Journal articles on the topic 'Computer games in fiction'
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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 textKouratoras, Michail. "Interactive Fiction Video Games as Cyborg Theatre. A Postphenomenological Approach." International Journal of Arts and Technology 12, no. 3 (2020): 1. http://dx.doi.org/10.1504/ijart.2020.10030375.
Full textKouratoras, Michail. "Interactive fiction video games as cyborg theatre. A postphenomenological approach." International Journal of Arts and Technology 12, no. 3 (2020): 197. http://dx.doi.org/10.1504/ijart.2020.109802.
Full textLiu 3, Guangquan, Azhari Md Hashim, and Norman Yusoff. "VISUAL PRESENTATION OF CYBERSPACE: ANALYZING THE PRODUCTION DESIGN OF THE FILM, FREE GUY." Journal of Information System and Technology Management 7, no. 29 (December 31, 2022): 136–43. http://dx.doi.org/10.35631/jistm.729012.
Full textOsborne, Philip, Heido Nõmm, and André Freitas. "A Survey of Text Games for Reinforcement Learning Informed by Natural Language." Transactions of the Association for Computational Linguistics 10 (2022): 873–87. http://dx.doi.org/10.1162/tacl_a_00495.
Full textLepeshkin, I. A., S. M. Kruglov, and A. V. Lepeshkin. "Evolution of concept art and design concepts in automotive design of the XX century." Izvestiya MGTU MAMI 8, no. 3-1 (February 10, 2014): 34–44. http://dx.doi.org/10.17816/2074-0530-67654.
Full textScacchi, Walt. "Autonomous eMotorsports racing games: Emerging practices as speculative fictions." Journal of Gaming & Virtual Worlds 10, no. 3 (October 1, 2018): 261–85. http://dx.doi.org/10.1386/jgvw.10.3.261_1.
Full textSergeyeva, Olga, Anna Tsareva, Nadezhda Zinoveva, and Olga Kononova. "Social Skills Amongst MMORPG-Gamers: Empirical Study." SHS Web of Conferences 50 (2018): 01008. http://dx.doi.org/10.1051/shsconf/20185001008.
Full textJhon, Alex. "The Implementation of 16-Bit Video Games Gameplay in Gamebook Fiction Writing." Advanced Science Letters 24, no. 10 (October 1, 2018): 7159–63. http://dx.doi.org/10.1166/asl.2018.12431.
Full textVolkova, T. N. "RECEPTIVE STRATEGIES OF Y. KLAVDIEV'S PLAY "THE YAKUZA DOGS"." Bulletin of Kemerovo State University, no. 2 (June 29, 2017): 184–88. http://dx.doi.org/10.21603/2078-8975-2017-2-184-188.
Full textGuttenbrunner, Mark, Christoph Becker, and Andreas Rauber. "Keeping the Game Alive: Evaluating Strategies for the Preservation of Console Video Games." International Journal of Digital Curation 5, no. 1 (June 22, 2010): 64–90. http://dx.doi.org/10.2218/ijdc.v5i1.144.
Full textVorobyeva, O. V., and F. V. Nikolai. "DIGITAL FRONT: WORLD WAR I IN COMPUTER GAMES." Вестник Пермского университета. История, no. 4(59) (2022): 129–39. http://dx.doi.org/10.17072/2219-3111-2022-4-129-139.
Full textBonk, Jens. "Finishing the Fight, One Step at a Time: Seriality in Bungie’s Halo." Eludamos: Journal for Computer Game Culture 8, no. 1 (December 12, 2014): 65–81. http://dx.doi.org/10.7557/23.6156.
Full textKuzina, N. "The Ideology of Violence in Culture and the Preconditions of Susceptibility to Violence in the Arts of Youth and Adolescents (Article 2)." Bulletin of Science and Practice 6, no. 11 (November 15, 2020): 367–84. http://dx.doi.org/10.33619/2414-2948/60/46.
Full textBolton, Sophie. "The Collins Crime Club." Logos 31, no. 4 (February 17, 2021): 69–73. http://dx.doi.org/10.1163/18784712-03104005.
Full textPittner, Fruzsina, and Iain Donald. "Gaming the Heart of Darkness." Arts 7, no. 3 (September 4, 2018): 46. http://dx.doi.org/10.3390/arts7030046.
Full textMonroy, C. "Expressive Processing: Digital Fictions, Computer Games, and Software Studies. Noah Wardrip-Fruin." Literary and Linguistic Computing 26, no. 4 (August 13, 2011): 481–83. http://dx.doi.org/10.1093/llc/fqr035.
Full textLuhova, Tetiana. "NARRATIVE AND STORYTELLING IN THE KNOWLEDGE STRUCTURE OF THE EDUCATIONAL BUSINESS VIDEO GAMES AS FACTORS OF THE SYNERGY OF INFORMATION TECHNOLOGIES AND SPIRITUALLY-ORIENTED PEDAGOGY." OPEN EDUCATIONAL E-ENVIRONMENT OF MODERN UNIVERSITY, no. 8 (2020): 42–59. http://dx.doi.org/10.28925/2414-0325.2020.8.6.
Full textAnupam, Aditya. "Can Digital Games Teach Scientific Inquiry?" Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (October 5, 2021): 1–21. http://dx.doi.org/10.1145/3474713.
Full textDUBOVYK, Yu. "PEDAGOGICAL CONDITIONS FOR DEEPENING PRESCHOOLERS’ IDEAS ABOUT THE ADULTS’ PROFESSIONAL ACTIVITIES." Pedagogical Sciences, no. 78 (December 29, 2021): 53–56. http://dx.doi.org/10.33989/2524-2474.2021.78.249804.
