Academic literature on the topic 'Digital video games'
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Journal articles on the topic "Digital video games"
Denikin, Anton A. "In Support of Video Games." Observatory of Culture, no. 3 (June 28, 2014): 53–59. http://dx.doi.org/10.25281/2072-3156-2014-0-3-53-59.
Full textSteinkuehler, Constance. "Video Games and Digital Literacies." Journal of Adolescent & Adult Literacy 54, no. 1 (2010): 61–63. http://dx.doi.org/10.1598/jaal.54.1.7.
Full textSisler, V. "Digital Arabs: Representation in video games." European Journal of Cultural Studies 11, no. 2 (2008): 203–20. http://dx.doi.org/10.1177/1567549407088333.
Full textGreenberg, Raz. "The Animation of Gamers and the Gamers as Animators in Sierra On-Line’s Adventure Games." Animation 16, no. 1-2 (2021): 83–95. http://dx.doi.org/10.1177/17468477211025665.
Full textFassone, Ricardo. "This is video game play: video games, authority and metacommunication." Comunicação e Sociedade 27 (June 29, 2015): 37–52. http://dx.doi.org/10.17231/comsoc.27(2015).2088.
Full textAust, Robert, Michael Nitsche, and Johannes Pelka. "Digital game-based learning and video games in teacher training. Conception, evaluation and results from Leipzig University." Perspectives of Innovations, Economics and Business 14, no. 3 (2014): 113–31. http://dx.doi.org/10.15208/pieb.2014.14.
Full textTreglia, Eugenia, Angela Magnanini, and Gianni Caione. "Video Games and Accessibility." International Journal of Digital Literacy and Digital Competence 10, no. 2 (2019): 29–36. http://dx.doi.org/10.4018/ijdldc.2019040103.
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 (2010): 64–90. http://dx.doi.org/10.2218/ijdc.v5i1.144.
Full textSokolov, E. S. "Games That Kill Us: Video Games and Violence in the Russian Printed Media Discourse." Sociology of Power 32, no. 3 (2020): 165–88. http://dx.doi.org/10.22394/2074-0492-2020-3-165-188.
Full textLesser, Andrew J. "An Investigation of Digital Game-Based Learning Software in the Elementary General Music Classroom." Journal of Sound and Music in Games 1, no. 2 (2020): 1–24. http://dx.doi.org/10.1525/jsmg.2020.1.2.1.
Full textDissertations / Theses on the topic "Digital video games"
Medler, Ben. "Play with data - an exploration of play analytics and its effect on player expereinces." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/44888.
Full textJin, Chengyue. "Game narrative conveyed through visual elements in digital games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20104.
Full textBarwick, Joanna. "Where have all the games gone? : an exploratory study of digital game preservation." Thesis, Loughborough University, 2012. https://dspace.lboro.ac.uk/2134/10222.
Full textCameron, David John. "Giving games a day job developing a digital game-based resource for journalism training /." Access electronically, 2004. http://www.library.uow.edu.au/adt-NWU/public/adt-NWU20041220.144608/index.html.
Full textDohme, Vanessa. "Joguês: a linguagem dos video games aos jogos casuais." Universidade Presbiteriana Mackenzie, 2013. http://tede.mackenzie.br/jspui/handle/tede/1882.
Full textBeale, Matthew Carson. "Playing the Writing Game: Gaming the Writing Play." Thesis, Virginia Tech, 2006. http://hdl.handle.net/10919/32006.
Full textYounis, Bilal Khaleel. "CREATING DIGITAL GAMES AS INTERACTIVE LEARNING ENVIRONMENTS: FACTORS THAT AFFECT PALESTINIAN TEACHERS' SUCCESS IN MODIFYING VIDEO GAMES FOR INSTRUCTION." OpenSIUC, 2012. https://opensiuc.lib.siu.edu/dissertations/594.
Full textJensen, Michelle. "New Media and Interactivity." University of Sydney, 2006. http://hdl.handle.net/2123/1522.
Full textPurushotma, Ravi. "Communicative 2.0 : video games and digital culture in the foreign language classroom." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/39145.
Full textRăzman, Diana Cristina. "Press ‘F’ to pay respects : Grief and memorialization in video games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20098.
Full textBooks on the topic "Digital video games"
Playing along: Digital games, YouTube, and virtual performance. Oxford University Press, 2012.
Find full textHollywood gamers: Digital convergence in the film and video game industries. Indiana University Press, 2010.
Find full textVideo games and interactive media: A glimpse at new digital entertainment. A.K. Peters, 2006.
Find full textCefrey, Holly. Career building through machinima: Using video games to make movies. Rosen Pub., 2008.
Find full textL'image actée: Scénarisations numériques : parcours du séminaire L'action sur l'image. Harmattan, 2006.
Find full textSamuel, Liles, and ScienceDirect (Online service), eds. Xbox 360 forensics: A digital forensics guide to examining artifacts. Elsevier, 2011.
Find full textGames, learning, and society: Learning and meaning in the digital age. Cambridge University Press, 2012.
Find full text1951-, Dyer-Witheford Nick, and De Peuter Greig 1974-, eds. Digital games: The interaction of technology, culture, and marketing. McGill-Queen's University Press, 2003.
