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1

Gifford, Clive. Gadgets, games, robots and the digital world. DK, 2011.

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2

Stang, Sarah, Mikko Meriläinen, Joleen Blom, and Lobna Hassan. Monstrosity in Games and Play. Amsterdam University Press, 2025. https://doi.org/10.5117/9789463725682.

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Monsters fascinate us. From ancient folklore to contemporary digital games, they are at the core of the stories we tell. They reflect our fears, deepest desires, and the monstrosity hidden within ourselves. Monsters hold a mirror to our contemporary society and reveal who we truly are. This edited collection examines monsters and monstrosity in games and play. Monsters are a key feature of most games: we fight, kill, and eat them—and sometimes, we become them. However, monsters in games and play are not only entertaining but also a reflection of the monstrosity of our world. In this book, twen
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3

Suzanne, De Castell, and Jenson Jennifer 1950-, eds. Worlds in play: International perspectives on digital games research. Peter Lang, 2007.

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4

McDonough, Jerome P. Preserving virtual worlds: Final report. Graduate School of Library and Information Science, University of Illinois at Urbana-Champaign, 2010.

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5

Gifford, Clive. Cool tech: Gadgets, games robots, and the digital world. DK Pub., 2011.

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6

Hilde, Corneliussen, and Walker Jill, eds. Digital culture, play, and identity: A critical anthology of World of Warcraft research. MIT Press, 2008.

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7

Inaba, Mitsuyuki. Dejitaru hyūmanitīzu kenkyū to Web gijutsu: Bairingaru-ban = Digital humanities research and web technology. Nakanishiya Shuppan, 2012.

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8

Valkyrie, Zek. Game Worlds Get Real. ABC-CLIO, LLC, 2017. http://dx.doi.org/10.5040/9798400655548.

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Twenty million people worldwide play Massively Multi-Player Online Role Playing Games (MMORPGs). Online role-playing gaming is no longer an activity of a tiny niche community. World of Warcraft—the most popular game within the genre—is more than a decade old. As technology has advanced and MMORPGs became exponentially more popular, gaming culture has evolved dramatically over the last 20 years. Game Worlds Get Real: How Who We Are Online Became Who We Are Offline presents a compelling insider's examination of how adventuring through virtual worlds has transformed the meaning of play for millio
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9

Kagen, Melissa. Wandering Games. The MIT Press, 2022. http://dx.doi.org/10.7551/mitpress/13856.001.0001.

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An analysis of wandering within different game worlds, viewed through the lenses of work, colonialism, gender, and death. Wandering in games can be a theme, a formal mode, an aesthetic metaphor, or a player action. It can mean walking, escaping, traversing, meandering, or returning. In this book, game studies scholar Melissa Kagen introduces the concept of “wandering games,” exploring the uses of wandering in a variety of game worlds. She shows how the much-derided Walking Simulator—a term that began as an insult, a denigration of games that are less violent, less task-oriented, or less diffic
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10

Meredith, Tami M. Women’s Use of Computer Games to Practice Intrasexual Competition. Edited by Maryanne L. Fisher. Oxford University Press, 2015. http://dx.doi.org/10.1093/oxfordhb/9780199376377.013.47.

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Digital gaming, whether performed using a game console, cellular telephone, or desktop computer, is now a popular entertainment activity. While men still dominate among game developers and players, this disparity has been reduced as game designers shift their views and develop games that support women’s style of play. In particular, women desire to practice and perform the competitive styles they use when performing real-world intrasexual competition: self-promotion, competitor derogation and manipulation, target manipulation, and the building of social hierarchies to obtain allies or spread i
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11

Case, Julialicia, Eric Freeze, and Salvatore Pane. Story Mode. Bloomsbury Publishing Plc, 2024. http://dx.doi.org/10.5040/9781350301405.

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Against the backdrop of a hyper-competitive AAA industry and the perception that it is a world reserved for top programmers and hard-core ‘gamers’, Story Mode offers an accessible entry-point for all into writing and designing complex and emotionally affecting narrative video games. The first textbook to combine game design with creative writing techniques, this much-needed resource makes the skills necessary to consume and create digital and multi-modal stories attainable and fun. Appealing to the growing calls for greater inclusivity and access to this important contemporary apparatus of exp
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12

Digital Games: Computers at Play (The Digital World). Chelsea House Pub (L), 2008.

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13

Miah, Andy. Sport 2.0. The MIT Press, 2017. http://dx.doi.org/10.7551/mitpress/9780262035477.001.0001.

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Digital technology is changing everything about modern sports. Athletes and coaches rely on digital data to monitor and enhance performance. Officials use tracking systems to augment their judgment in what is an increasingly superhuman field of play. Spectators tune in to live sports through social media, or even through virtual reality. Audiences now act as citizen journalists whose collective shared data expands the places in which we consume sports news. Sport 2.0 examines the convergence of sports and digital cultures, examining not only how it affects our participation in sport but also h
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14

Antropología de los mundos virtuales: Avatares, comunidades y piratas digitales. FLACSO Ecuador, 2011.

