Academic literature on the topic 'Historical video-games'

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Journal articles on the topic "Historical video-games"

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Denning, Andrew. "Deep Play? Video Games and the Historical Imaginary." American Historical Review 126, no. 1 (2021): 180–98. http://dx.doi.org/10.1093/ahr/rhab002.

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Abstract Video games earned $43.8 billion in revenue in 2018, and many of the most popular and enduring games in recent years are set in historical environments. They are a form of popular art that sheds light on the mentalité of our era. As this article argues, the act of participating in history in virtual forums frames the public’s view of history. This article examines how recent video games focused on the Nazis shape public understanding of the Third Reich, as well as how they stage who and what matters in history and assume how historical change occurs. Historical video games connect the
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Lawler, Jeffrey, and Sean Smith. "Reprogramming the History of Video Games: A Historian’s Approach to Video Games and Their History." International Public History 4, no. 1 (2021): 47–54. http://dx.doi.org/10.1515/iph-2021-2018.

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Abstract This paper explores the need and opportunities for historians to recognize the importance of video games to their research in modern American history. While this paper is rooted in examples specific to United States history, the call for historians to examine video games, engage with the rich field of games studies, and explore video games as sources in historical scholarship is a universal one, applicable to all fields of history. In this paper we argue that digital games are an essential part of media and cultural history and while media scholars and others interested in game studie
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Belyaev, Dmitriy A., and Ulyana P. Belyaeva. "Video games as a screen-interactive platform of historical media education: educational potential and risks of politicization." Perspectives of Science and Education 52, no. 4 (2021): 478–91. http://dx.doi.org/10.32744/pse.2021.4.32.

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Screen culture today, absorbing verbal-narrative and written culture, is the dominant memorial-representative format for the reproduction, preservation and broadcast of cultural information. Among the varieties of screen culture, since the beginning of the 21st century, video games have become especially popular and widespread. They possess unique interactive-procedural qualities, which, together with the traditional grammar of screen narrative, create an original complex of rhetorical techniques that effectively influence the mass public consciousness. In turn, the plot and visual design of v
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Wright, Esther. "On the promotional context of historical video games." Rethinking History 22, no. 4 (2018): 598–608. http://dx.doi.org/10.1080/13642529.2018.1507910.

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Сапицька, О. М. "The role of video games in obtaining and disseminating historical knowledge." ВІСНИК СХІДНОУКРАЇНСЬКОГО НАЦІОНАЛЬНОГО УНІВЕРСИТЕТУ імені Володимира Даля, no. 3(259) (February 18, 2020): 62–70. http://dx.doi.org/10.33216/1998-7927-2020-259-3-62-70.

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The formation of the historical background in video games is provided by spatial narratives. In recent years, they are more and more amenable to adjustments in the direction of maximally exact correspondence to socio-economic, political, cultural, domestic, geographical, climatic and so on elements of the localized on the scenario of the game`s chronotop. This may indicate another qualitative transformation of video games as a socio-technical and socio-cultural phenomenon, as well as about the positive cultural and intellectual dynamics of the modern “consumer society”.
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Spring, Dawn. "Gaming history: computer and video games as historical scholarship." Rethinking History 19, no. 2 (2014): 207–21. http://dx.doi.org/10.1080/13642529.2014.973714.

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Statham, Nataska. "Use of Photogrammetry in Video Games: A Historical Overview." Games and Culture 15, no. 3 (2018): 289–307. http://dx.doi.org/10.1177/1555412018786415.

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In 2014, the developers of The Vanishing of Ethan Carter revealed that the stunning settings in the game were created using photogrammetry, a modeling technique up to then generally disregarded as being too cumbersome for the technical limitations of game engines. Shortly after, EA DICE announced that its 2015 flagship title Star Wars Battlefront would be adopting photogrammetry extensively not only to capture key props and costumes but also to recreate key locations beloved to Star Wars fans. Since then, the games industry has been flooded with articles, tutorials, and new software dedicated
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San Nicolás Romera, César, Miguel Ángel Nicolás Ojeda, and Josefa Ros Velasco. "Video Games Set in the Middle Ages." Games and Culture 13, no. 5 (2016): 521–42. http://dx.doi.org/10.1177/1555412015627068.

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Within the study of video games, there is a burgeoning interest in the phenomenon of historical representation; nonetheless, few studies have centered on the reflection of particular eras of History, such as the Middle Ages and the effect of this on interpretations of culture and potential pedagogical applications with respect to this specific period of time. In this study, we present and discuss the compilation and content of a database of over 600 medieval titles released between 1980 and 2013, demonstrating the growing popularity, with producers and consumers, of what we could now refer to
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Vossen, Emma. "There and Back Again." Feminist Media Histories 6, no. 1 (2020): 37–65. http://dx.doi.org/10.1525/fmh.2020.6.1.37.

