To see the other types of publications on this topic, follow the link: Artistic semiotics of video games.

Books on the topic 'Artistic semiotics of video games'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 18 books for your research on the topic 'Artistic semiotics of video games.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse books on a wide variety of disciplines and organise your bibliography correctly.

1

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

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

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

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

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

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

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

Find full text
APA, Harvard, Vancouver, ISO, and other styles
5

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

Find full text
APA, Harvard, Vancouver, ISO, and other styles
6

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

Find full text
APA, Harvard, Vancouver, ISO, and other styles
7

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

Find full text
APA, Harvard, Vancouver, ISO, and other styles
8

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

Find full text
APA, Harvard, Vancouver, ISO, and other styles
9

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

Find full text
APA, Harvard, Vancouver, ISO, and other styles
10

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

Find full text
APA, Harvard, Vancouver, ISO, and other styles
11

Keen, Suzanne. Narrative Form: Revised and Expanded Second Edition. Palgrave Macmillan Limited, 2015.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
12

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

Find full text
APA, Harvard, Vancouver, ISO, and other styles
13

Set the action!: Creating backgrounds for compelling storytelling in animation, comics, and games. Focal Press, 2012.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
14

Gamrat, Małgorzata, ed. Translating Human Inner Life In and Between the Arts. Bloomsbury Publishing Plc, 2025. https://doi.org/10.5040/9781350453289.

Full text
Abstract:
The book examines how so-called human inner life – feelings, emotions, sentiments and self-reflection – permeates different forms of art. The methodological perspective is multidimensional covering translation studies and semiotics studies, including semiotics of passion, semiotics of culture, existential semiotics and biosemiotics, as well as different arts’ fields – music, literature, film, visual arts, multimedia and video games. The book combines these approaches and tools for each field in order to create a new approach that permits an examination of the process of translation in various
APA, Harvard, Vancouver, ISO, and other styles
15

Gibbons, William. Allusions of Grandeur. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190265250.003.0005.

Full text
Abstract:
This chapter explores how video games can seek to raise their artistic profile by using classical music to allude to cinema history. After describing some of the visual elements that can be incorporated in games to create a cinematic feeling for players, the chapter traces the use of classical compilation scores in games, connecting the practice to early cinema history. It then turns to more specific topics: first, video game versions of the Disney film Fantasia, such as the Atari 2600 title Sorcerer’s Apprentice (1983) and the Sega Genesis platformer Fantasia (1991), followed by the incorpora
APA, Harvard, Vancouver, ISO, and other styles
16

Gibbons, William. Conclusion. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190265250.003.0013.

Full text
Abstract:
This brief conclusion brings together threads from several previous chapters. It begins with a consideration of the independent game The End Is Nigh, a recent postapocalyptic game that contains a soundtrack by the duo Ridiculon consisting of remixed classical works. It then reflects on ways in which the cultural barriers between classical music and video games have weakened in popular culture, emphasizing that games are increasingly recognized for their capability to tell meaningful stories, produce insightful political and cultural commentary, and make artistic statements. It closes by callin
APA, Harvard, Vancouver, ISO, and other styles
17

Patterson, Christopher B. Open World Empire. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479802043.001.0001.

Full text
Abstract:
Video games vastly outpace all other entertainment media in revenue and in global reach. On the surface, games do not appear ideological, nor are they categorized as national products, yet their very existence has been conditioned upon the spread of militarized technology, the exploitation of already existing labor and racial hierarchies in their manufacture, and the utopian promises of digital technology. Like literature and film before them, video games have become the main artistic expression of empire today and thus form an understanding for how war and imperial violence proceed under the
APA, Harvard, Vancouver, ISO, and other styles
18

Gibbons, William. Violent Offenders and Violin Defenders. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190265250.003.0009.

Full text
Abstract:
This chapter considers video games that feature classical music and musicians as part of their narrative. In that setting, musicians often act as stand-ins both for art as a whole and for its cultural roles. Case studies include two very different musicians: in Fallout 3, the gentle violinist Agatha, for whom the player tries to retrieve a family heirloom, a Stradivarius violin; and in BioShock, the psychopathic composer Sander Cohen, an artist driven mad by his pursuit of artistic perfection. Finally, the chapter turns to Mozart: Le Dernier secret as an example of the unique challenges of inc
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!