Journal articles on the topic 'Digital game worlds'
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Mendonça, Carlos Magno Camargos, and Filipe Alves de Freitas. "Game as text as game: the communicative experience of digital games." Comunicação e Sociedade 27 (June 29, 2015): 253–72. http://dx.doi.org/10.17231/comsoc.27(2015).2100.
Full textDurusoy, Murat. "In-Game Photography: Creating New Realities through Video Game Photography." Membrana Journal of Photography, Vol. 3, no. 1 (2018): 42–47. http://dx.doi.org/10.47659/m4.042.art.
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 (2021): 37–40. http://dx.doi.org/10.1609/aiide.v9i6.12600.
Full textSMUSHKIN, A. B. "FORENSICS IN DIGITAL WORLDS (USING THE EXAMPLE OF ONLINE GAMES)." Vestnik Tomskogo gosudarstvennogo universiteta, no. 502 (2024): 214–19. https://doi.org/10.17223/15617793/502/22.
Full textRoot, Rachael. "Bridging anthropological theory: Accumulating and containing wealth in World of Warcraft landscapes." Critique of Anthropology 43, no. 1 (2023): 66–83. http://dx.doi.org/10.1177/0308275x231156718.
Full textByleva, D. S. "Digital moral systems in the game and in reality." Vestnik of Minin University 13, no. 2 (2025): 15. https://doi.org/10.26795/2307-1281-2025-13-2-15.
Full textTor, Noam, and Goren Gordon. "Digital Interactive Quantitative Curiosity Assessment Tool: Questions Worlds." International Journal of Information and Education Technology 10, no. 8 (2020): 614–21. http://dx.doi.org/10.18178/ijiet.2020.10.8.1433.
Full textBettivia, Rhiannon. "Enrolling Heterogeneous Partners in Video Game Preservation." International Journal of Digital Curation 11, no. 1 (2016): 17–32. http://dx.doi.org/10.2218/ijdc.v11i1.339.
Full textAnnarumma, Maria, Riccardo Fragnito, Ines Tedesco, and Luigi Vitale. "Video Game, Author and Lemming." International Journal of Digital Literacy and Digital Competence 6, no. 1 (2015): 49–61. http://dx.doi.org/10.4018/ijdldc.2015010104.
Full textCermak-Sassenrath, Daniel. "On political activism in digital games." MedieKultur: Journal of media and communication research 34, no. 64 (2018): 29. http://dx.doi.org/10.7146/mediekultur.v34i64.96924.
Full textCaselli, Stefano, Farah Polato, and Mauro Salvador. "Journeying to the actual World through digital games: The Urban Histories Reloaded project." Mutual Images Journal, no. 10 (December 20, 2021): 271–94. http://dx.doi.org/10.32926/2021.10.cas.urban.
Full textDenson, Shane, and Andreas Jahn-Sudmann. "Digital Seriality: On the Serial Aesthetics and Practice of Digital Games." Eludamos: Journal for Computer Game Culture 7, no. 1 (2013): 1–32. http://dx.doi.org/10.7557/23.6145.
Full textZhang, Shangxuan. "Analysis the Enhancement of User Game Experience Based on Digital Media Designing." Lecture Notes in Education Psychology and Public Media 54, no. 1 (2024): 30–36. http://dx.doi.org/10.54254/2753-7048/54/20241567.
Full textOlszewski, Robert, Mateusz Cegiełka, Urszula Szczepankowska, and Jacek Wesołowski. "Developing a Serious Game That Supports the Resolution of Social and Ecological Problems in the Toolset Environment of Cities: Skylines." ISPRS International Journal of Geo-Information 9, no. 2 (2020): 118. http://dx.doi.org/10.3390/ijgi9020118.
Full textRowe, Jonathan P., Eleni V. Lobene, Bradford W. Mott, and James C. Lester. "Play in the Museum." International Journal of Gaming and Computer-Mediated Simulations 9, no. 3 (2017): 96–113. http://dx.doi.org/10.4018/ijgcms.2017070104.
Full textGunova, Violla. "Mixed Reality Game YU-GI-OH." Journal of Software Engineering, Information and Communication Technology (SEICT) 3, no. 2 (2023): 95–114. http://dx.doi.org/10.17509/seict.v2i2.34675.
Full textMystakidis, Stylianos. "Metaverse." Encyclopedia 2, no. 1 (2022): 486–97. http://dx.doi.org/10.3390/encyclopedia2010031.