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The cultural ubiquity of The Lord of the Rings has shaped our contemporary assumptions about what the fantasy genre looks like, and these assumptions have in turn determined to a great extent what video games look like both historically and today. The Lord of the Rings and video games are, sadly, both well known for their lack of diversity, and this article argues that that is no coincidence. Focusing on the impact of the life and work of J. R. R. Tolkien, it traces fantasy media from the birth of the genre to the present day to discuss how exclusion is remediated, normalized, and justified. I
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Makai, Péter. "Video Games as Objects and Vehicles of Nostalgia." Humanities 7, no. 4 (2018): 123. http://dx.doi.org/10.3390/h7040123.

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Barely 50 years old, video games are among the newest media today, and still a source of fascination and a site of anxiety for cultural critics and parents. Since the 1970s, a generation of video gamers have grown up and as they began to have children of their own, video games have become objects evoking fond memories of the past. Nostalgia for simpler times is evident in the aesthetic choices game designers make: pixelated graphics, 8-bit music, and frustratingly hard levels are all reminiscent of arcade-style and third-generation console games that have been etched into the memory of Generat
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Dissertations / Theses on the topic "Historical video-games"

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Răzman, Diana Cristina. "Replaying history : Accuracy and authenticity in historical video game narratives." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18962.

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In this research paper, I develop a conceptual framework through which I identify two ways in which historical practices, events, and spaces are represented and engaged with in video games. The concepts I propose are historical accuracy to reflect well-established narratives and a high fidelity to factual data, and historical authenticity to reflect lesser known narratives and a more complex and sometimes abstract interpretation of history. The research concentrates on the modalities in which history is represented in mainstream video games, what similarities or dissimilarities can be drawn fr
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Kullgard, Peter. "Datorspelsbranschen - Att estimera resursbehovet för nya projektteam baserat på historiska data." Thesis, Mittuniversitetet, Avdelningen för arkiv- och datavetenskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-24373.

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Datorspelsbranschen är en relativt ung bransch, både jämfört med andra delarav mjukvaruindustrin och nöjesbranschen. En av de stora utmaningarnaspelutvecklare står inför är planeringen av den långsiktiga kompetensförsörjningen.Dock saknas sammanställda historiska data och applicerbararesursestimeringsmetoder, vilket gör detta arbete näst intill omöjligt. Det förstadelmålet med den här studien är att samla in historiska data angående strukturenoch storleken på utvecklingsteam som utvecklat AAA-spel (professionelltutvecklade spel med en hög budget) för pc-datorer. Datan samlas in frånkreditlisto
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Petersson, Casper. "Atenare, spartaner och en handkontroll : En kvalitativ kategoriseringsstudie av historiebruk och historiemedvetande i Assassin's Creed Odyssey och spelets potential i klassrummet." Thesis, Högskolan i Halmstad, Akademin för lärande, humaniora och samhälle, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-39040.

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This study aims to examine the historical accuracy and historical usage in Ubisofts video-game Assassin’s Creed Odyssey. The study also examines the game’s potential to be used in teaching history in the upper secondary schools. The tools of the analysis are based on four different categorization models to analyze historical games and their didactic abilities. I have made some modifications to the different models, mainly because of the time-limit of this study. Furthermore, I have presented a crucial and relevant selection of previous research in the field of historical computer games, along
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Holmdahl, Arnman Thea. "Konstverket i spelmiljö : En undersökning av spelet Animal Crossing: New Horizons (2020) användande av konstverk och presentation av museet som institution." Thesis, Södertörns högskola, Konstvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-44039.

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This essay focuses on the digitalization of art canonisation in the game Animal Crossing: New Horizons (Nintendo/Nintendo EPD, 2020). Furthermore, the purpose of this essay is to understand which artworks the game incorporates in its museum, as well as how the player can interact with the artworks in question. Bolter and Grusin's remediation theory are thoroughly explored through the material, as well as the maintaining of norms through representation. The conclusion is that the game allows the player to interact restrictedly with the art in the museum, but is allowed more freedom outside of i
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Sandqvist, Ulf. "Digitala drömmar : en studie av den svenska dator- och tv-spelsbranschen 1980-2005." Licentiate thesis, Umeå University, Department of Economic History, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-1470.

