Academic literature on the topic 'Independent video game'
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Journal articles on the topic "Independent video game"
Shedko, I. I. "Video Game Art Styles." Art & Culture Studies, no. 4 (December 2021): 382–95. http://dx.doi.org/10.51678/2226-0072-2021-4-382-395.
Full textWilson, Jason. "Indie Rocks! Mapping Independent Video Game Design." Media International Australia 115, no. 1 (May 2005): 109–22. http://dx.doi.org/10.1177/1329878x0511500111.
Full textTrepte, Sabine, and Leonard Reinecke. "Avatar Creation and Video Game Enjoyment." Journal of Media Psychology 22, no. 4 (January 2010): 171–84. http://dx.doi.org/10.1027/1864-1105/a000022.
Full textHawk, Christopher E., and Robert D. Ridge. "Is It Only the Violence?" Journal of Media Psychology 33, no. 3 (July 2021): 134–44. http://dx.doi.org/10.1027/1864-1105/a000291.
Full textKirkland, Ewan. "Masculinity in Video Games: The Gendered Gameplay of Silent Hill." Camera Obscura: Feminism, Culture, and Media Studies 24, no. 2 (September 1, 2009): 161–83. http://dx.doi.org/10.1215/02705346-2009-006.
Full textRuberg, Bonnie. "The Precarious Labor of Queer Indie Game-making: Who Benefits from Making Video Games “Better”?" Television & New Media 20, no. 8 (May 29, 2019): 778–88. http://dx.doi.org/10.1177/1527476419851090.
Full textRuberg, Bonnie. "Empathy and Its Alternatives: Deconstructing the Rhetoric of “Empathy” in Video Games." Communication, Culture and Critique 13, no. 1 (March 2020): 54–71. http://dx.doi.org/10.1093/ccc/tcz044.
Full textLessard, Jonathan, and Carl Therrien. "Indies de province." Le jeu vidéo au Québec 14, no. 23 (July 8, 2021): 15–35. http://dx.doi.org/10.7202/1078726ar.
Full textPamuja, Igor Wibya Bintang, Wiwit Dwi Nubadriyah, and Hardiyanto Hardiyanto. "PENGARUH TERAPI VIDEO GAME TERHADAP TINGKAT KECEMASAN ANAK PRE SIRKUMSISI." JURNAL CITRA KEPERAWATAN 9, no. 2 (December 30, 2021): 111–17. http://dx.doi.org/10.31964/jck.v9i2.209.
Full textLeng, Ho Keat, Ibrahim Mohamad Rozmand, Yu Hong Low, and Yi Xian Philip Phua. "Effect of Social Environment on Brand Recall in Sports Video Games." International Journal of Gaming and Computer-Mediated Simulations 13, no. 1 (January 2021): 1–11. http://dx.doi.org/10.4018/ijgcms.20210101.oa1.
Full textDissertations / Theses on the topic "Independent video game"
Eriksson, Gustav, and Erik Almér. "Understanding the business model in the video game industry : A case study on an independent video game developer." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Företagsekonomi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-43808.
Full textDunaj, Jon. "Investigating Flow, Presence, and Engagement in Independent Video Game Mechanics." Honors in the Major Thesis, University of Central Florida, 2014. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/1587.
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Bachelors
Visual Arts and Design
Arts and Humanities
Kiley, Aleah. "Indie Inclusion?: Analyzing Diversity in the Independent Video Game Industry." Thesis, University of Oregon, 2016. http://hdl.handle.net/1794/20539.
Full textHiggins, Alexander. "Cuties Killing Video Games: Gender Politics and Performance in Indie Game Developer Subculture." Ohio University Honors Tutorial College / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1429206684.
Full textZijlstra, Peter, and Christiaan Visser. "Developing Business Models in the Video Game Industry : An evaluation to strategic choices made by small and medium-sized development studios." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Informatik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-18618.
Full textRuffino, Paolo. "Gamers' games : narratives of conflict, independence and engagement in video game culture." Thesis, Goldsmiths College (University of London), 2015. http://research.gold.ac.uk/16594/.
Full textNaddaf, Yavar. "Game-independent AI agents for playing Atari 2600 console games." Master's thesis, 2010. http://hdl.handle.net/10048/1081.
Full textTitle from PDF file main screen (viewed on July 15, 2010). A thesis submitted to the Faculty of Graduate Studies and Research in partial fulfillment of the requirements for the degree of Master of Science, Department of Computing Science, University of Alberta. Includes bibliographical references.
Alves, Valter Nelson Noronha. "Sound design guidance as a contribution towards the empowerment of indie game developers." Doctoral thesis, 2013. http://hdl.handle.net/10316/23448.
