Academic literature on the topic 'Historical video-games'
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Journal articles on the topic "Historical video-games"
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.
Full textLawler, 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.
Full textBelyaev, 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.
Full textWright, 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.
Full textСапицька, 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.
Full textSpring, 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.
Full textStatham, 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.
Full textSan 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.
Full textVossen, 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.
Full textMakai, Péter. "Video Games as Objects and Vehicles of Nostalgia." Humanities 7, no. 4 (2018): 123. http://dx.doi.org/10.3390/h7040123.
Full textDissertations / Theses on the topic "Historical video-games"
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.
Full textKullgard, 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.
Full textPetersson, 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.
Full textHolmdahl, 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.
Full textSandqvist, 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.
Full textNordqvist, 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.
Full textSandqvist, 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.
Full textWANG, 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.
Full textBooks on the topic "Historical video-games"
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.
Full textLyons, Sandy Appleoff. Costume Design for Video Games: An Exploration of Historical and Fantastical Skins. Taylor & Francis Group, 2019.
Find full textLyons, Sandy Appleoff. Costume Design for Video Games: An Exploration of Historical and Fantastical Skins. Taylor & Francis Group, 2019.
Find full textLyons, Sandy Appleoff. Costume Design for Video Games: An Exploration of Historical and Fantastical Skins. Taylor & Francis Group, 2019.
Find full textLyons, Sandy Appleoff. Costume Design for Video Games: An Exploration of Historical and Fantastical Skins. Taylor & Francis Group, 2019.
Find full textLyons, Sandy Appleoff. Costume Design for Video Games: An Exploration of Historical and Fantastical Skins. Taylor & Francis Group, 2020.
Find full textCostume Design for Video Games: An Exploration of Historical and Fantastical Skins. Taylor & Francis Group, 2020.
Find full textPhillips, Amanda. Gamer Trouble. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479870103.001.0001.
Full textMurnaghan, Sheila, and Deborah H. Roberts. Epilogue. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780199583478.003.0009.
Full textWeinel, Jonathan. Introduction. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190671181.003.0001.
Full textBook chapters on the topic "Historical video-games"
Rochat, Yannick. "A Quantitative Study of Historical Video Games (1981–2015)." In Historia Ludens. Routledge, 2019. http://dx.doi.org/10.4324/9780429345616-1.
Full textRollinger, 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.
Full textChapman, 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.
Full text"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.
Full textCorreia, 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.
Full textYi, 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.
Full textKing, 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.
Full textKing, 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.
Full textBeaudoin, 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.
Full textBienvenido, 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.
Full textConference papers on the topic "Historical video-games"
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.
Full textMoshirnia, 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.
Full textWu, 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.
Full textReports on the topic "Historical video-games"
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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