Full textToft-Nielsen, Claus, and Rikke Toft Nørgård. "Byggeklodser og blockbusters." Passage - Tidsskrift for litteratur og kritik 33, no. 79 (2018): 89–102. http://dx.doi.org/10.7146/pas.v33i79.127530.
Full textDr., Yashoda.R. "Challenges of Digital Enterprises in Karnataka." International Journal of Advance and Applied Research 4, no. 7 (2023): 89–91. https://doi.org/10.5281/zenodo.7695291.
Full textde Wildt, Lars, Thomas H. Apperley, Justin Clemens, Robbie Fordyce, and Souvik Mukherjee. "(Re-)Orienting the Video Game Avatar." Games and Culture 15, no. 8 (2019): 962–81. http://dx.doi.org/10.1177/1555412019858890.
Full textFizek, Sonia. "Automation of play: Theorizing self-playing games and post-human ludic agents." Journal of Gaming & Virtual Worlds 10, no. 3 (2018): 203–18. http://dx.doi.org/10.1386/jgvw.10.3.203_1.
Full textAttebery, Stina. "Coshaping Digital and Biological Animals." Humanimalia 6, no. 2 (2015): 56–84. http://dx.doi.org/10.52537/humanimalia.9912.
Full textBonner, Marc. "How sf is embodied in level structures." Science Fiction Film & Television: Volume 14, Issue 2 14, no. 2 (2021): 209–34. http://dx.doi.org/10.3828/sfftv.2021.14.
Full textFizek, Sonia. "Automated State of Play." Digital Culture & Society 4, no. 1 (2018): 201–14. http://dx.doi.org/10.14361/dcs-2018-0112.
Full textKnez, Igor, and Simon Niedenthal. "Lighting in Digital Game Worlds: Effects on Affect and Play Performance." CyberPsychology & Behavior 11, no. 2 (2008): 129–37. http://dx.doi.org/10.1089/cpb.2007.0006.
Full textDeng, Jiuzhen. "The Application of Dramatic Structure in Digital Game Design and Its Impact on Player Emotions." Lecture Notes in Education Psychology and Public Media 75, no. 1 (2024): 70–79. http://dx.doi.org/10.54254/2753-7048/75/20241076.
Full textDurmaz, Yakup, and Dilruba Gokalp. "Introduction of Metaverse to Our Lives and Unlimited Services in the World of Metaverse." International Business & Economics Studies 6, no. 1 (2023): p1. http://dx.doi.org/10.22158/ibes.v6n1p1.
Full textGrimes, Sara M. "Penguins, Hype, and MMOGs for Kids: A Critical Reexamination of the 2008 “Boom” in Children’s Virtual Worlds Development." Games and Culture 13, no. 6 (2016): 624–44. http://dx.doi.org/10.1177/1555412016638755.
Full textLanda, Yesenia Rubi, and Amy E. Thompson. "Field Notes and Fictional Realms." Advances in Archaeological Practice 11, no. 2 (2023): 258–63. http://dx.doi.org/10.1017/aap.2023.7.
Full textImbierowicz, Eleonora. "Perma-dying Worlds and the Limit of Eternal Return in Digital Games." Homo Ludens, no. 1 (12) (December 15, 2019): 77–91. http://dx.doi.org/10.14746/hl.2019.12.4.
Full textNewman, James. "(Not) Playing Games: Player-Produced Walkthroughs as Archival Documents of Digital Gameplay." International Journal of Digital Curation 6, no. 2 (2011): 109–27. http://dx.doi.org/10.2218/ijdc.v6i2.206.
Full textAarseth, Espen. "Game or Supernovel? Playing and Reading Massive Game Novels." European Review 31, S1 (2023): S66—S76. http://dx.doi.org/10.1017/s1062798723000443.
Full textCOSTINA, Andrei. "Typologies of social structures in virtual communities – case study on mobile platforms." Studia Universitatis Babeș-Bolyai Ephemerides 67, no. 1 (2022): 43–58. http://dx.doi.org/10.24193/subbeph.2022.1.02.
Full textAndrejevic, Mark. "Productive Play 2.0: The Logic of In-Game Advertising." Media International Australia 130, no. 1 (2009): 66–76. http://dx.doi.org/10.1177/1329878x0913000109.