Full textCurrently, expertise in sound design in games is mostly tacit and held by senior professionals, who are not numerous and who typically work for resourceful teams that are able to afford them. Indie game developers, usually working with low resources, often have to cope with lack of expertise in sound design. We propose to provide guidance for the empowerment of non-expert practitioners to perform sound design in games, assuming the impracticality of integrating sound design experts in their teams. This empowerment also implies leveraging the literacy in this specific domain, hence providing abilities to communicate and participate in the conception of possible explorations. Such abilities could also be beneficial to the broader audience of game developers, where it could create the conditions for expert sound designers to be invited more regularly and earlier into game projects. Our proposal is composed of several contributions. First, we present an operative adherence to a holistic practice of sound design, embedded in game design, in which the exploration of sound is performed in the early phases of ideation and addressed by its purposefulness to the game experience. Then, we present an initial set of design guidelines for sound design in games, which include multidisciplinary concepts and insights. Our observation of game design practitioners using these guidelines led us to also propose a lower-level of guidance: a pattern language for sound design in games, representing recurrent sound explorations found in games of recognized quality. In its current state, version 2.0, the pattern language consists of a network of 81 candidate design patterns, publicly available through the wiki soundingames.com. We also present a deck of cards for sound design in games, which was originally developed for research purposes as way to audit the participation of the patterns during design phenomena, but which eventually evolved into an end-user interface with the pattern language. Through experimentation, we gathered indicators that the proposed guidance can empower non-expert practitioners. The experiments also informed revisions to the proposals and contributed to refine our understanding of the research problem. We conclude this dissertation by presenting the conditions that we have been developing to open the body of knowledge to the community of practice, for discussion and appropriation.
O conhecimento pericial em desenho de som em jogos é, atualmente, maioritariamente tácito e mantido por profissionais experientes que não são numerosos e que trabalham para equipas que possuem recursos para os contratar. Os criadores de jogos independentes, usualmente a trabalhar com escassos recursos, têm frequentemente que lidar com a falta de conhecimento especializado em desenho de som. Propomos fornecer orientações para a capacitação de praticantes não especialistas em desenho de som em jogos, assumindo a impraticabilidade de integrar especialistas com essa competência nas suas equipas. Esta capacitação implica também fomentar a literacia neste domínio específico, promovendo, assim, competências para comunicar e participar na concepção de explorações de som. Tais capacidades também podem ser vantajosas no âmbito mais amplo dos criadores de jogos, junto do qual poderiam criar as condições para que os especialistas em desenho de som fossem convidados com mais regularidade, e mais cedo, para os projetos de criação de jogos. A nossa proposta é constituída por várias contribuições. Começamos por apresentar uma operacionalização holística da prática de desenho de som, incorporada no desenho de jogos, em que a exploração do som é realizada nas fases iniciais da ideação e é apreciada em função do seu propósito para a experiência de jogo. Seguidamente, apresentamos um conjunto inicial de linhas orientadoras para o desenho de som em jogos, que incluem conceitos e influências multidisciplinares. A observação que fizemos da utilização dessas linhas orientadores, por parte de praticantes em desenho de jogos, levou-nos a propor também orientação de mais baixo nível: uma linguagem de padrões para desenho de som em jogos, representando explorações de som recorrentes em jogos de reconhecida qualidade. No seu estado atual, versão 2.0, esta linguagem de padrões consiste numa rede de 81 padrões candidatos, publicamente disponíveis através da wiki soundingames.com. Apresentamos também um instrumento na forma de um baralho de cartas para o desenho de som em jogos, que foi originalmente desenvolvido com fins de investigação, como forma de auditar a participação dos padrões durante a atividade de desenho de jogos, mas que evoluiu para se tornar uma interface entre a linguagem de padrões e o utilizador final. Com base em experimentação, reunimos indicadores de que a orientação que propomos pode capacitar praticantes não especializados. Os exercícios realizados também informaram revisões às propostas e contribuíram para aumentar a nossa compreensão da questão em investigação. Concluímos apresentando condições que temos vindo a desenvolver para abrir esta base de conhecimento à comunidade de prática, para discussão e apropriação.
Prazeres, Vasco Pires. "Engagement in independent video games through narrative and character development." Master's thesis, 2013. http://hdl.handle.net/10400.14/20623.
Full textCarvalho, Anna Elise Fernandes. "INDIE GAMES COMO MEIO DE ACESSO À DIVERSIDADE CULTURAL: PERSPECTIVA DO BRASIL." Master's thesis, 2020. http://hdl.handle.net/10316/93532.
