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.
Full textBelyaev, 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.
Full textMichailowsky, 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.
Full textYee, Thomas B. "Narrating Near-Death Experience." Chinese Semiotic Studies 14, no. 3 (2018): 329–46. http://dx.doi.org/10.1515/css-2018-0020.
Full textBelyaev, 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.
Full textARMUTCI, Bayram. "Artistic Approaches in Isometric Video Games." Art Vision 29, no. 50 (2023): 75–83. http://dx.doi.org/10.5152/artvis.2023.22164.
Full textFanani, 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.
Full textZhang, 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.
Full textMaravić, 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.
Full textMazlan, 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.
Full textJancsovics, Klaudia. "Play the art: Artistic value in video games." Replay. The Polish Journal of Game Studies 8, no. 1 (2022): 27–42. http://dx.doi.org/10.18778/2391-8551.08.02.
Full textGimbel, Steven, and Joseph Roman. "It’s about Time: Film, Video Games, and the Advancement of an Artform." Philosophies 4, no. 4 (2019): 56. http://dx.doi.org/10.3390/philosophies4040056.
Full textNeiva, Eduardo, and Carlo Romano. "The Semiotic Immersion of Video Games, Gaming Technology and Interactive Strategies." Public Journal of Semiotics 1, no. 2 (2007): 31–49. http://dx.doi.org/10.37693/pjos.2007.1.8819.
Full textBozhko, Tetiana, and Oleksandra Sliusarenko. "Stylist Characteristics of Modern Video Games." Demiurge: Ideas, Technologies, Perspectives of Design 8, no. 1 (2025): 49–60. https://doi.org/10.31866/2617-7951.8.1.2025.330444.
Full textErtan, Ersin. "The History and Problems of Experimental Digital Pinball and Developing a Pinball Video Game Concept Based on Music." Etkileşim 6, no. 11 (2023): 421–31. http://dx.doi.org/10.32739/etkilesim.2023.6.11.203.
Full textJiao, Qianqian. "On Translation of English and Chinese Game Names: A Socio-semiotic Perspective." International Journal of Business Studies and Innovation 2, no. 3 (2022): 49–55. http://dx.doi.org/10.35745/ijbsi2022v02.03.0005.
Full textБеляев, Дмитрий Анатольевич. "Видеоигры в мультимодальной оптике (размышления над книгой Hawreliak J. «Multimodal Semiotics and Rhetoric in Videogames»)". ΠΡΑΞΗMΑ. Journal of Visual Semiotics, № 1(43) (31 березня 2025): 181–99. https://doi.org/10.23951/2312-7899-2025-1-181-199.
Full textBudiman, Arief, and Ardy Aprilian Anwar. "KONSTRUKSI IKON, INDEK, DAN SIMBOL DALAM MEMBANGUN VISUALISASI KARAKTER VIDEO GAME HARVEST MOON BACK TO NATURE." Jurnal Bahasa Rupa 4, no. 1 (2020): 1–9. http://dx.doi.org/10.31598/bahasarupa.v4i1.566.
Full textWood, Kelli, and David S. Carter. "Art and technology: archiving video games for humanities research in university libraries." Art Libraries Journal 43, no. 4 (2018): 185–95. http://dx.doi.org/10.1017/alj.2018.29.
Full textBernal-Merino, Miguel Á. "Creativity and playability in the localisation of video games." Journal of Internationalization and Localization 5, no. 1 (2018): 74–93. http://dx.doi.org/10.1075/jial.00011.ber.
Full textZinovieva, Tetiana. "Video Games As Deep Media: Challenges During The Russian-Ukrainian War." Obraz 44, no. 1 (2024): 45–57. http://dx.doi.org/10.21272/obraz.2024.1(44)-45-57.
Full textAgin, Andrei Mihailovich. "Features of the artist's work when creating an image in interactive media." Человек и культура, no. 6 (June 2024): 76–94. http://dx.doi.org/10.25136/2409-8744.2024.6.71871.
