005; RANHEL, 2009) e os Estudos de Mídia (MURRAY, 1995; SANTAELLA, 2004), esta dissertação tem por objetivo analisar a relação complexa entre a estrutura procedural (as regras e possibilidades) e o enredo no jogo Final Fantasy XIII; a organização narrativa da paixão \"vingança\" foi escolhida como objeto principal de nossa análise devido a sua estruturação complexa e sua popularidade
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Schrank, Brian. "Play beyond flow: a theory of avant-garde videogames." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/42865.

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Videogame tinkerers, players, and activists of the 21st century are continuing, yet redefining, the avant-garde art and literary movements of the 20th century. Videogames are diverging as a social, cultural, and digital medium. They are used as political instruments, artistic experiments, social catalysts, and personal means of expression. A diverse field of games and technocultural play, such as alternate reality games, griefer attacks, arcade sculptures, and so on, can be compared and contrasted to the avant-garde, such as contemporary tactical media, net art, video art, Fluxus, the Situatio
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Sundin, Jessika. "The Expanding Storyworld : An Intermedial Study of the Mass Effect novels." Thesis, Stockholms universitet, Institutionen för kultur och estetik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-166920.

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This study investigates the previously neglected literary phenomenon of game novels, a genre that is part of the increasing significance that games are having in culture. Intermedial studies is one of the principal fields that examines these types of phenomena, which provides perspectives for understanding the interactions between media. Furthermore, it forms the foundation for this study that analyses the relation between the four novels by Drew Karpyshyn (Mass Effect: Revelation, 2007; Mass Effect: Ascension, 2008; Mass Effect: Retribution, 2010) and William C. Dietz (Mass Effect: Deception,
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Oliveira, Fabiana Martins de. "Jogos digitais educacionais destinados ao intercâmbio social, cultural e econômico: rompendo barreiras territoriais." Pontifícia Universidade Católica de São Paulo, 2015. https://tede2.pucsp.br/handle/handle/18200.

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Made available in DSpace on 2016-04-29T14:23:41Z (GMT). No. of bitstreams: 1 Fabiana Martins de Oliveira.pdf: 2599761 bytes, checksum: 32bfbb43f18c17407dfdf69a5efbd6a2 (MD5) Previous issue date: 2015-12-09<br>This study aims at the production of educational games that allow users to active participation in social and artistic contexts. Four are its aspects: first, the influence exerted by technological means to childhood. Second, the use of the simulation as a means of learning. Third, the free software use by students. And fourth, the objectives of arts education classes, which include the
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Krupa, Frédérique. "Girl Games : gender, technology and design for women’s recruitment in Information and Communication Technology (ICT)?" Thesis, Paris 1, 2018. https://ecm.univ-paris1.fr/nuxeo/site/esupversions/dd3e6426-fd66-4db2-add5-56476ec75bf6.

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Cette thèse se concentre sur le genre, le design et la technologie à travers l'artefact des jeux vidéo - les produits de la culture d'ingénierie masculine, et le lien de genre entre ceux qui font les jeux vidéo (Production) et ceux qui les jouent (Réception). Ma recherche porte sur l'industrie du jeux vidéo consacré aux pré-adolescentes qui, il y a 20 ans, était le site de l'entreprenariat féministe espérant remédier au déséquilibre entre les sexes dans les TIC. Si la parité a été atteinte dans la consommation des médias, la production technologique reste délibérément une quête masculine. Cett
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Picard, Manon. "La smartfiction : une fiction interactive à lire, un rôle à incarner ou une partie à jouer sur son smartphone ?" Electronic Thesis or Diss., Compiègne, 2022. http://www.theses.fr/2022COMP2681.

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La smartfiction est un récit à lire et à jouer sur son smartphone. Reprenant les codes techniques, esthétiques, sociaux et culturels du smartphone pour les réinvestir dans le cadre d’une fiction, la smartfiction repose sur une dimension réflexive par rapport au smartphone. En exploitant les conventions des pratiques ordinaires du smartphone, l’utilisateur d’une smartfiction doit se projeter en tant qu’utilisateur de smartphone lorsqu'il lit, interprète et joue un récit de vie fictionnel. En effet, le propre du récit est de raconter une vie qui n’est plus la mienne ou qui n'est pas la mienne. «
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Paredes-Olea, Mariana. "Procedural Realism in Computer Strategy Games." Master's thesis, 2009. http://hdl.handle.net/10048/690.