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15

Hilvoorde, Ivo van. Sport and Play in a Digital World. Taylor & Francis Group, 2017.

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16

Hilvoorde, Ivo Van. Sport and Play in a Digital World. Taylor & Francis Group, 2017.

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17

Hilvoorde, Ivo van. Sport and Play in a Digital World. Taylor & Francis Group, 2017.

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18

Hilvoorde, Ivo van. Sport and Play in a Digital World. Taylor & Francis Group, 2017.

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19

Hilvoorde, Ivo van. Sport and Play in a Digital World. Taylor & Francis Group, 2017.

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20

Hilvoorde, Ivo van. Sport and Play in a Digital World. Taylor & Francis Group, 2019.

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21

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

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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
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22

(Editor), Suzanne De Castell, and Jennifer Jenson (Editor), eds. Worlds in Play: International Perspectives on Digital Games Research (New Literacies and Digital Epistemologies). Peter Lang Publishing, 2007.

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23

Gifford, Clive. Cool Tech Gadgets, Games, Robots, and the Digital World. DK London, 2011.

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24

Digital Culture, Play, and Identity: A World of Warcraft® Reader. MIT Press, 2011.

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25

Barbin, Justin. Shoot World-Class IPhone Photos: Up Your Game with Pro Techniques, Apps and More. Amherst Media, Incorporated, 2018.

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26

Schell, Bernadette H. Digital Detox. ABC-CLIO, LLC, 2022. http://dx.doi.org/10.5040/9798400640599.

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This book discusses the dangers of too much technology use, explores the benefits of digital detoxing, and outlines the different programs and approaches available to help you unplug. It's an invaluable resource for readers looking to establish a healthier relationship with the digital world. Health professionals and the general public are becoming increasingly aware that addiction to the internet, social media, online games, and other forms of technology has become a real problem with significant negative impacts on physical, psychological, and social health. To combat this issue, some are no
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27

Milburn, Colin. Mondo Nano: Fun and Games in the World of Digital Matter. Duke University Press, 2015.

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28

Milburn, Colin. Mondo Nano: Fun and Games in the World of Digital Matter. Duke University Press, 2015.

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29

Gibson, Margaret, and Clarissa Carden. Living and Dying in a Virtual World: Digital Kinships, Nostalgia, and Mourning in Second Life. Palgrave Macmillan, 2018.

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30

Gibson, Margaret, and Clarissa Carden. Living and Dying in a Virtual World: Digital Kinships, Nostalgia, and Mourning in Second Life. Palgrave Macmillan, 2019.

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31

Leeuwen, Theo van, and Staffan Selander. Semiotics of Toys and Games. Bloomsbury Publishing Plc, 2024. http://dx.doi.org/10.5040/9781350324923.

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Drawing on extensive research over more than two decades, this book focuses on toys and games as resources for play.It analyses their functionalities as well as their symbolic meaning potentials, exemplifying how they are used in different contexts, such as home and preschool, and how these uses are regulated by parental, pedagogic and marketing discourses. Building on the work of semioticians such as Barthes, Baudrillard and Krampen, as well as on the social semiotics of Halliday, Hodge, Kress, and others, the book introduces a framework for the multimodal semiotic analysis of physical object
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32

Mondo Nano: Fun and Games in the World of Digital Matter. Duke University Press Books, 2015.

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33

Carbonell, Curtis D. World War Two Simulated: Digital Games and Reconfigurations of the Past. University of Exeter Press, 2023.

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34

Carbonell, Curtis D. World War Two Simulated: Digital Games and Reconfigurations of the Past. University of Exeter Press, 2023.

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35

Carbonell, Curtis D. World War Two Simulated: Digital Games and Reconfigurations of the Past. University of Exeter Press, 2023.

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36

Steiger, Diego. Game over Console Games Nerd Notebook: Dot Grid Journal/Logbook for Fans and Friends of the Digital and Unlimited World in the World Wide Web. Independently Published, 2020.

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37

Grant, August E., Amanda F. C. Sturgill, Chiung Hwang Chen, and Daniel A. Stout, eds. Religion Online. Praeger, 2019. http://dx.doi.org/10.5040/9798216984566.

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Religion Onlineprovides new insights about religiosity in a contemporary context, offering a comprehensive look at the intersection of digital media, faith communities, and practices of all sorts. Recent research on Apple users, video games, virtual worlds, artificial intelligence, digital music, and sports as religion supports the idea that media and religion, once considered separate entities, are in many cases the same thing. New media and religious practice can no longer be detached; this two-volume set discusses how religionists are embracing the Internet amidst cultural shifts of secular
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38

Grant, August E., Amanda F. C. Sturgill, Chiung Hwang Chen, and Daniel A. Stout, eds. Religion Online. Praeger, 2019. http://dx.doi.org/10.5040/9798216984559.

