Academic literature on the topic 'Console video games'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Console 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.
Journal articles on the topic "Console video games"
Cassidy, Ryan, and Matthew McEniry. "How the new generation of video game consoles have accelerated the need to preserve digital content – part 1." Library Hi Tech News 31, no. 9 (October 28, 2014): 17–20. http://dx.doi.org/10.1108/lhtn-08-2014-0066.
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 textAditya, Christian. "The Development Of Visual Aspects In Video Games Over The Years." ULTIMART Jurnal Komunikasi Visual 7, no. 2 (November 12, 2016): 18–22. http://dx.doi.org/10.31937/ultimart.v7i2.385.
Full textConsalvo, Mia. "Console video games and global corporations." New Media & Society 8, no. 1 (February 2006): 117–37. http://dx.doi.org/10.1177/1461444806059921.
Full textMaddison, Ralph, Cliona Ni Mhurchu, Andrew Jull, Yannan Jiang, Harry Prapavessis, and Anthony Rodgers. "Energy Expended Playing Video Console Games: An Opportunity to Increase Children’s Physical Activity?" Pediatric Exercise Science 19, no. 3 (August 2007): 334–43. http://dx.doi.org/10.1123/pes.19.3.334.
Full textAnfinogenov, M. V., and I. S. Antyasov. "EVOLUTION OF INFORMATION SECURITY SYSTEMS IN VIDEO GAMES." Journal of the Ural Federal District. Information security 20, no. 3 (2020): 59–68. http://dx.doi.org/10.14529/secur200307.
Full textHaviv, Avery, Yufeng Huang, and Nan Li. "Intertemporal Demand Spillover Effects on Video Game Platforms." Management Science 66, no. 10 (October 2020): 4788–807. http://dx.doi.org/10.1287/mnsc.2019.3414.
Full textAycock, John, Andrew Reinhard, and Carl Therrien. "A Tale of Two CDs: Archaeological Analysis of Full-Motion Video Formats in Two PC Engine/TurboGrafx-16 Games." Open Archaeology 5, no. 1 (August 19, 2019): 350–64. http://dx.doi.org/10.1515/opar-2019-0022.
Full textMerhi, Omar, Elise Faugloire, Moira Flanagan, and Thomas A. Stoffregen. "Motion Sickness, Console Video Games, and Head-Mounted Displays." Human Factors: The Journal of the Human Factors and Ergonomics Society 49, no. 5 (October 2007): 920–34. http://dx.doi.org/10.1518/001872007x230262.
Full textStoffregen, Thomas A., Elise Faugloire, Ken Yoshida, Moira B. Flanagan, and Omar Merhi. "Motion Sickness and Postural Sway in Console Video Games." Human Factors: The Journal of the Human Factors and Ergonomics Society 50, no. 2 (April 2008): 322–31. http://dx.doi.org/10.1518/001872008x250755.
Full textDissertations / Theses on the topic "Console video games"
Alley, Timothy Dodd. "Gamers and Gorehounds: The Influence of Video Games on the Contemporary Horror Film." Ohio University / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1180049224.
Full textReynolds, Katherine J. "Narrative, Body and gaze; Representations of Action Heroines in Console Video Games and Gamer Subjectivity." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1363616108.
Full textVollbach, Alexander Michael. "Diversity and Inclusivity in Video Game Advertisements: An Exploration of Video Game Console Commercials from 2003 to 2017." Bowling Green State University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1522968361672216.
Full textAlexander, Joseph R. "An Interpretive Phenomenological Inquiry Into Fulfillment Of Choice Theory's Four Basic Psychological Needs Through Console Video Game Engagement." Kent State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=kent1425243488.
Full textLange, Andreas. "Der Computer schlägt zurück." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-139247.
Full textLange, Andreas. "Der Computer schlägt zurück: Wege zum Heimvideospiel der 1970er Jahre." Technische Universität Dresden, 2006. https://tud.qucosa.de/id/qucosa%3A27816.
Full textErnberg, John. "The internal workings of video game consoles: The GameBoy." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-12849.
Full textSantesson, Peder. "A Study of Greenpeace Campaigns : Environmental Communication of Video Game Console Developers." Thesis, Södertörns högskola, Institutionen för livsvetenskaper, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-10887.
Full textCayres, Victor de Morais. "Jogando com o drama: análise das possibilidades dramatúrgicas em vídeo games diante do desenvolvimento tecnológico dos consoles." reponame:Repositório Institucional da UFBA, 2010. http://www.repositorio.ufba.br/ri/handle/ri/9634.