Full textLuo, Lan. "The Evolution of Female Character Representations in Video Games from a Feminism Perspective." Lecture Notes in Education Psychology and Public Media 30, no. 1 (2023): 131–36. http://dx.doi.org/10.54254/2753-7048/30/20231605.
Full textSier, André. "Non-human labyrinths: Roots and additional other than human formation methods." Technoetic Arts 17, no. 1 (2019): 5–23. http://dx.doi.org/10.1386/tear_00002_1.
Full textAlidini, Stefan. "To be or not to be: Shakespeare and video games." Kultura, no. 168 (2020): 281–302. http://dx.doi.org/10.5937/kultura2068281a.
Full textReay, Emma. "Appraising the Poetic Power of Children's Video Games." International Research in Children's Literature 11, no. 1 (2018): 17–32. http://dx.doi.org/10.3366/ircl.2018.0251.
Full textSteklova, Irina A., Galina N. Veslopolova, and Alexander M. Steklov. "City and Video Games: Moving Towards Each Other." Vestnik of Saint Petersburg University. Arts 11, no. 4 (2021): 674–95. http://dx.doi.org/10.21638/spbu15.2021.406.
Full textKubiński, Piotr. "Play It Again, Stanley: Mise en Abyme and Playing with Convention and Narrative in The Stanley Parable." Tekstualia 1, no. 3 (2017): 45–59. http://dx.doi.org/10.5604/01.3001.0013.5929.
Full textPecheranskyi, I. "Technical peculiarities of the narrative action games of the 1990s – 2010s as a factor of their development in the context of digital art." Culture of Ukraine, no. 81 (September 21, 2023): 13–23. http://dx.doi.org/10.31516/2410-5325.081.02.
Full textShedko, I. I. "Pictorial Sources of the Images of Mythological Creatures in the Video Game Nioh." Art & Culture Studies, no. 4 (December 2022): 502–27. http://dx.doi.org/10.51678/2226-0072-2022-4-502-527.
Full textÇınar, Bahadır Mert, and Ebru Özeke Tökmeci. "WHAT DOES LAS VEGAS TEACH VIDEO GAMES? : A STUDY ON THE EFFECTS OF COMMERCIAL POSTMODERN ARCHITECTURE ON VIDEO GAMES." Mekansal Araştırmalar Dergisi 3, no. 1 (2025): 1–18. https://doi.org/10.71298/maddergi.1588645.
Full textShedko, I. I. "Video Game Art Styles." Art & Culture Studies, no. 4 (December 2021): 382–95. http://dx.doi.org/10.51678/2226-0072-2021-4-382-395.
Full textHutabalian, Ristama Fitri Widia, Lyra Hani Chintya Manullang, Elizabeth Hutapea, and Jesica Geraldine Sibagariang. "Interpreting the Meaning of Lyrics and Music Video of "Sorai" by Nadin Amizah Based on Ferdinand de Saussure’s Theory." SMASH: Journal of Social Management Sains and Health 2, no. 1 (2025): 102–11. https://doi.org/10.57235/smash.v2i1.5998.
Full textYankovskiy, Alexander N. "Riddle as a Structural Element of the Quest Genre." Journal of Flm Arts and Film Studies 10, no. 4 (2018): 78–88. http://dx.doi.org/10.17816/vgik10478-88.
Full textKurniawan, Muhammad Hafiz, Wawan Gunawan, and Dadang Sudana. "Hot, fancy, and dangerous: The representation of female characters in three popular video games: Multimodal discourse analysis." EduLite: Journal of English Education, Literature and Culture 8, no. 1 (2023): 135. http://dx.doi.org/10.30659/e.8.1.135-153.
Full textEnsslin, Astrid. "Do avatars dream of electric steak? Video games and the gendered semiotics of food." Journal of Gaming & Virtual Worlds 3, no. 1 (2011): 37–50. http://dx.doi.org/10.1386/jgvw.3.1.37_1.