Find full textEmbrick, David G. Social exclusion, power and video game play: New research in digital media and technology /. Lexington Books, 2012.
Find full textBook chapters on the topic "Digital video games"
Limperos, Anthony M. "Advertising in Video Games." In Digital Advertising. Routledge, 2017. http://dx.doi.org/10.4324/9781315623252-27.
Full textDe Prato, Giuditta. "The Video Games Industry." In Digital Media Worlds. Palgrave Macmillan UK, 2014. http://dx.doi.org/10.1057/9781137344250_11.
Full textHusøy, Aleksander, and Tobias Staaby. "Teaching with video games." In The Digital Classroom. Routledge, 2020. http://dx.doi.org/10.4324/9781003104148-8.
Full textLacasa, Pilar, María Ruth García-Pernía, and Sara Cortés. "Video Games, Machinima, and Classic Cinema: Meaningful Gaming." In Handbook of Digital Games. John Wiley & Sons, Inc., 2014. http://dx.doi.org/10.1002/9781118796443.ch17.
Full textZeiler, Xenia. "Embodiment: gamified embodiment experiences in Indian video games." In Digital Religion, 2nd ed. Routledge, 2021. http://dx.doi.org/10.4324/9780429295683-20.
Full textReer, Felix, and Thorsten Quandt. "Digital Games and Well-Being: An Overview." In Video Games and Well-being. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-32770-5_1.
Full textBerger, 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. Palgrave Macmillan US, 2015. http://dx.doi.org/10.1007/978-1-137-56545-7_7.
Full textVarela, Ana Belén García, Héctor Del Castillo, David Herrero, Natalia Monjelat, and Mirian Checa. "Video Games in Educational Settings: Developing Skills for New Media Learning." In Handbook of Digital Games. John Wiley & Sons, Inc., 2014. http://dx.doi.org/10.1002/9781118796443.ch18.
Full textDenner, Jill, Eloy Ortiz, Shannon Campe, and Linda Werner. "Beyond Stereotypes of Gender and Gaming: Video Games Made by Middle School Students." In Handbook of Digital Games. John Wiley & Sons, Inc., 2014. http://dx.doi.org/10.1002/9781118796443.ch25.
Full textGroves, Christopher L., and Craig A. Anderson. "Negative Effects of Video Game Play." In Handbook of Digital Games and Entertainment Technologies. Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-4560-50-4_13.
Full textConference papers on the topic "Digital video games"
Clarke, Rachel Ivy, Jin Ha Lee, Jacob Jett, and Simone Sacchi. "Exploring relationships among video games." In 2014 IEEE/ACM Joint Conference on Digital Libraries (JCDL). IEEE, 2014. http://dx.doi.org/10.1109/jcdl.2014.6970235.
Full textMora-Cantallops, Marçal. "Transhistorical perspective of the puzzle video game genre." In FDG '18: Foundations of Digital Games 2018. ACM, 2018. http://dx.doi.org/10.1145/3235765.3235768.
Full textAnderson, Tom A. F., Barry Lee Reynolds, Xiao-Ping Yeh, and Guan-Zhen Huang. "Video Games in the English as a Foreign Language Classroom." In 2008 Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning. IEEE, 2008. http://dx.doi.org/10.1109/digitel.2008.39.
Full textRinger, Charles, and Mihalis A. Nicolaou. "Deep unsupervised multi-view detection of video game stream highlights." In FDG '18: Foundations of Digital Games 2018. ACM, 2018. http://dx.doi.org/10.1145/3235765.3235781.
Full textMensch, Scott, and Azad Ali. "Using Digital Video Game in Service Learning Projects." In InSITE 2009: Informing Science + IT Education Conference. Informing Science Institute, 2009. http://dx.doi.org/10.28945/3388.
Full textChuang, Tsung-Yen, and Wei-Fan Chen. "Effect of Computer-Based Video Games on Children: An Experimental Study." In 2007 IEEE International Workshop on Digital Games and Intelligent Toys-based Education. IEEE, 2007. http://dx.doi.org/10.1109/digitel.2007.24.
Full textClark, Corey, and Myque Ouellette. "Video games as a distributed computing resource." In FDG'17: International Conference on the Foundations of Digital Games 2017. ACM, 2017. http://dx.doi.org/10.1145/3102071.3102099.
Full textRossi, Stephanie, Jin Ha Lee, and Rachel Ivy Clarke. "Mood metadata for video games and interactive media." In 2014 IEEE/ACM Joint Conference on Digital Libraries (JCDL). IEEE, 2014. http://dx.doi.org/10.1109/jcdl.2014.6970232.
Full textBarbero, Giulio, Marcello A. Gómez-Maureira, and Felienne F. J. Hermans. "Computational Thinking through Design Patterns in Video Games." In FDG '20: International Conference on the Foundations of Digital Games. ACM, 2020. http://dx.doi.org/10.1145/3402942.3409622.
Full textSrinivasan, Vinod, Karen Butler-Purry, and Susan Pedersen. "Using video games to enhance learning in digital systems." In the 2008 Conference. ACM Press, 2008. http://dx.doi.org/10.1145/1496984.1497020.
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