Full textSubmitted by Suelen Reis (suziy.ellen@gmail.com) on 2013-04-01T17:54:25Z No. of bitstreams: 1 Vitor%20Cayres.pdf: 2856366 bytes, checksum: ec75678b591de7e098c906a015c82808 (MD5)
Approved for entry into archive by Ednaide Gondim Magalhães(ednaide@ufba.br) on 2013-04-10T13:49:53Z (GMT) No. of bitstreams: 1 Vitor%20Cayres.pdf: 2856366 bytes, checksum: ec75678b591de7e098c906a015c82808 (MD5)
Made available in DSpace on 2013-04-10T13:49:53Z (GMT). No. of bitstreams: 1 Vitor%20Cayres.pdf: 2856366 bytes, checksum: ec75678b591de7e098c906a015c82808 (MD5) Previous issue date: 2010
A pesquisa investiga as relações entre drama e jogo nos video games desenvolvidos para consoles domésticos, analisando a maneira que o desenvolvimento tecnológico impacta no uso de procedimentos dramatúrgicos em tais jogos. O pesquisador adotou uma metodologia calcada em pesquisa bibliográfica de caráter interdisciplinar e no estudo analítico de jogos, considerando a implicação de aspectos subjetivos e a experiência do autor como gamer e levando em conta as especificidades do mercado e da indústria brasileira. A primeira etapa da pesquisa bibliográfica concentrou-se em referenciais acerca do drama, recorrendo a autores da filosofia, teoria da literatura e, sobretudo, das artes cênicas para delimitar o uso de tal termo na presente dissertação além de levantar ferramentas de análise da teoria do drama para aplicá-las ao estudo de video games. Em seguida, realizou-se um estudo acerca da ideia de jogo, a fim de delimitar também esta noção e reconhecer seus aspectos formais, visto que, o presente trabalho compreende os video games, em primeiro lugar, como jogos e leva em consideração suas idiossincrasias enquanto tal. Posteriormente, consultou-se bibliografia acerca dos video games, na qual estão inseridas obras teóricas, historiográficas, revistas e reportagens destinadas ao público gamer e referências mais abrangentes sobre o meio digital. O cruzamento dos dados levantados na pesquisa bibliográfica com as informações subjetivas relacionadas à trajetória do pesquisador enquanto jogador estabeleceu os critérios para a seleção dos jogos analisados. O pesquisador jogou todos os games mencionados na dissertação e/ou assistiu a ação de outros jogadores através de vídeos disponibilizados na internet e, a partir de tal experiência, elencou uma série de procedimentos dramatúrgicos utilizados pelos desenvolvedores de video games ao longo das sete gerações de consoles, estas definidas pela crítica especializada, observando o impacto do desenvolvimento tecnológico na relação entre o drama e o jogo. Por fim, os dados coletados na análise dos jogos são cruzados com os resultados de uma discussão teórica acerca da delimitação da noção de drama e sobre os aspectos formais da Dramática. Com viés sincrônico-diacrônico, a presente dissertação contribui com a produção historiográfica e reflexiva sobre a dramaturgia para video games, esta ainda escassa no meio acadêmico. Oferece, assim, um repertório de estratégias a serem utilizadas, recicladas e/ou reelaboradas por dramaturgos ou game designers. E apresenta ainda como resultado a perspectiva de compreensão dos video games enquanto interfaces entre drama e jogo, sem desconsiderar as idiossincrasias do meio digital.
Salvador
Chow, Samuel W. "Can Nintendo get its crown back? : examining the dynamics of the U.S. video game console market." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/42380.
Full textIncludes bibliographical references (p. 121-125).
Several generations of video game consoles have competed in the market since 1972. Overall, the entire market shares many similar characteristics, such as network effects and switching cost, which are found in other network-based markets. However, on closer examination, the video game console industry experienced several generations of technological change with each generation bringing a different competitive environment and different set of competitors from the previous one. Consistent with the Schumpeterian market model, both new and later entrants have competed successfully with their strong portfolios of technological innovations. Yet, some firms with dominant market position and strong complementary assets were not able to extend their advantage to the next generation. The dynamic cause and effect relationships associated with the multi-generation video game console industry makes an intriguing subject for economic research. This thesis provides a conceptual framework for analyzing the elements and dynamics of the competitive video game console market. Using qualitative findings and empirical data found in recent research literature on market competition and innovation, a historical analysis of the video game console market was performed. In addition, a system dynamics model was created to validate and support the analysis of the industry. The results from the simulation of the model under various competitive scenarios not only confirm some of the findings from established studies done in this area but also provide us with new qualitative insights into the dynamics operating in the market.
by Samuel W. Chow.
S.M.
Books on the topic "Console video games"
The 100 greatest console video games, 1977-1987. Atglen, PA: Schiffer Publishing, Ltd., 2014.
Find full textSharif, S. Why has the Playstation become the number one games console in the video games industry?. Oxford: Oxford Brookes University, 1998.
Find full textJennifer, Sims, and BradyGames (Firm), eds. Tales of Vesperia. Indianapolis, IN: BradyGames, 2008.
Find full textOpening the Xbox: Inside Microsoft's plan to unleash an entertainment revolution. Roseville, Calif.: Prima, 2002.
Find full textMontfort, Nick. Racing the Beam: The Atari Video Computer System. Cambridge, MA: The MIT Press, 2009.
Find full textBarba, Rick. The last remnant: Official strategy guide. Indianapolis, IN: BradyGames, 2008.