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Throughout the history of strategy games, the concept of realism has taken part of cultural discourses that claim such games reproduce dynamics of war. In this thesis, A. Galloways, I. Bogosts and C. Pierces work are used to construct the concept of procedural realism to support the thesis that strategy games build realist fiction based on the execution of game processes through the Heads Up Display interface. Discussion on the visibility of rules will draw attention to the extra-diegetic dimensions of games, to explore how these devices promote ideological approaches to the real. The form of
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Krupa, Frederique. "Jeux vidéo pour les filles : le genre, la technologie et le design aux service du recrutement des femmes dans les Technologies de l'Information et de laCommunication ( TIC) ?" Thesis, 2018. http://www.theses.fr/2018PA01H316.

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Cette thèse se concentre sur le genre, le design et la technologie à travers l'artefact des jeux vidéo - les produits de la culture d'ingénierie masculine, et le lien de genre entre ceux qui font les jeux vidéo (Production) et ceux qui les jouent (Réception). Ma recherche porte sur l'industrie du jeux vidéo consacré aux pré-adolescentes qui, il y a 20 ans, était le site de l'entreprenariat féministe espérant remédier au déséquilibre entre les sexes dans les TIC. Si la parité a été atteinte dans la consommation des médias, la production technologique reste délibérément une quête masculine. Cett
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Books on the topic "Artistic semiotics of video games"

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Doyle, Denise. New opportunities for artistic practice in virtual worlds. Information Science Reference, an imprint of IGI Global, 2015.

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Keen, Suzanne. Narrative form. Palgrave Macmillan, 2003.

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Semiotics of Architecture in Video Games. Bloomsbury Publishing Plc, 2024.

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Aroni, Gabriele, and Paul Bouissac. Semiotics of Architecture in Video Games. Bloomsbury Publishing Plc, 2022.

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Hawreliak, Jason. Multimodal Semiotics and Rhetoric in Videogames. Taylor & Francis Group, 2018.

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Hawreliak, Jason. Multimodal Semiotics and Rhetoric in Videogames. Taylor & Francis Group, 2018.

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Multimodal Semiotics and Rhetoric in Videogames. Taylor & Francis Group, 2020.

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Multimodal Semiotics and Rhetoric in Videogames. Taylor & Francis Group, 2018.

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Projecting a Camera: Language-Games in Film Theory. Routledge, 2006.

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Branigan, Edward. Projecting a Camera: Language-Games in Film Theory. Routledge, 2006.

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Book chapters on the topic "Artistic semiotics of video games"

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King, Samuel. "Core artistic skills." In Digital Character Creation for Video Games and Collectibles. CRC Press, 2023. http://dx.doi.org/10.1201/9781003178057-5.

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Passos, Leonardo Porto, Débora Mattos Peron, and Manuel Falleiros. "Preliminary Study of the Artistic Potential of Video Games." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-55312-7_11.

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López-Varela Azcárate, Asunción. "Techno-Poïesis and Intermedial Semiosis in David O’Reilly’s Videogame Everything." In Literature as an Art Form - Evolving Literary Landscape [Working Title]. IntechOpen, 2025. https://doi.org/10.5772/intechopen.1009927.

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Building on recent research in posthumanist and neomaterialist thought, the study considers a techno-poetic consciousness that blurs the distinction between the natural and the artificial (human-made) and pays attention to small but significant natural elements, silica in particular, and their deep influence on the development of human life and, more recently, digital culture. Adopting an intermedial semiotic approach, the chapter interweaves perspectives from semiotics, art, and mythology to analyse Everything, a videogame created by Irish filmmaker and game developer David O’Reilly. The game
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"The Semiotics of Architecture." In The Semiotics of Architecture in Video Games. Bloomsbury Academic, 2022. http://dx.doi.org/10.5040/9781350152342.ch-1.

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"The Semiotics of Digital Games Spaces." In The Semiotics of Architecture in Video Games. Bloomsbury Academic, 2022. http://dx.doi.org/10.5040/9781350152342.ch-2.