Full textBurroughs, Benjamin, and Malcolm Slaney. "Battle Royale, brands and the experiential video game economy." Journal of Gaming & Virtual Worlds 16, no. 1 (2024): 69–87. http://dx.doi.org/10.1386/jgvw_00092_1.
Full textXie, Anna, Xi Hu, Mindao Wang, and Xindong Zhao. "Exploring the Sustainable Development of Web3 Game Token Economy." Sustainability 16, no. 15 (2024): 6587. http://dx.doi.org/10.3390/su16156587.
Full textda Costa, Caio Tulio Olimpio Pereira. "Among Pixels and Pavement: Exploring the Feedback Loop Between Digital Games and Public Spaces." Acta Ludologica 8, no. 1 (2025): 4–15. https://doi.org/10.34135/actaludologica.2025-8-1.4-15.
Full textWills, John. "Mechanisms of time in video game Westerns from Gun Fight to Red Dead Redemption 2." European Journal of American Culture 42, no. 2 (2023): 197–214. http://dx.doi.org/10.1386/ejac_00105_1.
Full textBrownell, Cassie J. "Writing as a Minecrafter: Exploring how Children Blur Worlds of Play in the Elementary English Language Arts Classroom." Teachers College Record: The Voice of Scholarship in Education 123, no. 3 (2021): 1–19. http://dx.doi.org/10.1177/016146812112300306.
Full textLAZĂR, Ștefan-Andrei, and Patricia Isabela BRĂILEANU. "Advanced Modeling and 3D Printing Techniques for Game and CGI Characters." Annals of “Dunarea de Jos” University of Galati. Fascicle IX, Metallurgy and Materials Science 47, no. 3 (2024): 32–37. https://doi.org/10.35219/mms.2024.3.06.
Full textMaj, Krzysztof M. "O strukturze świata w narracyjnych grach wideo." Images. The International Journal of European Film, Performing Arts and Audiovisual Communication 29, no. 38 (2021): 43–55. http://dx.doi.org/10.14746/i.2021.38.03.
Full textSolberg, Ragnhild. "(Always) Playing the Camera: Cyborg Vision and Embodied Surveillance in Digital Games." Surveillance & Society 20, no. 2 (2022): 142–56. http://dx.doi.org/10.24908/ss.v20i2.14517.
Full textMustafa, Bahaa. "Analyzing education based on metaverse technology." Technium Social Sciences Journal 32 (June 9, 2022): 278–95. http://dx.doi.org/10.47577/tssj.v32i1.6742.
Full textDe Sena, Ítalo Sousa, and Zdeněk Stachoň. "Designing Learning Activities in Minecraft for Formal Education in Geography." International Journal of Emerging Technologies in Learning (iJET) 18, no. 04 (2023): 32–49. http://dx.doi.org/10.3991/ijet.v18i04.36307.
Full textHuang, Mincong, and Jonas Braasch. "Integrated digital twin of networked immersive rooms for distributed interactive telepresence in shared virtual worlds." Journal of the Acoustical Society of America 156, no. 4_Supplement (2024): A39. https://doi.org/10.1121/10.0035024.
Full textClay, Elonda. "These Gods Got Swagger." Bulletin for the Study of Religion 40, no. 3 (2011): 4–9. http://dx.doi.org/10.1558/bsor.v40i3.002.
Full textE, Edhaya Chandran, and Gnana Sanga Mithra S. "Digital Humanities and Game Ethics: Investigating the Impact of Representation in Gaming." Studies in Media and Communication 11, no. 7 (2023): 159. http://dx.doi.org/10.11114/smc.v11i7.6266.
Full textKuo, Ming-Shiou, and Tsung-Yen Chuang. "Developing a 3D Game Design Authoring Package to Assist Students’ Visualization Process in Design Thinking." International Journal of Distance Education Technologies 11, no. 4 (2013): 1–16. http://dx.doi.org/10.4018/ijdet.2013100101.
Full textBakioğlu, Burcu. "Lore of mayhem: Griefers and the radical deployment of spatial storytelling." Journal of Gaming & Virtual Worlds 11, no. 3 (2019): 231–50. http://dx.doi.org/10.1386/jgvw.11.3.231_1.
Full textKunz, Sibylle, Claudia Hess, and Adrienne Steffen. "It’s NOT “Only a Game”! Strategies Against Sexual Harassment in Immersive VR Environments." International Conference on Gender Research 8, no. 1 (2025): 500–503. https://doi.org/10.34190/icgr.8.1.3209.
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