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<p>This licentiate thesis describes the development of the Swedish computer and video game industry. The main focus is on the Swedish game development industry. Little research on the industry has been done and the purpose is to define the companies involved and to create an initial overview of the development of the industry. This overview will later be used as a platform for the doctorial thesis.</p><p>Games are a growing culture form and today a lot of people are playing different types of computer and video games. Internationally the industry has expanded and some of the successful games h
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Nordqvist, Adam. "LÄRANDEPOTENTIAL & HISTORIEBRUK I DATORSPEL : En kvalitativ analys av Crusader Kings 2 möjligheter för lärande och historia ämnet." Thesis, Högskolan i Halmstad, Akademin för lärande, humaniora och samhälle, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-33324.

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Denna studie undersöker hur ett videospel som heter Crusader Kings 2 använder historia. Studien kommer också att titta på den potential videospel kan ge som pedagogiskt verktyg för lärande. Detta har analyserats i nära relation till den svenska läroplanen för ämnet historia på gymnasiet. För att upptäcka hur detta spel använder historia har spelet bryts ner i sina spelmekanismer, genre och faktorer och analyserats med hjälp av Klas-Göran Karlsson teori om de olika historiebruken för historia. För att hitta och analysera potentialen för lärande i spelet som har valts för denna studie har Young
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Sandqvist, Ulf. "Digitala drömmar och industriell utveckling : en studie av den svenska dator- och tv-spelsindustrin 1980-2010." Doctoral thesis, Umeå universitet, Institutionen för ekonomisk historia, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-33912.

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The aim of this thesis is to explore and analyse the development of the Swedish video and computer game industry. The main focus is on the Swedish game development industry. The research was conducted with two different methods. First with a macro approach where all Swedish game developers were identified and general data from the annual reports was collected. The second part is a case study with three Swedish game developing companies focusing on the production and development of the firms. The game industry has expanded and some of the successful games have generated spectacular revenues. In
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WANG, TZU-WEI, and 王祖威. "Playing History:The pleasure experience of playing historical fiction video games and player's history learning." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/nj74g7.

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碩士<br>國立中正大學<br>傳播學系電訊傳播研究所<br>107<br>The video game industry grows rapidly in the past few decades. Among all kinds of video games, historical fiction video game has been proved to be one of the most popular types of video game. This research tries to investigate the enjoyment experienced by the historical fiction video game players and the relationship between history learning and video game playing. Data were collected by the in-depth interviews of 14 historical fiction video gamers. The result of research shows that the enjoyments of historical fiction video games can be discussed in three
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Books on the topic "Historical video-games"

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Guynes, Sean, and Dan Hassler-Forest, eds. Star Wars and the History of Transmedia Storytelling. Amsterdam University Press, 2017. http://dx.doi.org/10.5117/9789462986213.

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Star Wars has reached more than three generations of casual and hardcore fans alike, and as a result many of the producers of franchised Star Wars texts (films, television, comics, novels, games, and more) over the past four decades have been fans-turned-creators. Yet despite its dominant cultural and industrial positions, Star Wars has rarely been the topic of sustained critical work. Star Wars and the History of Transmedia Storytelling offers a corrective to this oversight by curating essays from a wide range of interdisciplinary scholars in order to bring Star Wars and its transmedia narrat
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Lyons, Sandy Appleoff. Costume Design for Video Games: An Exploration of Historical and Fantastical Skins. Taylor & Francis Group, 2019.

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Lyons, Sandy Appleoff. Costume Design for Video Games: An Exploration of Historical and Fantastical Skins. Taylor & Francis Group, 2019.

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Lyons, Sandy Appleoff. Costume Design for Video Games: An Exploration of Historical and Fantastical Skins. Taylor & Francis Group, 2019.

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Lyons, Sandy Appleoff. Costume Design for Video Games: An Exploration of Historical and Fantastical Skins. Taylor & Francis Group, 2019.

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Lyons, Sandy Appleoff. Costume Design for Video Games: An Exploration of Historical and Fantastical Skins. Taylor & Francis Group, 2020.

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Costume Design for Video Games: An Exploration of Historical and Fantastical Skins. Taylor & Francis Group, 2020.

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Phillips, Amanda. Gamer Trouble. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479870103.001.0001.

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Gamers have been in trouble as long as games have existed, constantly mired in controversies about violence, diversity, and online harassment. As our popular understanding of “gamer” shifts beyond its historical construction as a white, straight, adolescent, cisgender male, the troubles that emerge both confirm and challenge our understanding of identity politics. This book excavates the turbulent relationships between surface and depth in contemporary gaming culture, taking readers under the hood of the mechanisms of video games in order to understand the ways that gender, race, and sexuality
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Murnaghan, Sheila, and Deborah H. Roberts. Epilogue. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780199583478.003.0009.

