Academic literature on the topic 'Game studies'
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Journal articles on the topic "Game studies"
Campagna, Federico. "Games | Game Design | Game Studies: An Introduction." Design Issues 34, no. 2 (April 2018): 83–84. http://dx.doi.org/10.1162/desi_r_00488.
Full textШибанова, Е. В. "“GAME STUDIES”: THE PROBLEM OF STUDYING." Вестник Тверского государственного университета. Серия: Филология, no. 1(76) (April 17, 2023): 220–24. http://dx.doi.org/10.26456/vtfilol/2023.1.220.
Full textVetushinskiy, A. S., and A. S. Salin. "Game Studies in Russia: Eight Year." Sociology of Power 32, no. 3 (October 2020): 8–13. http://dx.doi.org/10.22394/2074-0492-2020-3-8-13.
Full textGekker, Alex. "Against Game Studies." Media and Communication 9, no. 1 (January 6, 2021): 73–83. http://dx.doi.org/10.17645/mac.v9i1.3315.
Full textRuberg, Bo. "Trans Game Studies." JCMS: Journal of Cinema and Media Studies 61, no. 2 (2022): 200–205. http://dx.doi.org/10.1353/cj.2022.0006.
Full textEuteneuer, Jacob. "Queer game studies." New Media & Society 20, no. 2 (February 2018): 841–42. http://dx.doi.org/10.1177/1461444817742900c.
Full textAlexopoulos, Tasia. "Queer game studies." Feminist Media Studies 18, no. 5 (July 16, 2018): 961–62. http://dx.doi.org/10.1080/14680777.2018.1498148.
Full textReed, Charley. "Queer game studies." Critical Studies in Media Communication 34, no. 5 (September 14, 2017): 510–13. http://dx.doi.org/10.1080/15295036.2017.1371850.
Full textShaw, Adrienne. "What Is Video Game Culture? Cultural Studies and Game Studies." Games and Culture 5, no. 4 (October 2010): 403–24. http://dx.doi.org/10.1177/1555412009360414.
Full textZarzycka, Agata. "Editorial: American Culture in Games and Game Studies." Anglica Wratislaviensia 61, no. 2 (January 18, 2024): 9–11. http://dx.doi.org/10.19195/0301-7966.61.2.1.
Full textDissertations / Theses on the topic "Game studies"
Bendele, Rigby L. "NEGOTIATING MASCULINITY IN TABLETOP ROLEPLAYING GAME SPACES." VCU Scholars Compass, 2019. https://scholarscompass.vcu.edu/etd/5805.
Full textGursoy, Ayse. "Game worlds : a study of video game criticism." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/83834.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 95-102).
This paper explores the relation between criticism and establishment of narrative forms and genres, focusing on the cultural situation of video games. Comparing the context of early film criticism and contemporary video game criticism, I argue that the public negotiation of meaning and value codifies a new medium as it emerges. In the case of digital games in particular, contemporary critics approach the question of "what is a game" rhetorically, rarely addressing it outright but allowing metatextual considerations to influence their readings. I trace the sites of criticism, moving from newspapers and weekly periodicals in the case of film, to blogs and web publications in the case of digital games, and explore how the shifting reception of each form took hold in the different media available. I focus especially on the state of public video game criticism today, locating the persuasive strengths in the ability for quick communication between writers, as well as the easy dissemination of digital games. I ground my analysis in the game criticism produced in response to Dear Esther (2011) and League of Legends (2009) that visibly struggled with ideas of narrative, game, and interactivity.
by Ayse Gursoy.
S.M.
Begy, Jason Scott. "Interpreting abstract games : the metaphorical potential of formal game elements." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/59570.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student submitted PDF version of thesis.
Includes bibliographical references (p. 91-92).
As cultural artifacts, abstract games offer unique challenges to critical interpretation. This is largely due to the fact that such games lack a fictional element: there are no characters, no settings, and no narratives to speak of. In this thesis I propose that understanding the various formal elements of games as metaphors can both serve as an effective critical method and offer insights into designing more expressive games. I begin by addressing the ambiguity surrounding the phrase "abstract game" and offer a definition rooted in Peircean semiotics and Juul's model of games as consisting of both rules and fiction. I next offer a model of games as consisting of three levels: the system, audio-visual, and affective. This is followed by an overview of Lakoff and Johnson's concept of "metaphor" as "understanding one thing in terms of another." I then argue that different types of metaphors have a natural affinity for the system and affective levels of games. From this I develop methods for a critical method wherein games are considered to be metaphors. I conclude with a discussion of this method's implications for game design and future game research.
by Jason Scott Begy.
