Journal articles on the topic 'Historical video-games'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the top 50 journal articles for your research on the topic 'Historical video-games.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.
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 textBelyaev, Dmitry Anatolyevich, and Ulyana Pavlovna Belyaeva. "Discourses and Semantic Tropes of the Philosophical Explication of Video Games." Problemos 96 (October 16, 2019): 172–83. http://dx.doi.org/10.15388/problemos.96.14.
Full textArrighi, Julie, and Grady Walker. "Participatory Video and Games for a New Climate." Leonardo 47, no. 5 (2014): 508. http://dx.doi.org/10.1162/leon_a_00826.
Full textWarrich, Haseeb Ur Rehman, Sahrish Jamil, and Fazal Rahim Khan. "Behavioral Escalation: Video Games as a Tool of Hybrid War." Global Mass Communication Review V, no. I (2020): 75–89. http://dx.doi.org/10.31703/gmcr.2020(v-i).06.
Full textAguirre Quiroga, Stefan, and Iro Filippaki. "The Great War and the Use of Video Games as Historical and Educational Resources: A Conversation." Revista Alicantina de Estudios Ingleses, no. 31 (December 15, 2018): 195. http://dx.doi.org/10.14198/raei.2018.31.13.
Full textTołkaczewski, Filip. "From Symbolism to Realism. Physical and Imaginary Video Game Spaces in Historical Aspects." Homo Ludens, no. 1 (12) (December 15, 2019): 193–212. http://dx.doi.org/10.14746/hl.2019.12.10.
Full textGoaid Alotaibi, Abdullah, and Zafer Tuhaitah. "An overview of the localisation of video games into Arabic." Journal of Internationalization and Localization 8, no. 1 (2021): 26–47. http://dx.doi.org/10.1075/jial.20008.goa.
Full textPhillips, Amanda. "Shooting to Kill." Games and Culture 13, no. 2 (2015): 136–52. http://dx.doi.org/10.1177/1555412015612611.
Full textBurdenko, E. V., and V. V. Shchepetov. "IMPACT OF THE COVID - 19 PANDEMIC ON THE GLOBAL VIDEO GAMES MARKET." International Trade and Trade Policy 7, no. 1 (2021): 36–51. http://dx.doi.org/10.21686/2410-7395-2021-1-36-5.
Full textAnderson, Sky LaRell. "The interactive museum: Video games as history lessons through lore and affective design." E-Learning and Digital Media 16, no. 3 (2019): 177–95. http://dx.doi.org/10.1177/2042753019834957.
Full textWilson, Jason. "Indie Rocks! Mapping Independent Video Game Design." Media International Australia 115, no. 1 (2005): 109–22. http://dx.doi.org/10.1177/1329878x0511500111.
Full textSkolnik, Michael Ryan, and Steven Conway. "Tusslers, Beatdowns, and Brothers: A Sociohistorical Overview of Video Game Arcades and theStreet FighterCommunity." Games and Culture 14, no. 7-8 (2017): 742–62. http://dx.doi.org/10.1177/1555412017727687.
Full textPilkevych, Pilkevych. "THE SIMULATION STRUCTURE OF THE HISTORICAL AND MYTHOLOGICAL TYPES IN FANTASY MMORPG." Ethnic History of European Nations, no. 59 (2019): 104–7. http://dx.doi.org/10.17721/2518-1270.2019.59.18.
Full textTrépanier-Jobin, Gabrielle. "Toward a Foucauldian Genealogy of Video Game (Pre)history." International Public History 4, no. 1 (2021): 25–34. http://dx.doi.org/10.1515/iph-2021-2022.
Full textEmara, Ahmed Hassan, Adham M. Hany Abulnour, and Mohammed Moustafa Ayoub. "Design Criteria for Pervasive Games in Historical Sites." Academic Research Community publication 2, no. 3 (2018): 63. http://dx.doi.org/10.21625/archive.v2i3.346.
Full textVenegas Ramos, Alberto. "Aesthetic uses of the past and limits in the reconstruction of historical spaces inside a videogame." Culture & History Digital Journal 9, no. 1 (2020): 004. http://dx.doi.org/10.3989/chdj.2020.004.
Full textMather, David. "Extended Memory: Early Calculating Engines and Historical Computer Simulations." Leonardo 39, no. 3 (2006): 237–43. http://dx.doi.org/10.1162/leon.2006.39.3.237.
Full textArambarri Basáñez, Jon, Leire Armentia Lasuen, and Unai Baeza Santamaría. "Serious games para la puesta en valor de la cultura. Un caso práctico: SUM." Virtual Archaeology Review 3, no. 7 (2012): 65. http://dx.doi.org/10.4995/var.2012.4388.
Full textŠvelch, Jan. "Resisting the perpetual update: Struggles against protocological power in video games." New Media & Society 21, no. 7 (2019): 1594–612. http://dx.doi.org/10.1177/1461444819828987.
Full textFiadotau, Mikhail. "Dezaemon, RPG Maker, NScripter: Exploring and classifying game ‘produsage’ in 1990s Japan." Journal of Gaming & Virtual Worlds 11, no. 3 (2019): 215–30. http://dx.doi.org/10.1386/jgvw.11.3.215_1.
Full textClyde, Jerremie, and Glenn Wilkinson. "The Siren Song of Digital Simulation." International Journal of Virtual and Personal Learning Environments 2, no. 2 (2011): 46–58. http://dx.doi.org/10.4018/jvple.2011040105.
