Academic literature on the topic 'Computer games in fiction'
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Journal articles on the topic "Computer games in fiction"
Mosselaer, Nele Van de. "How Can We Be Moved to Shoot Zombies? A Paradox of Fictional Emotions and Actions in Interactive Fiction." Journal of Literary Theory 12, no. 2 (September 3, 2018): 279–99. http://dx.doi.org/10.1515/jlt-2018-0016.
Full textRaessens, Joost. "Reality Play: Documentary Computer Games Beyond Fact and Fiction." Popular Communication 4, no. 3 (August 2006): 213–24. http://dx.doi.org/10.1207/s15405710pc0403_5.
Full textKorolev, Cyril. "“Tell it to Harry Potter, would you suddenly meet him”: Sf&F Fan Fiction as a Post-Folklore Genre of the WWW Age." Children's Readings: Studies in Children's Literature 19, no. 1 (2021): 281–300. http://dx.doi.org/10.31860/2304-5817-2021-1-19-281-300.
Full textFomin, Andrei G., and Vladislav I. Chobotar. "Anthroponyms in Fantasy Fiction and Computer Games: Approaches to Translation." Bulletin of Kemerovo State University 21, no. 2 (July 8, 2019): 558–64. http://dx.doi.org/10.21603/2078-8975-2019-21-2-558-564.
Full textMilburn, Colin, Katherine Buse, Ranjodh Singh Dhaliwal, Melissa Wills, Raida Aldosari, Patrick Camarador, Josh Aaron Miller, and Justin Siegel. "Join the Fold: Video Games, Science Fiction, and the Refolding of Citizen Science." Design Issues 39, no. 1 (January 1, 2023): 70–87. http://dx.doi.org/10.1162/desi_a_00707.
Full textValls-Vargas, Josep. "Narrative Extraction, Processing and Generation for Interactive Fiction and Computer Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 9, no. 6 (June 30, 2021): 37–40. http://dx.doi.org/10.1609/aiide.v9i6.12600.
Full textKokonis, Michalis. "Intermediality between Games and Fiction: The “Ludology vs. Narratology” Debate in Computer Game Studies: A Response to Gonzalo Frasca." Acta Universitatis Sapientiae, Film and Media Studies 9, no. 1 (December 1, 2014): 171–88. http://dx.doi.org/10.1515/ausfm-2015-0009.
Full textClasen, Mathias. "Monsters Evolve: A Biocultural Approach to Horror Stories." Review of General Psychology 16, no. 2 (June 2012): 222–29. http://dx.doi.org/10.1037/a0027918.
Full textMosca, Ivan. "From Fiction to Reality and Back." International Journal of Gaming and Computer-Mediated Simulations 5, no. 1 (January 2013): 13–31. http://dx.doi.org/10.4018/jgcms.2013010102.
Full textAndersen, Tore Rye. "Staggered transmissions." Convergence: The International Journal of Research into New Media Technologies 23, no. 1 (January 24, 2017): 34–48. http://dx.doi.org/10.1177/1354856516675256.
Full textDissertations / Theses on the topic "Computer games in fiction"
Buckles, Mary Ann. "Interactive fiction : the computer storygame adventure /." Diss., Connect to 24 p. preview or request complete full text in PDF format. Access restricted to UC campuses, 1985. http://wwwlib.umi.com/cr/ucsd/fullcit?p8517895.
Full textOde, Jon. "Religion in computer games : Religious themes conveyed through an unorthodox medium." Thesis, Karlstads universitet, Avdelningen för humaniora och genusvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-12064.
Full textNilsson, Jakob. "Berättelsens labyrinter : Interaktiv fiktion och dess narrativa aspekter." Thesis, Södertörns högskola, Institutionen för genus, kultur och historia, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-15297.
Full textMagnuson, Markus Amalthea. "The Dig : De grafiska äventyrsspelen som flyktigt medium." Thesis, Stockholms universitet, Filmvetenskapliga institutionen, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-179044.
Full textAli, Ahmad, and Svensson Marcus. "Animation through Body Language : A study using the fictional character Mokhtar." Thesis, Uppsala universitet, Institutionen för speldesign, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-297660.
Full textNilsson, Christian. "Berättande simuleringar : Om datorspel och lärande i GY11:s litteraturundervisning." Thesis, Högskolan för lärande och kommunikation, Högskolan i Jönköping, Medie-, litteratur- och språkdidaktik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-15343.