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Price, Aaron. "Video Games Are Art." In Advances in Educational Technologies and Instructional Design. IGI Global, 2024. http://dx.doi.org/10.4018/979-8-3693-3184-2.ch007.

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There is considerable discourse regarding the status of video games as an artform, a narrative art, a form of play, or any combination of the preceding, and many have turned to literature from film, animation, game, and media studies to further these claims. When considering approaches to teaching arts multiliteracies, these ideas of video games as arts, narratives, and/or sites of play can serve to further pedagogical goals. This chapter explores three approaches for teaching arts multiliteracies via video games: teaching around, alongside, or through video games, where video games are either
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Katsaridou, Maria, and Mattia Thibault. "Architextuality and Video Games." In Advances in Multimedia and Interactive Technologies. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-5225-0477-1.ch014.

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Even though literary genres are instrumental for the study and analysis of video games, we should also take into consideration that, nowadays, the boundaries of literature have been crossed and we have to deal with a broader transmedia reality. Approaching it can be quite challenging and, in addition to the already existing genre theory, it requires the implementation of appropriate analytic tools, both adaptable to different languages and media and able to reconstruct and motivate the isotopies woven into the net. In the authors' opinion, semiotics is particularly suitable for this task, for
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"NaissanceE." In The Semiotics of Architecture in Video Games. Bloomsbury Academic, 2022. http://dx.doi.org/10.5040/9781350152342.ch-5.

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"Further Research." In The Semiotics of Architecture in Video Games. Bloomsbury Academic, 2022. http://dx.doi.org/10.5040/9781350152342.0006.

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"Notes." In The Semiotics of Architecture in Video Games. Bloomsbury Academic, 2022. http://dx.doi.org/10.5040/9781350152342.0007.

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Conference papers on the topic "Artistic semiotics of video games"

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Katsaridou, Maria. "ADAPTATION OF VIDEO GAMES INTO FILMS: THE ADVENTURES OF THE NARRATIVE." In New Semiotics. Between Tradition and Innovation. IASS Publications, 2015. http://dx.doi.org/10.24308/iass-2014-144.

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Bruzzi, Lucas Macedo, and Rosilane Ribeiro da Mota. "THIS ISN’T MY CRASH BANDICOOT - A Critical Analysis of Character Redesign in Video Games." In Anais Estendidos do Simpósio Brasileiro de Jogos e Entretenimento Digital. Sociedade Brasileira de Computação, 2023. http://dx.doi.org/10.5753/sbgames_estendido.2023.233971.

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It’s common for the look of game characters to change over the years and adapt to reach new audiences. This research was developed to understand which artistic aspects should be taken into consideration to create a more believable character redesign using Crash Bandicoot as the subject of analysis. This article analyses two distinct redesigns of the same video game character and compares them to the first designs, comparing different artistic elements like conceptualization, workflow and execution.
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Vidal, Teresa, Isidro Navarro, Albert Sanchez, Francesc Valls, Lluis Gimenez, and Ernesto Redondo. "Virtual Reality for enhanced learning in artistic disciplines of degree of video games." In 2021 16th Iberian Conference on Information Systems and Technologies (CISTI). IEEE, 2021. http://dx.doi.org/10.23919/cisti52073.2021.9476656.

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Далевски, А. Э., and О. В. Петрухина. "UI-DESIGN AS A COMMUNICATION AND VISUAL STORYTELLING TECHNIQUE IN VIDEO GAMES." In Мультимедиа: современные тенденции. Crossref, 2025. https://doi.org/10.54874/9785605245759.2024.10.24.

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Интерфейс является ключевой составляющей визуального стиля. Как правило, первостепенными компонентами графической концепции видеоигры являются внедренные в геймплей элементы — грамотно построенные уровни, творческая работа с персонажами, общее художественное оформление. Однако именно UI встречает нас с первых кадров и обеспечивает удобную коммуникацию с игрой. Во-первых, грамотно построенный интерфейс интуитивно понятен. Во-вторых, он аутентичен, созвучен с основными концепциями и стилистикой игры. Кроме того, интерфейсы несут еще и нарративный, повествовательный смысл, подсвечивая неочевидные
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Chernousov, Vitalii A., and Oksana M. Akay. "LINGUACULTURAL REPRESENTATION OF ETHNIC GROUPS IN VIDEO GAMES (A CASE STUDY OF "CYBERPUNK 2077")." In II All-Russian scientific-practical conference with international participation "Translation and foreign languages in the global dialogue of cultures". St. Petersburg State University, 2024. http://dx.doi.org/10.21638/11701/9785288064289.21.