S.M.
Reynolds, 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 textBengtsson, Jens. "Grad : Game design document for the game Grad." Thesis, University of Skövde, School of Humanities and Informatics, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-90.
Full textAnderson, Annette V. "The Game Show." Digital Commons at Loyola Marymount University and Loyola Law School, 2018. https://digitalcommons.lmu.edu/etd/564.
Full textLee, Rocket Moon. "Designing game ethics : a pervasive game adaptation of The Count of Monte Cristo." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/59572.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
"June 2010." Cataloged from student submitted PDF version of thesis.
Includes bibliographical references (p. 233-235).
How does one design a game to make change? How can I design a game that engages players in ethical gameplay? For this project, I used multiple methodologies--research through design, background research, iterative game design, playtesting, and player interviews--to explore strategies that game designers might use to accomplish goals that involve affecting change in players. I designed a pervasive game adaptation of Alexandre Dumas' The Count of Monte Cristo, through which I explored ways to engage players in ethical decision making. I playtested the game, Civilité, with a group of fifteen Massachusetts Institute of Technology (MIT) students and affiliates during MIT's Independent Activities Period (IAP) in January 2010. The game ran around the clock for seven days and took place throughout MIT campus. Supported through a variety of media, including a website, audio podcasts, physical props, hidden tupperware boxes, and a variety of paper documents, Civilité transformed the players' everyday campus environment into an imaginary nineteenth century Paris on the eve of Napoléon's Hundred Days. Along with the ethical decisions confronting players' fictional characters, players also had to make ethical decisions regarding what was acceptable gameplay behavior. After the playtest, players participated in a group post mortem and individual thirty minute interviews. This thesis discusses the methodologies that I employed in this project to engage Civilité players in ethical and unethical behavior and to encourage ethical reflection both during and after gameplay. It also addresses the thorny question, "what are game ethics?" by crafting a rough framework for ways that game designers can think about game ethics. Using observations from the playtest, players' daily reports, the group post mortem, and the individual player interviews, this thesis argues that the ethical issues that players identified fall into three ethical domains: the procedural domain, the diegetic domain, and the magic circle's domain.
by Michelle Moon Lee.
S.M.
Champlin, Alexander Doran. "Video Game Play and Apparatus." Bowling Green State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1341986681.
Full textHagvall, Martin. "RULES AND BEYOND: THE RESURGENCE OF PROCEDURAL RHETORIC : A Literature Review in Game Studies." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11615.
Full textConway, Steven Craig. "If it's in the game, it's in the game : an analysis of the football digital game and its players." Thesis, University of Bedfordshire, 2010. http://hdl.handle.net/10547/241859.
Full textBooks on the topic "Game studies"
Sotamaa, Olli, and Jan Svelch, eds. Game Production Studies. NL Amsterdam: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463725439.
Full textBeil, Benjamin, Thomas Hensel, and Andreas Rauscher, eds. Game Studies. Wiesbaden: Springer Fachmedien Wiesbaden, 2018. http://dx.doi.org/10.1007/978-3-658-13498-3.
Full text1960-, Raessens Joost, and Goldstein Jeffrey H, eds. Handbook of computer game studies. Cambridge, Mass: MIT Press, 2005.
Find full textBrock, Tom, and Helene Snee. How to Do Phenomenology in Game Studies. 1 Oliver’s Yard, 55 City Road, London EC1Y 1SP United Kingdom: SAGE Publications, Ltd., 2022. http://dx.doi.org/10.4135/9781529606041.
Full textTaylor, William. Game Management Unit 13 ptarmigan population studies. Juneau, AK (P.O Box 25526, Juneau 99802): Alaska Dept. of Fish and Game, Division of Wildlife Conservation, 2000.
Find full textTaylor, William. Game management unit 13 ptarmigan population studies. Juneau, AK: Alaska Dept. of Fish and Game, Division of Wildlife Conservation, 1999.
Find full textWolf, Mark J. P., and Bernard Perron. The Routledge Companion to Video Game Studies. 2nd ed. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781003214977.