Full textThe purpose of this thesis is to discuss whether and how computer games can be used as fiction in literature education in accordance with the new Swedish gymnasium curriculums, GY11. The focus is on the contact points between computer games and fiction regarding learning; foremost building identities, morality and ethics, but also stylistics and concepts in literary science. It is show that, using two examples (Fallout: New Vegas and Grand Theft Auto IV), the narrative elements in computer games can give them room and literary education, and also that immersion, perspective and interactivity can give players something that fiction can’t give its readers.
Stenberg, Peder. "Den allvarsamma leken : Om World of Warcraft och läckaget." Doctoral thesis, Umeå universitet, Institutionen för kultur- och medievetenskaper, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-42073.
Full textPapargyriou, Eleni. "Reading games in twentieth-century Greek fiction." Thesis, University of Oxford, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.433282.
Full textGoggin, Joyce. "The big deal, card games in 20th-century fiction." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape15/PQDD_0006/NQ35594.pdf.
Full textVedrashko, Ilya. "Advertising in computer games." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/39144.
Full textIncludes bibliographical references (leaves [67]-[74]).
This paper suggests advertisers should experiment with in-game advertising to gain skills that could become vital in the near future. It compiles, arranges and analyzes the existing body of academic and industry knowledge on advertising and product placement in computer game environments. The medium's characteristics are compared to other channels' in terms of their attractiveness to marketers, and the business environment is analyzed to offer recommendations on the relative advantages of in-game advertising. The paper also contains a brief historical review of in-game advertising, and descriptions of currently available and emerging advertising formats. Keywords: Advertising, marketing, branding, product placement, branded entertainment, networks, computer games, video games, virtual worlds.
by Ilya Vedrashko.
S.M.
Books on the topic "Computer games in fiction"
Copyright Paperback Collection (Library of Congress), ed. Deadly games. New York, NY: Signet Book, 2003.
Find full textThe skeletons strike back: An unofficial gamer's adventure book five. New York: Sky Pony Press, 2015.
Find full textExpressive processing: Digital fictions, computer games, and software studies. Cambridge, Mass: MIT Press, 2012.
Find full textMorgan, Winter. Treasure hunters in trouble: An unofficial minecrafter's novel. London: Bloomsbury, 2015.
Find full textLueders, Raymond. Compute's adventure game player's handbook: Science fiction and fantasy. Greensboro, N.C: Compute Books, 1994.
Find full textBook chapters on the topic "Computer games in fiction"
Meskin, Aaron, and Jon Robson. "Fiction and Fictional Worlds in Videogames." In The Philosophy of Computer Games, 201–17. Dordrecht: Springer Netherlands, 2012. http://dx.doi.org/10.1007/978-94-007-4249-9_14.
Full textRusch, Doris C. "Emotional Design of Computer Games and Fiction Films." In Computer Games as a Sociocultural Phenomenon, 22–31. London: Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230583306_3.
Full textKlevjer, Rune. "Chapter 3: Computer game fiction." In Game Studies, 49–80. Bielefeld, Germany: transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839445792-005.
Full textLamas, Néstor Jaimen. "Game Based Learning in Science Fiction." In Communications in Computer and Information Science, 59–71. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-95305-8_5.
Full textSchatten, Markus, Bogdan Okreša Đurić, and Tomislav Peharda. "An Agent-Based Game Engine Layer for Interactive Fiction." In Lecture Notes in Computer Science, 385–89. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-85739-4_38.
Full textMcGill, Kirsty Michelle. "The Digital Lineage of Narrative: Analyzing Interactive Fiction to Further Understand Game Narrative." In International Series on Computer Entertainment and Media Technology, 77–90. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-81538-7_5.
Full textDrumwright, Evan. "Games, Computer." In Encyclopedia of Sciences and Religions, 924–26. Dordrecht: Springer Netherlands, 2013. http://dx.doi.org/10.1007/978-1-4020-8265-8_1221.
Full textSeiwald, Regina. "Games Within Games." In Communications in Computer and Information Science, 18–31. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-37983-4_2.
Full textClosa, Daniel, Alex Gardiner, Falk Giemsa, and Jörg Machek. "Games." In Patent Law for Computer Scientists, 129–42. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-05078-7_9.
Full textBaillot, Patrick, Vincent Danos, Thomas Ehrhard, and Laurent Regnier. "Timeless games." In Computer Science Logic, 56–77. Berlin, Heidelberg: Springer Berlin Heidelberg, 1998. http://dx.doi.org/10.1007/bfb0028007.
Full textConference papers on the topic "Computer games in fiction"
Berkland, Ross, and Shaun Bangay. "Identifying annotations for adventure game generation from fiction text." In the 2010 Annual Research Conference of the South African Institute of Computer Scientists and Information Technologists. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1899503.1899506.