Full textCARREIRO, MARCELO. "Jogando o Passado: Videogames como Fontes Históricas * Playing the past: video games as historical sources." História e Cultura 2, no. 2 (2013): 157. http://dx.doi.org/10.18223/hiscult.v2i2.878.
Full textDent, Chris. "Regulating interactive ‘creativity for the bad’: camgirls, video games and fake news." Interactive Entertainment Law Review 2, no. 1 (2019): 3–22. http://dx.doi.org/10.4337/ielr.2019.01.01.
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 textBissell, Blake, Mo Morris, Emily Shaffer, Michael Tetzlaff, and Seth Berrier. "Vessel: A Cultural Heritage Game for Entertainment." Archiving Conference 2021, no. 1 (2021): 1–6. http://dx.doi.org/10.2352/issn.2168-3204.2021.1.0.2.
Full textDi Paola, F., L. Inzerillo, and Y. Alognaa. "A GAMING APPROACH FOR CULTURAL HERITAGE KNOWLEDGE AND DISSEMINATION." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W15 (August 22, 2019): 421–28. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w15-421-2019.
Full textCote, Amanda C. "Casual Resistance: A Longitudinal Case Study of Video Gaming’s Gendered Construction and Related Audience Perceptions." Journal of Communication 70, no. 6 (2020): 819–41. http://dx.doi.org/10.1093/joc/jqaa028.
Full textPrevost, Ronnie. "Words about Recent Book: II. Historical-Theological Studies: Halos and Avatars: Playing Video Games with God." Review & Expositor 107, no. 2 (2010): 271–72. http://dx.doi.org/10.1177/003463731010700219.
Full textGuribye, Frode, Jo Dugstad Wake, and Barbara Wasson. "The Practical Accomplishment of Location-Based Game-Play." International Journal of Mobile Human Computer Interaction 6, no. 3 (2014): 32–50. http://dx.doi.org/10.4018/ijmhci.2014070103.
Full textRydzewski, Rafał. "Market-to-Book Ratio and Creative Industries– Example of Polish Video Games Developers." Economics and Culture 16, no. 1 (2019): 137–47. http://dx.doi.org/10.2478/jec-2019-0015.
Full textGibbons, William. "Rewritable Memory: Concerts, Canons, and Game Music History." Journal of Sound and Music in Games 1, no. 1 (2020): 75–81. http://dx.doi.org/10.1525/jsmg.2020.1.1.75.
Full textGrasso, Julianne. "On Canons as Music and Muse." Journal of Sound and Music in Games 1, no. 1 (2020): 82–86. http://dx.doi.org/10.1525/jsmg.2020.1.1.82.
Full textPark, Hyeonjin. "The Difficult, Uncomfortable, and Imperative Conversations Needed in Game Music and Sound Studies." Journal of Sound and Music in Games 1, no. 1 (2020): 87–94. http://dx.doi.org/10.1525/jsmg.2020.1.1.87.
Full textCook, Karen M. "Canon Anxiety?" Journal of Sound and Music in Games 1, no. 1 (2020): 95–99. http://dx.doi.org/10.1525/jsmg.2020.1.1.95.
Full textSánchez García, Manuel. "Urban archetypes applied to the study of cities in historic contemporary fictions. Symbolic urban structures in Age of Empires III and Bioshock Infinite." Culture & History Digital Journal 9, no. 1 (2020): 006. http://dx.doi.org/10.3989/chdj.2020.006.
Full textKozbelt, Aaron. "Psychological Implications of the History of Realistic Depiction: Ancient Greece, Renaissance Italy and CGI." Leonardo 39, no. 2 (2006): 139–44. http://dx.doi.org/10.1162/leon.2006.39.2.139.
Full textO'Donnell, Casey. "The Nintendo Entertainment System and the 10NES Chip: Carving the Video Game Industry in Silicon." Games and Culture 6, no. 1 (2010): 83–100. http://dx.doi.org/10.1177/1555412010377319.
Full textSasuła, Łukasz, and Justyna Migoń-Sasuła. "Historical Narrative in Video Games Mechanics on the Example of Byzantine Civilization in "Age of Empires II"." Irydion. Literatura - Teatr - Kultura 4, no. 1 (2018): 111–21. http://dx.doi.org/10.16926/i.2018.04.08.
Full textvan Ommen, Mattias. "Guild Wars 2, the Frankfurt School and Dialectical Fairy Scenes: A Critical Approach Towards Massively Multiplayer Online Video Games." Games and Culture 13, no. 6 (2016): 547–67. http://dx.doi.org/10.1177/1555412015627392.
Full textMancini, Huni. "Mā te rongo ka mohio: Māori Pā Wars and Kaupapa Māori Methodology at the Interface of Video Games." Back Story Journal of New Zealand Art, Media & Design History, no. 5 (December 1, 2018): 71–85. http://dx.doi.org/10.24135/backstory.vi5.38.
Full textJatmiko, Rahmawan. "Fictional Characters’ Heroism in Assassin’s Creed III Video Game in the Perception of Indonesian Video Gamers." NOBEL: Journal of Literature and Language Teaching 8, no. 1 (2017): 35–48. http://dx.doi.org/10.15642/nobel.2017.8.1.35-48.
Full text