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The preceding work is summed up as a study of adults’ attempts over a century-long period to make sense of their own childhood experiences of antiquity and to recreate those experiences for new generations through the medium of absorbing pleasure reading. Such experiences are valued for their capacity to stimulate the imagination, to expand moral understanding, to pave the way for further education, and to bring renewal or redemption to the disturbed modern world. The chapter ends with a brief survey of developments in classical mythology and historical fiction for children and young adults fr
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Weinel, Jonathan. Introduction. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190671181.003.0001.

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This introduction to Inner Sound: Altered States of Consciousness in Electronic Music and Audio-Visual Media outlines the background, aims, and scope of the book. The chapter begins by introducing altered states of consciousness through a description of visual hallucinations, which may have provided a basis for some of the oldest-known artworks. Next, a brief historical overview of altered states is given, from ancient shamanic traditions and cults, to modern-day use of psychedelic drugs such as LSD. The use of altered states in these contexts has resulted in a variety of associated art, liter
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Book chapters on the topic "Historical video-games"

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Rochat, Yannick. "A Quantitative Study of Historical Video Games (1981–2015)." In Historia Ludens. Routledge, 2019. http://dx.doi.org/10.4324/9780429345616-1.

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Rollinger, Christian. "An Archaeology of Ancient Historical Video Games." In Classical Antiquity in Video Games. Bloomsbury Academic, 2020. http://dx.doi.org/10.5040/9781350066663.ch-001.

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Chapman, Adam. "Epilogue: Quo Vadis Historical Game Studies and Classical Receptions?" In Classical Antiquity in Video Games. Bloomsbury Academic, 2020. http://dx.doi.org/10.5040/9781350066663.ch-014.

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"Libraries and Video Games." In Advances in Library and Information Science. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8175-0.ch007.

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Libraries are more than just keepers of books and historical records; they are places to obtain information, to learn, and to experience a community. There is a history of games being in libraries, especially public libraries, and video games contribute more to libraries than just being there for patrons. Video games are an opportunity for education and literacy within the library environment, and it is important for libraries and librarians to understand this relationship so that video games can be used in the most effective way possible to help users in the best way possible. To make sure this happens, there must be a solid foundation for video games and how they are used in the mission of the program. This chapter explores video games and libraries.
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Correia, Paulo, and Paulo Carrasco. "Serious Games for Serious Business." In Handbook of Research on Serious Games as Educational, Business and Research Tools. IGI Global, 2012. http://dx.doi.org/10.4018/978-1-4666-0149-9.ch030.

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The focus of this chapter is serious games and their applications in management education, training, and skills development. It is argued that the use of serious games can improve management processes in organizations, and it is shown that there are advantages to using video games for this purpose (games-based learning) in relation to traditional methods. A brief historical review of the use of business simulation games is conducted. It is shown that some types of entertainment video games can also help to develop management skills. Potential benefits of using serious games within businesses are mentioned as well as some problems that may arise in its implementation and ways to overcome them. Finally, some examples of the use of serious games with the aim of improving managers’ skills and performance are presented.
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Yi, Sherry. "Beyond Button Smashing." In Educational Technology and Resources for Synchronous Learning in Higher Education. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7567-2.ch010.

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This chapter is a literature review on synchronous learning in science classrooms primarily focused on the video game Minecraft (MC). The author argues that video games can and have been used as synchronous learning tools and as a means of live communication in the classroom. First, the author briefly discusses the historical foundations that has led to the modern video game industry to what it is today. Second, uses of MC and other video games in science classrooms are reviewed. This chapter also provides practical advice to education practitioners on ways to utilize video games and available lesson plans as a tool in science classrooms and offers researchers valuable insight on using video games as a means of expanding on their own research interests and projects.
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King, Alyson E., and Aziz Douai. "From the “Damsel in Distress” to Girls' Games and Beyond." In Gender Considerations and Influence in the Digital Media and Gaming Industry. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-6142-4.ch001.