Full textRapp, Amon, Federica Cena, Frank Hopfgartner, Juho Hamari, and Conor Linehan. "Fictional Game Elements." In CHI PLAY '16: The annual symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2968120.2968125.
Full textOlarescu, Dumitru. "Ethnological motifs in the non-fiction film." In Ethnology Symposium "Ethnic traditions and processes", Edition II. Institute of Cultural Heritage, Republic of Moldova, 2021. http://dx.doi.org/10.52603/9789975333788.07.
Full textBates, Rebecca, Judy Goldsmith, Rosalyn Berne, Valerie Summet, and Nanette Veilleux. "Science fiction in computer science education." In the 43rd ACM technical symposium. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2157136.2157184.
Full textMilkes Espinosa, Sara, and Carl Disalvo. "Trash Work Futures: A Design Fiction." In CHIWORK 2022: 2022 Symposium on Human-Computer Interaction for Work. New York, NY, USA: ACM, 2022. http://dx.doi.org/10.1145/3533406.3533422.
Full textCai, Ning, and Jian Zhou. "On Skopos Theory: An Exemplification of Fiction." In International Conference on Education, Management, Computer and Society. Paris, France: Atlantis Press, 2016. http://dx.doi.org/10.2991/emcs-16.2016.17.
Full textBates, Rebecca. "Session details: Science fiction in computer science education." In SIGCSE '12: The 43rd ACM Technical Symposium on Computer Science Education. New York, NY, USA: ACM, 2012. http://dx.doi.org/10.1145/3248097.
Full textGarcía Ferrari, Tomás, Annika Hinze, and Judy Bowen. "An IoT for Everyone: Fact or Fiction?" In Proceedings of the 32nd International BCS Human Computer Interaction Conference. BCS Learning & Development, 2018. http://dx.doi.org/10.14236/ewic/hci2018.97.
Full textMubin, Omar, Mohammad Obaid, Wolmet Barendregt, Simeon Simoff, and Morten Fjeld. "Science Fiction and the Reality of HCI." In OzCHI '15: The Annual Meeting of the Australian Special Interest Group for Computer Human Interaction. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2838739.2838835.
Full textLyckvi, Sus, Virpi Roto, Elizabeth Buie, and Yiying Wu. "The role of design fiction in participatory design processes." In NordiCHI'18: Nordic Conference on Human-Computer Interaction. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3240167.3240258.
Full textReports on the topic "Computer games in fiction"
Lily Gullion, Lily Gullion. Understanding Teamwork Using Computer Games. Experiment, March 2015. http://dx.doi.org/10.18258/4913.
Full textJane Hornickel, Jane Hornickel. Educational computer games: How long do benefits last? Experiment, June 2014. http://dx.doi.org/10.18258/2780.
Full textMay, John W., and Jr. Computer Simulations and the Army War College, Where Are the Games. Fort Belvoir, VA: Defense Technical Information Center, April 1990. http://dx.doi.org/10.21236/ada223289.
Full textZimmerman, Daniel M., Brian Rothstein, Yevgeniy Kaganovich, and Khai Pahm. Constructing Client-Server Multi-Player Asynchronous Networked Games Using a Single-Computer Model. Fort Belvoir, VA: Defense Technical Information Center, August 1997. http://dx.doi.org/10.21236/ada446104.
Full textLewis, Jeremy R. Using Commercial-off-the-Shelf Computer Games to Train and Educate Complexity and Complex Decision-Making. Fort Belvoir, VA: Defense Technical Information Center, September 2008. http://dx.doi.org/10.21236/ada510008.
Full textHaylock, Stuart. Limbs Alive: Use of computer games to provide motivating, child centred therapy to improve bimanual skills for children with hemiplegic cerebral palsy. National Institute for Health Research, July 2021. http://dx.doi.org/10.3310/nihropenres.1115160.1.
Full textGautier-Downes, Catherine. Final Report: Computer Games to Teach Geography: El Nino: Mysteries of the Pacific and Mysteries of the Antarctic, August 15, 1994 - June 20, 1998. Office of Scientific and Technical Information (OSTI), September 1998. http://dx.doi.org/10.2172/765700.
Full textMakhachashvili, Rusudan K., Svetlana I. Kovpik, Anna O. Bakhtina, and Ekaterina O. Shmeltser. Technology of presentation of literature on the Emoji Maker platform: pedagogical function of graphic mimesis. [б. в.], July 2020. http://dx.doi.org/10.31812/123456789/3864.
Full textСоловйов, Володимир Миколайович, Наталя Володимирівна Моісеєнко, and Олена Юріївна Тарасова. Complexity theory and dynamic characteristics of cognitive processes. Springer, January 2020. http://dx.doi.org/10.31812/123456789/4143.
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