Academic literature on the topic 'Digital video games'

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Journal articles on the topic "Digital video games"

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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.

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Critically examines some of the research approaches to video games both in Russia and abroad. The article summarizes conclusions of the leading Western specialists in video games studies and proposes an alternative understanding of video games as particular emergent interactive social­communicative means of contemporary digital culture that input to general education, goal­setting, and other gamers’ skills.
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Steinkuehler, 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.

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Sisler, 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.

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Greenberg, 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.

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Produced throughout the 1980s using the company’s Adventure Game Interpreter engine, the digital adventure games created by American software publisher Sierra On-Line played an important and largely overlooked role in the development of animation as an integral part of the digital gaming experience. While the little historical and theoretical discussion of the company’s games of the era focuses on their genre, it ignores these games’ contribution to the relationship between the animated avatars and the gamers that control them – a relationship that, as argued in this article, in essence turns
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Fassone, 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.

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Gregory Bateson claims that all play acts should be primarily understood as meta-com­municative. In other words, playing a game implies being able to transmit and receive the meta-message ‘this is play’, which establishes a psychological frame among the players. I will propose a radical reading of Bateson’s theory in the context of video games; specifically, I will attempt at analysing the characteristics, specificities and implications of the message ‘this is video game play’. I will contend that the specific language through which video games convey this message is that of their rules, the i
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Aust, 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.

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Treglia, 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.

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This essay aims, through a hermeneutic-argumentative approach, to present some ideas for inclusive teaching, starting with an educational re-evaluation of video games, for years considered a mere form of entertainment. Their use as educational mediators is a useful response to the needs of a school that is increasingly aware of the educational needs of all pupils. Through the recovery of the recreational dimension and the Accessibility paradigm, it is possible to offer teachers guidance and design insights in order to create educational itineraries of inclusion, finding in video games a possib
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Guttenbrunner, 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.

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Interactive fiction and video games are part of our cultural heritage. As original systems cease to work because of hardware and media failures, methods to preserve obsolete video games for future generations have to be developed. The public interest in early video games is high, as exhibitions, regular magazines on the topic and newspaper articles demonstrate. Moreover, games considered to be classic are rereleased for new generations of gaming hardware. However, with the rapid development of new computer systems, the way games look and are played changes constantly. When trying to preserve c
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Sokolov, 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.

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The paper investigates the video game discourse of the Russian state media from 2011 to 2015. Critical discourse analysis serves as a methodological framework for this work, and Foucault’s power/knowledge model is used to explain the logic behind the «grotesque discourses». In the Russian press, video games are described as an instance of inculcation, provoking overintense emotions and forcing individuals to commit symbolic acts impossible from the standpoint of “normal” pedagogy. The paper problematizes the mythologization of violence in video games and identifies the main tropes used to esta
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Lesser, 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.

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Game-based learning, or the process of adapting an educational concept into a game-based structure, has been studied by researchers for nearly a century. Over the last several decades, new technologies have allowed digital media to create a multibillion-dollar entertainment industry commonly known as video games. Video games have become a tool for many educators who have the potential to engage students to learn musical concepts and skills. The purpose of this study was to determine the effectiveness of digital game-based learning in comparison to other teaching methods for music education and
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Dissertations / Theses on the topic "Digital video games"

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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.

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In a time of 'Big Data,' 'Personal Informatics' and 'Infographics' the definitions of data visualization and data analytics are splintering rapidly. When one compares how Fortune 500 companies are using analytics to optimize their supply chains and lone individuals are visualizing their Twitter messages, we can see how multipurpose these areas are becoming. Visualization and analytics are frequently exhibited as tools for increasing efficiency and informing future decisions. At the same time, they are used to produce artworks that alter our perspectives of how data is represented and analyzed.
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Jin, 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.

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This thesis compares the different concepts of game narrative and traditional narrative, and aims to explore and analyze the relationship between visual elements and game narrative in video games. Game narrative is an emerging narrative based on digital media. It can not only include stories from traditional narratives, but also convey narratives through the virtual environment and mechanisms of games. This thesis discusses the concepts of traditional narrative and game narrative from the basic concepts of narrative, and lists different visual narrative elements and video games of different na
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Barwick, 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.

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It is 50 years since the development of the first computer game and digital games now have an unprecedented influence on our culture. An increasingly popular leisure activity, digital games are also permeating other aspects of society. They continue to influence computer technology through graphics, animation and social networking; an influence which is also being felt in other media, in particular film and television. They are a new art form and they are seen to be influential on children s learning and development. However, despite their pervasiveness and apparent importance within our socie
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Cameron, 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.

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Dohme, Vanessa. "Joguês: a linguagem dos video games aos jogos casuais." Universidade Presbiteriana Mackenzie, 2013. http://tede.mackenzie.br/jspui/handle/tede/1882.

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Made available in DSpace on 2016-03-15T19:42:32Z (GMT). No. of bitstreams: 1 Vanessa Dohme.pdf: 2538756 bytes, checksum: d51aa4031e5c4d60a18027a1d172d357 (MD5) Previous issue date: 2013-08-13<br>The present work investigates the user s understanding when in contact with a digital game. Making use of semiotic s tools, the work proposes a language of games the Gamish, that carries three possible levels of communication between the gamer and the game: Perception Level; Contact Level; and Interaction Level. Each of these represents a degree of the gamer s involvement with the game. Understandi
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Beale, Matthew Carson. "Playing the Writing Game: Gaming the Writing Play." Thesis, Virginia Tech, 2006. http://hdl.handle.net/10919/32006.