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Religion Onlineprovides new insights about religiosity in a contemporary context, offering a comprehensive look at the intersection of digital media, faith communities, and practices of all sorts. Recent research on Apple users, video games, virtual worlds, artificial intelligence, digital music, and sports as religion supports the idea that media and religion, once considered separate entities, are in many cases the same thing. New media and religious practice can no longer be detached; this two-volume set discusses how religionists are embracing the Internet amidst cultural shifts of secular
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39

Hoskins, Andrew. Digital Media and the Precarity of Memory. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198737865.003.0021.

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sMemory, tired of its metaphors of media that gave it substance, strength, and vitality in the world, has embraced the new radical uncertainty of this era. Digital media have unmoored memory, messing with its traditional constraints (brains, groups, archives) to send it off in trajectories with unpredictable finitude and effects. As our attention is held by screens and smartphones, it is lost to memory. But what are the prospects of ever arresting the new gray media’s rendering of remembering beyond human focus? This chapter takes digital media as memory’s most radical collaborator and argues
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40

Fitch, Claire. Sounding Emerging Media. Taylor & Francis Group, 2022. https://doi.org/10.5040/9780367495497.

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Sounding Emerging Media details a practice-based approach to sonic art and electroacoustic composition, drawing on methodologies inspired by the production of electronic literature, and game development. Using the structural concepts identified by Gilles Deleuze and Félix Guattari, the book is based around ideas related to labels such as Assemblage, Strata, Smooth and Striated Space, Temporal Space and The Fold. The processes employed to undertake this research involved the creation of original texts, the development of frameworks for improvisation, the use of recordings within the process and
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41

Doggers, Peter. Chess Revolution: The Story of the Greatest Game, from the Ancient World to the Digital Age. Sterling Publishing Co., Inc., 2024.

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42

Computer Security Literacy: Staying Safe in a Digital World. Taylor & Francis Group, 2016.

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43

Hartley, John. Make / Believe. Bloomsbury Publishing Plc, 2025. https://doi.org/10.5040/9798765128046.

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This book illustrates that mediated popular culture and science-based knowledge systems, entangled and compromised as both have become, are still a robust crucible for system change for the future when they combine forces. Planetary crises require responses from everyone. This means that collective action is not simply a scientific or political problem. It is a problem of culture and media. But modern politics, journalism, and science were not designed for global climate action. They’ve divided humans into competitive and often hostile 'we' and 'they' groups. Identity, news, and knowledge are
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44

Elkins, Evan. Locked Out. NYU Press, 2019. http://dx.doi.org/10.18574/nyu/9781479830572.001.0001.

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“This content is not available in your country.” Media consumers around the world regularly run into this reminder of geography’s imprint on digital culture. Despite utopian hopes of a borderless digital society in an era of globalization, DVDs, video games, and streaming platforms include digital rights management mechanisms like region codes and IP address detection systems that block media access within certain territories. Although propped up by national and transnational intellectual property regulation, these technologies of “regional lockout” are designed primarily to keep the entertain
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45

Grimes, Sara. Digital Playgrounds: The Hidden Politics of Children's Online Play Spaces, Virtual Worlds, and Connected Games. University of Toronto Press, 2021.

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46

Digital Playgrounds: The Hidden Politics of Children's Online Play Spaces, Virtual Worlds, and Connected Games. University of Toronto Press, 2021.

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47

Jin, Dal Yong, and Nojin Kwak, eds. Communication, Digital Media, and Popular Culture in Korea. Lexington Books, 2018. https://doi.org/10.5040/9781666988017.

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In recent decades, Korean communication and media have substantially grown to become some of the most significant segments of Korean society. Since the early 1990s, Korea has experienced several distinctive changes in its politics, economy, and technology, which are directly related to the development of local media and culture. Korea has greatly developed several cutting-edge technologies, such as smartphones, video games, and mobile instant messengers to become the most networked society throughout the world. As the Korean Wave exemplifies, the once small and peripheral Korea has also create
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48

Buccitelli, Anthony, ed. Race and Ethnicity in Digital Culture. Praeger, 2017. http://dx.doi.org/10.5040/9798216003953.

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In this unprecedented study, leading scholars and emerging voices from around the world consider how race and ethnicity continue to shape our everyday lives, even as digital technology seems to promise a release from our "real" social identities. How do people use the new expressive features of digital technologies to experience, represent, discuss, and debate racial and ethnic identity? How have digital technologies or digital spaces become racialized? How have the existing vernacular traditions, or folklore, surrounding identity been reshaped in digital spaces? And how have new traditions em
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49

World of workcraft: Rediscovering motivation and engagement in the digital workplace. 2015.

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50

Extending Virtual Worlds: Advanced Design for Virtual Environments. Taylor & Francis Group, 2016.

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