Find full textJoe, Epstein, Sepelak Greg, and BradyGames (Firm), eds. The last remnant: Official strategy guide. Indianapolis, IN: BradyGames, 2008.
Find full textFarkas, Bart. The Xbox 360 pocket guide: All the secrets of the Xbox 360, pocket sized. Berkeley, CA: Peachpit Press, 2008.
Find full textBook chapters on the topic "Console video games"
Berger, Arthur Asa. "Video Game Consoles and Video Games: Everyone’s a Hero." In Gizmos or: The Electronic Imperative: How Digital Devices have Transformed American Character and Culture, 65–74. New York: Palgrave Macmillan US, 2015. http://dx.doi.org/10.1007/978-1-137-56545-7_7.
Full textMarco, Javier, Eva Cerezo, and Sandra Baldassarri. "Evaluating a Tangible Game Video Console for Kids." In Human-Computer Interaction – INTERACT 2009, 141–44. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-03655-2_17.
Full textSmith, Anthony N. "Super Mario Seriality: Nintendo’s Narratives and Audience Targeting within the Video Game Console Industry." In Storytelling in the Media Convergence Age, 21–39. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137388155_2.
Full textAlfargani, Asma, and Ahamed Altaboli. "Empirical Comparison of the Effects of Symmetrical and Asymmetrical Video Game Console Controllers on Players Performance." In Proceedings of the 21st Congress of the International Ergonomics Association (IEA 2021), 569–76. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-74614-8_70.
Full textCharlton, Kathryn G. "Keeping It Real: Applying Realistic Periods of Gameplay to the Study of Recall and Recognition of In-Game Advertising in a Console Video Game." In Advances in Advertising Research IX, 101–13. Wiesbaden: Springer Fachmedien Wiesbaden, 2018. http://dx.doi.org/10.1007/978-3-658-22681-7_8.
Full textElkins, Evan. "Console Games." In Locked Out, 47–72. NYU Press, 2019. http://dx.doi.org/10.18574/nyu/9781479830572.003.0003.
Full textWaldrich, Harald. "The Home Console Dispositive." In Advances in Media, Entertainment, and the Arts, 174–96. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-0616-4.ch011.
Full text"Video Game Consoles." In Advances in Business Strategy and Competitive Advantage, 269–95. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-6513-2.ch010.
Full textDaidj, Nabyla. "Video Game Consoles." In Gamification, 883–907. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch044.
Full textIp, Barry, and Gabriel Jacobs. "Visual and Physical Interfaces for Computer and Video Games." In Encyclopedia of Human Computer Interaction, 692–98. IGI Global, 2006. http://dx.doi.org/10.4018/978-1-59140-562-7.ch104.
Full textConference papers on the topic "Console video games"
Chen, Lei, Narasimha Shashidhar, Danda Rawat, Ming Yang, and Christopher Kadlec. "Investigating the security and digital forensics of video games and gaming systems: A study of PC games and PS4 console." In 2016 International Conference on Computing, Networking and Communications (ICNC). IEEE, 2016. http://dx.doi.org/10.1109/iccnc.2016.7440557.
Full textChang, KyuSik, GyuBeom Kim, and TaeYong Kim. "Video Game Console Audio: Evolution and Future Trends." In Computer Graphics, Imaging and Visualisation (CGIV 2007). IEEE, 2007. http://dx.doi.org/10.1109/cgiv.2007.87.
Full textIonescu, Dan, Viorel Suse, Cristian Gadea, Bogdan Solomon, Bogdan Ionescu, Shahidul Islam, and Marius Cordea. "A 3D NIR camera for gesture control of video game consoles." In 2014 IEEE International Conference on Computational Intelligence and Virtual Environments for Measurement Systems and Applications (CIVEMSA). IEEE, 2014. http://dx.doi.org/10.1109/civemsa.2014.6841429.
Full textYadav, Darshan, Daniel Long, Beshoy Morkos, and Scott Ferguson. "Estimating the Value of Excess: A Case Study of Gaming Computers, Consoles and the Video Game Industry." In ASME 2019 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/detc2019-98428.
Full textIrmler, Frank, and Reiner Creutzburg. "Possibilities for retracing of copyright violations on current video game consoles by optical disk analysis." In IS&T/SPIE Electronic Imaging, edited by Reiner Creutzburg and David Akopian. SPIE, 2014. http://dx.doi.org/10.1117/12.2044933.
Full textLong, Daniel, Beshoy Morkos, and Scott Ferguson. "Forecasting the Value of Excess in Personal Gaming Desktops." In ASME 2020 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2020. http://dx.doi.org/10.1115/detc2020-22248.
Full textReports on the topic "Console video games"
Desroches, Louis-Benoit, Jeffery Greenblatt, Stacy Pratt, Henry Willem, Erin Claybaugh, Bereket Beraki, Mythri Nagaraju, Sarah Price, and Scott Young. Video game console usage and national energy consumption: Results from a field-metering study. Office of Scientific and Technical Information (OSTI), May 2013. http://dx.doi.org/10.2172/1171536.
Full text