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The paper is devoted to the study of the linguistic and cultural representation of ethnic groups in video games, in particular in "Cyberpunk 2077". Factors influencing the manifestation of ethnic characteristics include the genre of the game, its scale, cultural and linguistic discourse and intercultural communication. In the game, the authors focus on the formation of a multiethnic and multicultural picture of the game world. The game is based on the "Cyberpunk 2020" tabletop role-playing game, which provides an extensive artistic and literary base. The developers pay attention to linguistic
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Maravic, Manojlo, and Gorana Rakicbajic. "THE TEACHERS' ATTITUDE TOWARDS THE USE OF VIDEO GAMES IN TEACHING PROCESS." In eLSE 2018. ADL Romania, 2018. http://dx.doi.org/10.12753/2066-026x-18-040.

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Nowadays, in Serbia, in all public spheres, there is a generally positive atmosphere towards the use of new digital technologies, while digital technology and user training for ICT industries are set as one of the national priorities of economic development. The City of Novi Sad already has a centralized position in national IT industry and particularly important data points for present research are two facts: the first one, practical, is that the largest Serbian companies specializing in the production of video games are set up in Novi Sad, and the second one, academic, is that the Academy of
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Le Quoc, Hieu. "Intersemiotic Translation in Adaptation: The Case Study of the Adaptation of Narrative Poem The Tale of Kiều (Nguyễn Du) to Cải lương Film Kim Vân Kiều (Nguyễn Bạch Tuyết)". У GLOCAL Conference on Asian Linguistic Anthropology 2019. The GLOCAL Unit, SOAS University of London, 2019. http://dx.doi.org/10.47298/cala2019.11-4.

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We are living in the age of adaptation. In contemporary art, the power of adaptation is evidenced by the fact that a textual semiotic system is continuously passing through the different genres and means to establish new texts. Adaptation is also an intercultural translation as each work adapted experiences a cultural shift so as to adapt to the target culture. Although The Tale of Kieu (Nguyen Du) made use of the plot of Kim Van Kieu, written as the pseudonym Qingxin Cairen (青心才人, Pure Heart Talented Man), in the Vietnamese artistic context, the tale can be considered as the “original text” t
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Amato, Etienne-Armand, and Etienne Pereny. "For a more symbiotic co-individuation with our technological avatars: how to go, with the Sciences and the Arts, beyond hybridizations?" In 28th International Symposium on Electronic Art. Ecole des arts decoratifs - PSL, 2024. http://dx.doi.org/10.69564/isea2023-39-full-amato-et-al-technological-avatars.

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With interactive computing, the metaphorical use of biological notions of hybridization and symbiosis has become widespread. They refer to the possibilities of mixing as well as to the conditions of emergence of relationships ranging from mutual benefit to instrumentalization between technologies and humans. In order to better understand the relevance of such analogies with the living, this article draws on scientific and artistic research concerning the interactive avatar. These seem particularly instructive on our relationship to technology because this virtual being hybridises the living an
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Rusu, Alexandra. "E-LEARNING SOLUTIONS FOR REVITALIZING TRADITIONAL TEXTILE TECHNOLOGIES. THE MAPS OF TIME PROJECT." In eLSE 2013. Carol I National Defence University Publishing House, 2013. http://dx.doi.org/10.12753/2066-026x-13-274.

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Abstract:
Traditional textile technologies are part of cyber-culture in all its complexity but the solutions only record the technological past and do not influence the personal development of underprivileged groups. The digital information development should mark changes not only in communication but also in education and human communities' dynamic. E-learning programs in cyber-space are undoubtedly agents of cultural change but they should be created for an immediate impact on communities and for stressing issues like alternatives for unemployed people and lifelong learning for a greater mobility. Thi
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