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In this chapter, the authors critically assess the gendered nature of the products developed by the computer gaming industry. The chapter takes a historiographical approach to examining the nature of children's video and computer games as a type of toy that immerses children into current gender stereotypes even as they hold the potential for social change. New ways of bridging the gap between stereotypes and change is explored through a virtual world for children. In addition to an introductory section, the chapter is organized in three main sections: First, the authors place existing computer and video games into a broad and historical context. Second, the chapter takes into consideration feminist critiques of video games for adults. Third, the authors analyze the case of WebkinzWorld, a toy-based social-networking portal offering less gendered video game environments for kids. The authors argue that this mixed method analysis is important not only for computer game designers and marketers who aim to appeal to broad demographics, but also for educators, parents, and caregivers who need to understand the underlying or hidden messages of games for children.
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King, Alyson E., and Aziz Douai. "From the “Damsel in Distress” to Girls' Games and Beyond." In Gamification. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch102.

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In this chapter, the authors critically assess the gendered nature of the products developed by the computer gaming industry. The chapter takes a historiographical approach to examining the nature of children's video and computer games as a type of toy that immerses children into current gender stereotypes even as they hold the potential for social change. New ways of bridging the gap between stereotypes and change is explored through a virtual world for children. In addition to an introductory section, the chapter is organized in three main sections: First, the authors place existing computer and video games into a broad and historical context. Second, the chapter takes into consideration feminist critiques of video games for adults. Third, the authors analyze the case of WebkinzWorld, a toy-based social-networking portal offering less gendered video game environments for kids. The authors argue that this mixed method analysis is important not only for computer game designers and marketers who aim to appeal to broad demographics, but also for educators, parents, and caregivers who need to understand the underlying or hidden messages of games for children.
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Beaudoin, Dave. "Serious Lessons from the Commercial Games Industry." In Handbook of Research on Serious Games as Educational, Business and Research Tools. IGI Global, 2012. http://dx.doi.org/10.4018/978-1-4666-0149-9.ch014.

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This chapter seeks to find the common ground between the business oriented design practices of the commercial video game industry and the scholarship based design practices of the serious games segment of the video game industry. The examination of commercial design principles allows the serious game designer to maintain an internal catalog of effective game design tools and the ability to establish a historical perspective on the effectiveness of game mechanics as they have evolved over time. Developers can utilize this perspective to determine game design methods that are likely to establish flow and subsequently improve the conveyance of information to the player.
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Bienvenido, Hector Puente, Borja Barinaga, and Jorge Mora-Fernandez. "A Historical Review of Immersive Storytelling Technologies." In Advances in Business Information Systems and Analytics. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-6985-6.ch027.

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This chapter is focused on describing the history and the current relevance of user experience (UX) techniques that combine data science and AI in the research field of interactive and immersive storytelling, including virtual and augmented realities. It initially presents a brief history of interactive storytelling, video games, VR and AR, AI and data science, and the user experience (UX) techniques used in those areas. Later, the chapter describes the UX techniques in depth, using AI and data science that work best and are more useful for testing interactive media products, describing examples of its applications briefly. Finally, the chapter presents conclusions in relationship with utopias and dystopias regarding the future use of UX, AI, and data science in several areas such as edutainment, social media, media arts, and business, among others.
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Conference papers on the topic "Historical video-games"

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Marfia, Gustavo, Alessandro Amoroso, Marco Roccetti, Giulio Basile, and Claudio E. Palazzi. "Video Games at the Library: A Historical Perspective." In 2011 20th International Conference on Computer Communications and Networks - ICCCN 2011. IEEE, 2011. http://dx.doi.org/10.1109/icccn.2011.6005757.

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Moshirnia, Andrew. "The Educational Potential of Modified Video Games." In InSITE 2007: Informing Science + IT Education Conference. Informing Science Institute, 2007. http://dx.doi.org/10.28945/3130.

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As the popularity of video game playing has increased, educators have sought to co-opt video games as an instructional tool. However, educational games have made little impact in either the commercial market place or the average game player’s home library. The modification, or modding, of video games using in-game editors may be used by instructors to introduce educational content to professionally designed video games. This paper examines the effectiveness of a modified video game, Civilization IV, in improving the comprehension and retention of historical knowledge of 10th, 11th, and 12th gr
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Wu, Shuowei. "Fantasy or Reality: The Historical Development of Video Games in Japan and Western Countries." In Proceedings of the 2018 International Conference on Economics, Business, Management and Corporate Social Responsibility (EBMCSR 2018). Atlantis Press, 2018. http://dx.doi.org/10.2991/ebmcsr-18.2018.72.

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Reports on the topic "Historical video-games"

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Jiménez Alcázar, Juan Francisco. Factions and nations: identity and identification in the historical video games set in the middle ages. Edicions de la Universitat de Lleida, 2021. http://dx.doi.org/10.21001/itma.2021.15.15.

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