Full textA presente dissertação foi elaborada no âmbito do Mestrado em Ciências Jurídico-Económicas e versa sobre cultura e a figura dos indie games, os jogos eletrônicos independentes, como importante meio de acesso à diversidade cultural, utilizando-se das mais variadas formas de expressão. O trabalho analisa os direitos culturais, na perspectiva do ordenamento jurídico brasileiro, de declarações, tratados e convenções internacionais, bem como aborda a evolução dos videojogos no mundo e a “cultura gamer”, tão presente nas novas gerações. Analisando o atual tratamento jurídico destinado ao setor, demonstra-se a inexistência de consenso acerca da natureza jurídica dos video games no mundo, bem como a necessidade de um regime especial diante da sua crescente complexidade. Em seguida, tratar-se-á da importância do fomento dos jogos digitais independentes que, na contramão de visões deterministas e hegemônicas de mercado, clamam por uma modalidade própria de proteção, uma vez que se tornam um poderoso meio de preservação de identidades culturais. Ilustrando essas questões, considerando a ótica do jogador, serão apresentados casos práticos de três indie games e suas variadas expressões artísticas repletas de histórias, tradições e valores, destacando a sua relevante importância na proteção e preservação do patrimônio cultural.A presente dissertação foi elaborada no âmbito do Mestrado em Ciências Jurídico-Económicas e versa sobre cultura e a figura dos indie games, os jogos eletrônicos independentes, como importante meio de acesso à diversidade cultural, utilizando-se das mais variadas formas de expressão. O trabalho analisa os direitos culturais, na perspectiva do ordenamento jurídico brasileiro, de declarações, tratados e convenções internacionais, bem como aborda a evolução dos videojogos no mundo e a “cultura gamer”, tão presente nas novas gerações. Analisando o atual tratamento jurídico destinado ao setor, demonstra-se a inexistência de consenso acerca da natureza jurídica dos video games no mundo, bem como a necessidade de um regime especial diante da sua crescente complexidade. Em seguida, tratar-se-á da importância do fomento dos jogos digitais independentes que, na contramão de visões deterministas e hegemônicas de mercado, clamam por uma modalidade própria de proteção, uma vez que se tornam um poderoso meio de preservação de identidades culturais. Ilustrando essas questões, considerando a ótica do jogador, serão apresentados casos práticos de três indie games e suas variadas expressões artísticas repletas de histórias, tradições e valores, destacando a sua relevante importância na proteção e preservação do patrimônio cultural.
The present dissertation was written as part of a Master’s Degree in Legal-Economic Sciences and it deals with culture and the role of indie games as an important means of preserving and accessing cultural diversity as they contain some of the most varied expressions. This work analyzes cultural rights, from the perspective of the Brazilian legal system, declarations, treaties and international conventions, as well as the evolution of the video games and the culture gamer around the world, currently so dear to the younger generations. Analyzing the current legal treatment for the sector, it demonstrates the lack of consensus on the legal nature of video games in the world, as well as the need for a special regime in view of its increasing complexity. Next, it will be the importance of fostering independent digital games which, contrary to deterministic and hegemonic views of the market, call for their own mode of protection, since they become a powerful means of preserving cultural identities. Illustrating these questions, considering the player’s perspective, practical cases of three indie games and their varied artistic expressions, full of traditions, cultural values, highlights its relevant importance in the protection and preservation of cultural heritage.The present dissertation was written as part of a Master’s Degree in Legal-Economic Sciences and it deals with culture and the role of indie games as an important means of preserving and accessing cultural diversity as they contain some of the most varied expressions. This work analyzes cultural rights, from the perspective of the Brazilian legal system, declarations, treaties and international conventions, as well as the evolution of the video games and the culture gamer around the world, currently so dear to the younger generations. Analyzing the current legal treatment for the sector, it demonstrates the lack of consensus on the legal nature of video games in the world, as well as the need for a special regime in view of its increasing complexity. Next, it will be the importance of fostering independent digital games which, contrary to deterministic and hegemonic views of the market, call for their own mode of protection, since they become a powerful means of preserving cultural identities. Illustrating these questions, considering the player’s perspective, practical cases of three indie games and their varied artistic expressions, full of traditions, cultural values, highlights its relevant importance in the protection and preservation of cultural heritage.
Books on the topic "Independent video game"
Terry, Borst, ed. End-to-end game development: Creating independent serious games and simulations from start to finish. Boston: Focal Press, 2010.
Find full textSotamaa, Olli, and Jan Svelch, eds. Game Production Studies. NL Amsterdam: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463725439.
Full textIuppa, Nicholas V. End-to-end game development: Creating independent serious games and simulations from start to finish. Boston: Focal Press, 2010.
Find full textIuppa, Nicholas V. End-to-end game development: Creating independent serious games and simulations from start to finish. Boston: Focal Press, 2010.
Find full textJohn, Sedlak, ed. Building XNA 2.0 games: A practical guide for independent game development. Berkeley, CA: Apress, 2008.
Find full textLimpach, Odile. The Publishing Challenge for Independent Video Game Developers. CRC Press, 2020. http://dx.doi.org/10.1201/9780367815639.