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My studies consider the application of digital game theory to the instruction of writing in the first year composition classroom. I frame my argument through dialectic of representation and simulation and the cultural shift now in progress from the latter to the former. I first address the history of multimodal composition in the writing classroom, specifically noting the movement from analysis to design. In the third chapter, I examine several primary tenants of video game theory in relation to traditional academic writing, such as the concept of authorship and the importance of a rule sys
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Younis, 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.

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CREATING DIGITAL GAMES AS INTERACTIVE LEARNING ENVIRONMENTS: FACTORS THAT AFFECT PALESTINIAN TEACHERS' SUCCESS IN MODIFYING VIDEO GAMES FOR INSTRUCTION The purpose of this study was to investigate the factors that might predict Palestinian teachers' success in modding games for instruction. An instructional game design model named Game Modding for Non-Professionals (GMNP) was created specifically for the training of Palestinian teachers during this study. This study addressed the question: To what extent do the variables gender, age, teaching experience, experience in playing video games, and
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Jensen, Michelle. "New Media and Interactivity." University of Sydney, 2006. http://hdl.handle.net/2123/1522.

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Master of Visual Arts<br>Digital/video games1 have entertained for 40 years and are a medium with the ability to reach a vast audience. In an article published in the Sydney Morning Herald, Charles Purcell reports that; “Globally, Halo 2 has sold more than 7 million copies. Both in the US and Australia it broke the film box-office record for the most earnings in the first 24 hours of release. The worldwide Halo 2 community on X-box Live has about 400,000 players… at the World Cyber Games in Seoul. Last year, gold medallist Matthew Leto won $US20,000 ($AUS27,0000) after his second consecutive H
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Purushotma, 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.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2006.<br>I explore two core concepts in today's youth entertainment culture that will increasingly become central in future attempts to design affordable foreign language learning materials that hope to bridge the chasm between education and foreign popular culture. In the process, I outline a series of example applications that apply these concepts to developing rich foreign language materials -- starting with more experimental/long-term approaches such as using video game modding techniques to make lang
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Răzman, 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.

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This paper aims to present, discuss, and analyze the potential role of digital games within practices of memory, bereavement, and inheritance. The paper examines how users inhabit game environments, how their in-game memories and identities extend into the real world, and what kind of digital legacy players may be leaving behind. A study based on theoretical frameworks relating to memorialization and grief processing is conducted to look at how games can become part of mourning and memorialization practices.
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Books on the topic "Digital video games"

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Mitra, Ananda. Digital games: Computers at play. Chelsea House, 2010.

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Playing along: Digital games, YouTube, and virtual performance. Oxford University Press, 2012.

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Hollywood gamers: Digital convergence in the film and video game industries. Indiana University Press, 2010.

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Video games and interactive media: A glimpse at new digital entertainment. A.K. Peters, 2006.

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Cefrey, Holly. Career building through machinima: Using video games to make movies. Rosen Pub., 2008.

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L'image actée: Scénarisations numériques : parcours du séminaire L'action sur l'image. Harmattan, 2006.

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Samuel, Liles, and ScienceDirect (Online service), eds. Xbox 360 forensics: A digital forensics guide to examining artifacts. Elsevier, 2011.

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Games, learning, and society: Learning and meaning in the digital age. Cambridge University Press, 2012.

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1951-, Dyer-Witheford Nick, and De Peuter Greig 1974-, eds. Digital games: The interaction of technology, culture, and marketing. McGill-Queen's University Press, 2003.

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Embrick, David G. Social exclusion, power and video game play: New research in digital media and technology /. Lexington Books, 2012.

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Book chapters on the topic "Digital video games"

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Limperos, Anthony M. "Advertising in Video Games." In Digital Advertising. Routledge, 2017. http://dx.doi.org/10.4324/9781315623252-27.

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De Prato, Giuditta. "The Video Games Industry." In Digital Media Worlds. Palgrave Macmillan UK, 2014. http://dx.doi.org/10.1057/9781137344250_11.

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Husøy, Aleksander, and Tobias Staaby. "Teaching with video games." In The Digital Classroom. Routledge, 2020. http://dx.doi.org/10.4324/9781003104148-8.

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Lacasa, 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.

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Zeiler, Xenia. "Embodiment: gamified embodiment experiences in Indian video games." In Digital Religion, 2nd ed. Routledge, 2021. http://dx.doi.org/10.4324/9780429295683-20.

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Reer, 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.

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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. Palgrave Macmillan US, 2015. http://dx.doi.org/10.1007/978-1-137-56545-7_7.

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Varela, 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.

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Denner, 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.

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Groves, 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.

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Conference papers on the topic "Digital video games"

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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.

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Mora-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.

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Anderson, 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.

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Ringer, 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.

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Mensch, 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.

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This paper details the experience of a particular department in integrating digital video games into a service learning project. The department of Technology Support and Training program (TST) within the Eberly College of Business and Information Technology (ECOBIT) at Indiana University of Pennsylvania (IUP) has taken the initiative to integrate service learning projects into their courses. Various initiating proposals have taken place in regards to ideas for the selection of the service learning projects and the methods of their implementation. Among these initiatives is a project taken by f
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Chuang, 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.

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Clark, 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.

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Rossi, 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.

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Barbero, 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.

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Srinivasan, 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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