Full textPrice, Paul. "Survey of the Story Elements of Isekai Manga." Journal of Anime and Manga Studies 2 (November 29, 2021): 57–91. http://dx.doi.org/10.21900/j.jams.v2.808.
Full textMcGuire, Ann. "Simplification: The Sims and Utopianism." Papers: Explorations into Children's Literature 14, no. 2 (July 1, 2004): 55–64. http://dx.doi.org/10.21153/pecl2004vol14no2art1268.
Full textParsons, E. C. M., Ashley Scarlett, and Andrew Kornblatt. "FantaSEAS Project: Incorporating Inspiring Ocean Science in the Popular Media." Marine Technology Society Journal 55, no. 3 (May 1, 2021): 110–11. http://dx.doi.org/10.4031/mtsj.55.3.34.
Full textToft-Nielsen, Claus. "Worlds at Play." Nordicom Review 35, s1 (March 13, 2020): 237–50. http://dx.doi.org/10.2478/nor-2014-0115.
Full textJiresch, Ester, and Vincent Boswijk. "CONTEMPORARY RECEPTION OF EDDIC THEMES IN NEW MEDIA: VIRTUAL 'NORDIC' IDENTITIES, CASE STUDY: DARK AGE OF CAMELOT." Tijdschrift voor Skandinavistiek 37, no. 1 (June 24, 2020): 38–54. http://dx.doi.org/10.21827/tvs.37.1.36929.
Full textNovikov, Vasily N. "Aesthetics of Interactivity: Between Game and Film. To Watch or to Play?" Journal of Flm Arts and Film Studies 10, no. 1 (March 15, 2018): 54–63. http://dx.doi.org/10.17816/vgik10154-63.
Full textVan Looy, Jan. "Games and Self-Imagining, a Comparative Media Perspective." Eludamos: Journal for Computer Game Culture 3, no. 1 (February 26, 2009): 57–68. http://dx.doi.org/10.7557/23.5995.
Full textTroshkova, Anna, Tatiana Zolotova, Natalia Efimova, and Ekaterina Plotnikova. "Folklorism of the Contemporary Youth’s Creative Work." Space and Culture, India 6, no. 4 (December 23, 2018): 75–83. http://dx.doi.org/10.20896/saci.v6i4.386.
Full textSchweighauser, Philipp. "Doubly Real: Game Studies and Literary Anthropology; or, Why We Play Games." Eludamos: Journal for Computer Game Culture 3, no. 2 (October 26, 2009): 115–32. http://dx.doi.org/10.7557/23.6001.
Full textHodhod, Rania, Marc Huet, and Mark Riedl. "Toward Generating 3D Games with the Help of Commonsense Knowledge and the Crowd." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 10, no. 3 (June 29, 2021): 21–27. http://dx.doi.org/10.1609/aiide.v10i3.12741.
Full textMeerts, Paul. "Simulare Necesse Est." Simulation & Gaming 43, no. 2 (February 3, 2012): 270–85. http://dx.doi.org/10.1177/1046878111431862.
Full textWills, John. "Pixel Cowboys and Silicon Gold Mines: Videogames of the American West." Pacific Historical Review 77, no. 2 (May 1, 2008): 273–303. http://dx.doi.org/10.1525/phr.2008.77.2.273.
Full textPopova, Milena, and Bethan Jones. "Sex and Sexualities in Popular Culture: A Networking Knowledge Special Issue." Networking Knowledge: Journal of the MeCCSA Postgraduate Network 10, no. 3 (October 17, 2017): 1–5. http://dx.doi.org/10.31165/nk.2017.103.513.
Full textRyu, Dongwan. "Play to Learn, Learn to Play: Language Learning through Gaming Culture." ReCALL 25, no. 2 (April 8, 2013): 286–301. http://dx.doi.org/10.1017/s0958344013000050.
Full textSchulze, Holger. "Hand-Luggage: For a Generative Theory of Artifacts." Leonardo Music Journal 13 (December 2003): 61–65. http://dx.doi.org/10.1162/096112104322750809.
Full textBonner, Marc. "How sf is embodied in level structures." Science Fiction Film & Television: Volume 14, Issue 2 14, no. 2 (June 1, 2021): 209–34. http://dx.doi.org/10.3828/sfftv.2021.14.
Full textWilson, Jason. "Book Review: Half-Real: Video Games between Real Rules and Fictional Worlds; ; The Handbook of Computer Game Studies." Convergence: The International Journal of Research into New Media Technologies 12, no. 4 (November 2006): 471–74. http://dx.doi.org/10.1177/1354856506068371.
Full textSmith, Bradon Tam Lynn. "Resources, Scenarios, Agency: Environmental Computer Games // Recursos, escenarios, agencia: Juegos de ordenador sobre el medio ambiente." Ecozon@: European Journal of Literature, Culture and Environment 8, no. 2 (October 31, 2017): 103–20. http://dx.doi.org/10.37536/ecozona.2017.8.2.1365.
Full textGallagher, Rob. "Volatile Memories: Personal Data and Post Human Subjectivity in The Aspern Papers, Analogue: A Hate Story and Tacoma." Games and Culture 15, no. 7 (April 15, 2019): 757–71. http://dx.doi.org/10.1177/1555412019841477.
Full textPiangiamore, Giovanna Lucia, and Alessandra Maramai. "Gaming and Resilience: Teaching by Playing Together—Online Educational Competition at School during the Pandemic." Applied Sciences 12, no. 23 (November 23, 2022): 11931. http://dx.doi.org/10.3390/app122311931.
Full textKRYVENCHUK, YURII, and Y. Lavryk. "CREATION OF FACIAL EMOTION RECOGNITION SYSTEM." Herald of Khmelnytskyi National University 303, no. 6 (December 2021): 69–72. http://dx.doi.org/10.31891/2307-5732-2021-303-6-69-72.
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