Full textTurova, V. L. (Varvara Leonidovna) and Institut matematiki i mekhaniki (Rossiĭskai︠a︡ akademii︠a︡ nauk), eds. Homicidal chauffeur game: History and modern studies. Ekaterinburg: Russian Academy of Sciences, Ural Branch, Institute of Mathematics and Mechanics, 2009.
Find full textSimon, Ron. The game behind the game: Negotiating in the big leagues. Stillwater, MN: Voyageur Press, 1993.
Find full textBooth, Paul. Game play: Paratextuality in contemporary board games. New York: Bloomsbury Academic, 2015.
Find full textBook chapters on the topic "Game studies"
"2. The Schisms of Game Studies." In Games | Game Design | Game Studies, 201–8. transcript-Verlag, 2015. http://dx.doi.org/10.14361/9783839429839-022.
Full text"2 Die Schismen der Game Studies." In Games | Game Design | Game Studies, 203–12. transcript-Verlag, 2015. http://dx.doi.org/10.14361/transcript.9783839429822.203.
Full text"2. The Schisms of Game Studies." In Games | Game Design | Game Studies, 201–8. transcript Verlag, 2015. http://dx.doi.org/10.1515/9783839429839-022.
Full text"2 Die Schismen der Game Studies." In Games | Game Design | Game Studies, 203–12. transcript Verlag, 2015. http://dx.doi.org/10.1515/transcript.9783839429822.203.
Full text"Playing, Making, Thinking Games." In Games | Game Design | Game Studies, 11–30. transcript-Verlag, 2015. http://dx.doi.org/10.14361/9783839429839-001.
Full text"Introduction." In Games | Game Design | Game Studies, 33–34. transcript-Verlag, 2015. http://dx.doi.org/10.14361/9783839429839-002.
Full text"1. What is a Game? Systematic and Historical Approaches." In Games | Game Design | Game Studies, 35–42. transcript-Verlag, 2015. http://dx.doi.org/10.14361/9783839429839-003.
Full text"2. Games in the Modern Era. A Short Media History." In Games | Game Design | Game Studies, 43–58. transcript-Verlag, 2015. http://dx.doi.org/10.14361/9783839429839-004.
Full text"3. Procedural Turn (since the 1950s)." In Games | Game Design | Game Studies, 59–68. transcript-Verlag, 2015. http://dx.doi.org/10.14361/9783839429839-005.
Full text"4. Hyperepic Turn (since the 1970s)." In Games | Game Design | Game Studies, 69–80. transcript-Verlag, 2015. http://dx.doi.org/10.14361/9783839429839-006.
Full textConference papers on the topic "Game studies"
Tseller, V. E., and T. V. Alnikov. "«ARKA KRAYA»: WAYS OF COMMUNICATION «DEVELOPER - PLAYER» THROUGH GAME MECHANICS." In ACTUAL PROBLEMS OF LINGUISTICS AND LITERARY STUDIES, 635–39. TSU Press, 2023. https://doi.org/10.17223/978-5-907572-02-7-2023-133.
Full textdos Santos, Rodrigo Pereira, Bruno Xavier, and Davi Viana. "Supporting Game Software Engineering from Business Modeling Towards Building Digital Game Studios." In Simpósio Brasileiro de Jogos e Entretenimento Digital, 416–35. Sociedade Brasileira de Computação, 2024. https://doi.org/10.5753/sbgames.2024.241002.
Full textBanjanin, Bojan, Jelena Kerac, Savka Adamović, and Rastko Milošević. "GAME DESIGN STUDIES: THROUGH THE EDUCATIONAL PRISM." In INTERNATIONAL SYMPOSIUM ON GRAPHIC ENGINEERING AND DESIGN. UNIVERSITY OF NOVI SAD FACULTY OF TECHNICAL SCIENCES DEPARTMENT OF GRAPHIC ENGINEERING AND DESIGN 21000 Novi Sad, Trg Dositeja Obradovića 6, 2024. http://dx.doi.org/10.24867/grid-2024-p84.
Full textFernández-Vara, Clara, and Philip Tan. "The game studies practicum." In the 2008 Conference. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1496984.1496990.
Full textSotamaa, Olli. "Session details: Digital games: The wide spectrum of game studies." In MindTrek '11: Academic MindTrek 2011. New York, NY, USA: ACM, 2011. http://dx.doi.org/10.1145/3250563.