Full textAraújo, Naiara Sales. "VIDEO GAMES E LITERATURA: Do Nimrod à Neuromancer." Revista Observatório 3, no. 3 (2017): 164. http://dx.doi.org/10.20873/uft.2447-4266.2017v3n3p164.
Full textLytvynenko, Ye V., and Y. V. Tverdokhlib. "Problems of copyright protection for gaming content." Analytical and Comparative Jurisprudence, no. 5 (October 12, 2024): 188–92. http://dx.doi.org/10.24144/2788-6018.2024.05.29.
Full textVázquez-Martín, Carlos, José M. Ramírez-Hurtado, and Esteban Vázquez-Cano. "Impact of Video Game Use on Fostering Creativity in Waldorf School Students." International Journal of Technology in Education 8, no. 1 (2025): 174–92. https://doi.org/10.46328/ijte.1020.
Full textUlyanova, Snezhana Yu. "Sound and Music in Video Games: Relevant Issues." IKONI / ICONI, no. 1 (2022): 100–109. http://dx.doi.org/10.33779/2658-4824.2022.1.100-109.
Full textLin, Jing, and Woo-Rin Chang. "A Study on the Application of Optical Illusions in Indie Games Through Comparative Analysis with Paintings." Institute of Art & Design Research 27, no. 1 (2024): 45–54. http://dx.doi.org/10.59386/jadr.2024.27.1.45.
Full textCarr, Diane, Gareth Schott, Andrew Burn, and David Buckingham. "Doing Game Studies: A Multi-Method Approach to the Study of Textuality, Interactivity and Narrative Space." Media International Australia 110, no. 1 (2004): 19–30. http://dx.doi.org/10.1177/1329878x0411000105.
Full textHut, Rolf, Casper Albers, Sam Illingworth, and Chris Skinner. "Taking a <i>Breath of the Wild</i>: are geoscientists more effective than non-geoscientists in determining whether video game world landscapes are realistic?" Geoscience Communication 2, no. 2 (2019): 117–24. http://dx.doi.org/10.5194/gc-2-117-2019.
Full textWohlwend, Karen E., Sarah Vander Zanden, Nicholas E. Husbye, and Candace R. Kuby. "Navigating discourses in place in the world of Webkinz." Journal of Early Childhood Literacy 11, no. 2 (2011): 141–63. http://dx.doi.org/10.1177/1468798411401862.
Full textHambleton, Elizabeth. "Gray Areas." Journal of Sound and Music in Games 1, no. 1 (2020): 20–43. http://dx.doi.org/10.1525/jsmg.2020.1.1.20.
Full textAlfred, Ndi. "Rethinking Video Games in Critical Discourse: Re-Visiting Intersections of the ICT Hypertext and Artistic Consumption." International Journal of Information Technology 3, no. 12 (2020): 21–29. https://doi.org/10.5281/zenodo.3685715.
Full textMcKernan, Brian. "Video games, contestation, and meaning: a strong program approach to studying artistic legitimation." American Journal of Cultural Sociology 7, no. 2 (2018): 174–213. http://dx.doi.org/10.1057/s41290-018-0060-3.
Full textEkpe, Bassey, and Israel Wekpe. "Interactivity and Ecomedia in the Digital Age." Interactive Film & Media Journal 3, no. 1 (2023): 126–31. http://dx.doi.org/10.32920/ifmj.v3i1.1696.
Full textGinting, Riza Fahlevi, T. Thyrhaya Zein, and Alemina Br Perangin-Angin. "Semiotic of Female Masculinity in Videogame 'The Last of Us Part II'." Radiant 3, no. 1 (2022): 25–40. http://dx.doi.org/10.52187/rdt.v3i1.86.
Full textSkubina, Nataliia. "VIDEOGAMES AS A SPACE FOR RECONSTRUCTING MYTHOLOGICAL STRUCTURES." Journal of V. N. Karazin Kharkiv National University, Series "The Theory of Culture and Philosophy of Science", no. 66 (December 28, 2022): 23–30. http://dx.doi.org/10.26565/2306-6687-2022-66-03.
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