Full textLimpach, Odile. Publishing Challenge for Independent Video Game Developers: A Practical Guide. Taylor & Francis Group, 2020.
Find full textLimpach, Odile. Publishing Challenge for Independent Video Game Developers: A Practical Guide. Taylor & Francis Group, 2020.
Find full textSilva, James, and John Sedlak. Building XNA 2.0 Games: A Practical Guide for Independent Game Development. Apress, 2008.
Find full textGibbons, William. Conclusion. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190265250.003.0013.
Full textBook chapters on the topic "Independent video game"
Markocki, Milosz. "Fame or Infamy: The Influence of Let's Plays on Independent Game Developers." In Paratextualizing Games, 237–56. Bielefeld, Germany: transcript Verlag, 2021. http://dx.doi.org/10.14361/9783839454213-010.
Full textJost, Patrick, and Monica Divitini. "From Paper to Online: Digitizing Card Based Co-creation of Games for Privacy Education." In Technology-Enhanced Learning for a Free, Safe, and Sustainable World, 178–92. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-86436-1_14.
Full textBanks, John, and Brendan Keogh. "More Than One Flop from Bankruptcy : Rethinking Sustainable Independent Game Development." In Game Production Studies. Nieuwe Prinsengracht 89 1018 VR Amsterdam Nederland: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463725439_ch08.
Full textBulut, Ergin. "For Whom the Love Works in Video Game Production?" In A Precarious Game, 1–29. Cornell University Press, 2020. http://dx.doi.org/10.7591/cornell/9781501746529.003.0001.
Full textBabbitt, Ben. "Composing for Independent Games: The Music of Kentucky Route Zero." In The Cambridge Companion to Video Game Music, 120–30. Cambridge University Press, 2021. http://dx.doi.org/10.1017/9781108670289.010.
Full textLimpach, Odile. "Introduction." In The Publishing Challenge for Independent Video Game Developers, 1–11. CRC Press, 2020. http://dx.doi.org/10.1201/9780367815639-1.
Full textLimpach, Odile. "An Overview of the Indie PC and Console Market." In The Publishing Challenge for Independent Video Game Developers, 13–25. CRC Press, 2020. http://dx.doi.org/10.1201/9780367815639-2.
Full textLimpach, Odile. "What Does Publishing Mean?" In The Publishing Challenge for Independent Video Game Developers, 27–88. CRC Press, 2020. http://dx.doi.org/10.1201/9780367815639-3.
Full textLimpach, Odile. "Choosing Your Publishing Strategy." In The Publishing Challenge for Independent Video Game Developers, 89–195. CRC Press, 2020. http://dx.doi.org/10.1201/9780367815639-4.
Full textLimpach, Odile. "Gathering of Useful Tools for Publishing." In The Publishing Challenge for Independent Video Game Developers, 197–236. CRC Press, 2020. http://dx.doi.org/10.1201/9780367815639-5.
Full textConference papers on the topic "Independent video game"
"Playing Emotions: Designing an Educational Resource That Promotes Emotional Education Through Independent Video Games." In 12th European Conference on Game Based Learning. ACPI, 2019. http://dx.doi.org/10.34190/gbl.19.032.
Full textYu, Tong Lai, David Turner, David Stover, and Arturo Concepcion. "Incorporating video in platform-independent video games using open-source software." In 2010 3rd IEEE International Conference on Computer Science and Information Technology (ICCSIT 2010). IEEE, 2010. http://dx.doi.org/10.1109/iccsit.2010.5565045.
Full textUukkivi, Anne, and Oksana Labanova. "How we have motivated students in sciences." In Fourth International Conference on Higher Education Advances. Valencia: Universitat Politècnica València, 2018. http://dx.doi.org/10.4995/head18.2018.8082.
Full textLópez Guzmán, Juan Guillermo, and Cesar Julio Bustacara-Medina. "Relevant Independent Variables on MOBA Video Games to Train Machine Learning Algorithms." In WSCG'2021 - 29. International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision'2021. Západočeská univerzita, 2021. http://dx.doi.org/10.24132/csrn.2021.3002.19.
Full textLópez Guzmán, Juan Guillermo, and Cesar Julio Bustacara Medina. "Relevant Independent Variables on MOBA Video Games to Train Machine Learning Algorithms." In WSCG'2021 - 29. International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision'2021. Západočeská univerzita v Plzni, 2021. http://dx.doi.org/10.24132/csrn.2021.3101.19.
Full textDodde Nassar, Maria Eduarda, Everton de Souza Ramos, Maria Luiza Botacini Peixoto, Lilian Pimenta Facin de Campos, and Carolina Magalhães dos Santos. "Cognitive stimulation in the elderly using low-cost games." In 7th International Congress on Scientific Knowledge. Biológicas & Saúde, 2021. http://dx.doi.org/10.25242/8868113820212393.
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