Full textChan, Jupiter T. C., and Wilson Y. F. Yuen. "Digital game ontology: Semantic web approach on enhancing game studies." In Conceptual Design (CAID/CD). IEEE, 2008. http://dx.doi.org/10.1109/caidcd.2008.4730603.
Full textKirman, Ben, Staffan Björk, Sebastian Deterding, Janne Paavilainen, and Valentina Rao. "Social game studies at CHI 2011." In the 2011 annual conference extended abstracts. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/1979742.1979590.
Full textNatucci, Gabriel C., and Marcos A. F. Borges. "Balancing Pedagogy, Emotions and Game Design in Serious Game Development." In Anais Estendidos do Simpósio Brasileiro de Games e Entretenimento Digital. Sociedade Brasileira de Computação, 2021. http://dx.doi.org/10.5753/sbgames_estendido.2021.19749.
Full textBoltovskaya, A. V. "CONCEPTUAL METAPHOR «VIDEO GAME ADDICTION IS STORM» IN THE TEXT OF A BOOK ON VIDEO GAME." In ACTUAL PROBLEMS OF LINGUISTICS AND LITERARY STUDIES. Publishing House of Tomsk State University, 2020. http://dx.doi.org/10.17223/978-5-94621-901-3-2020-24.
Full textSelivanov, D. D. "MODELLING DIALOGUE TREES IN THE EDUCATIONAL VIDEO GAME «ARKA KRAJA»." In ACTUAL PROBLEMS OF LINGUISTICS AND LITERARY STUDIES, 145–49. TSU Press, 2023. https://doi.org/10.17223/978-5-907572-02-7-2023-27.
Full textReports on the topic "Game studies"
Zinn, Zach. Critical Game Studies and Its Afterlives: Why Game Studies Needs Software Studies and Computer History. Just Tech, Social Science Research Council, June 2024. http://dx.doi.org/10.35650/jt.3071.d.2024.
Full textHuang, Houqiang, Min Huang, Qi Chen, Mark Hayter, and Roger Hayter. Health-related Serious Games on the Rehabilitation for Patients with COPD: Systematic Review Protocol. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, December 2022. http://dx.doi.org/10.37766/inplasy2022.12.0062.
Full textMartinho, Diogo, Adam Field, and Hugo Sarmento. Soccer referees are also part of the game: a systematic review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, August 2022. http://dx.doi.org/10.37766/inplasy2022.8.0052.
Full textЛов’янова, І. В. Форми професійно спрямованого навчання математики у профільній школі. The Academy of Management and Administration in Opole, 2016. http://dx.doi.org/10.31812/0564/2355.
Full textPavarini, Gabriela, Emma Reay, and Lindsay Smith. Ethical implications of applied digital gaming interventions for mental health: a systematic review and critical appraisal. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, March 2023. http://dx.doi.org/10.37766/inplasy2023.3.0035.
Full textWenner, Mark D. Dealing with Coordination Issues in Rural Development Projects: Game Theory Insights. Inter-American Development Bank, June 2007. http://dx.doi.org/10.18235/0011342.
Full textZhai, Yuhui, and Yanfeng Ouyang. Effects of Nontraditional Messages in Dynamic Message Signs on Improving Safety, Compliance, and Avoiding Distraction. Illinois Center for Transportation, May 2024. http://dx.doi.org/10.36501/0197-9191/24-014.
Full textCandelo, Natalia, Rajiv Sethi, Alejandro Gaviria, Juan Camilo Cárdenas, and Sandra Polanía. Discrimination in the Provision of Social Services to the Poor: A Field Experimental Study. Inter-American Development Bank, April 2008. http://dx.doi.org/10.18235/0011266.
Full textAleksandrov, Pavlo. NEWS GAMES IN THE UKRAINIAN MEDIA SPACE DURING THE FULL-SCALE RUSSIAN INVASION. Ivan Franko National University of Lviv, March 2024. http://dx.doi.org/10.30970/vjo.2024.54-55.12140.
Full textRoschelle, Jeremy, Britte Haugan Cheng, Nicola Hodkowski, Julie Neisler, and Lina Haldar. Evaluation of an Online Tutoring Program in Elementary Mathematics. Digital Promise, April 2020. http://dx.doi.org/10.51388/20.500.12265/94.
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