Journal articles on the topic 'Independent video game'
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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 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 textKorzhova, I. V. "Intellectual Property Issues in Video Games." Intellectual property law 2 (July 1, 2021): 45–47. http://dx.doi.org/10.18572/2072-4322-2021-2-45-47.
Full textFarmer, Crystal. "Arrested (game) development: labour and lifestyles of independent video game creators in Cape Town." Social Dynamics 47, no. 3 (September 2, 2021): 455–71. http://dx.doi.org/10.1080/02533952.2021.1999632.
Full textGolding, Dan. "Finding Untitled Goose Game’s Dynamic Music in the World of Silent Cinema." Journal of Sound and Music in Games 2, no. 1 (January 1, 2021): 1–16. http://dx.doi.org/10.1525/jsmg.2021.2.1.1.
Full textAuxier, John W. "That Dragon, Cancer Goes to Seminary." Christian Education Journal: Research on Educational Ministry 15, no. 1 (April 2018): 105–17. http://dx.doi.org/10.1177/0739891318759725.
Full textJohnson, Mark R., and Jamie Woodcock. "The impacts of live streaming and Twitch.tv on the video game industry." Media, Culture & Society 41, no. 5 (December 20, 2018): 670–88. http://dx.doi.org/10.1177/0163443718818363.
Full textMendonça, Carlos Magno Camargos, and Filipe Alves de Freitas. "Game as text as game: the communicative experience of digital games." Comunicação e Sociedade 27 (June 29, 2015): 253–72. http://dx.doi.org/10.17231/comsoc.27(2015).2100.
Full textBreuer, Johannes, John Velez, Nicholas Bowman, Tim Wulf, and Gary Bente. "“Drive the Lane; Together, Hard!”." Journal of Media Psychology 29, no. 1 (January 2017): 31–41. http://dx.doi.org/10.1027/1864-1105/a000209.
Full textMathur, Maya B., and Tyler J. VanderWeele. "Finding Common Ground in Meta-Analysis “Wars” on Violent Video Games." Perspectives on Psychological Science 14, no. 4 (June 12, 2019): 705–8. http://dx.doi.org/10.1177/1745691619850104.
Full textPerks, Matthew E. "How Does Games Critique Impact Game Design Decisions? A Case Study of Monetization and Loot Boxes." Games and Culture 15, no. 8 (August 1, 2019): 1004–25. http://dx.doi.org/10.1177/1555412019865848.
Full textQiu, Boyu, Yanrong Chen, Xu He, Ting Liu, Sixian Wang, and Wei Zhang. "Short-Term Touch-Screen Video Game Playing Improves the Inhibition Ability." International Journal of Environmental Research and Public Health 18, no. 13 (June 26, 2021): 6884. http://dx.doi.org/10.3390/ijerph18136884.
Full textEndresen, Ian, and Dan Nathan-Roberts. "Design to Improve Player On-Boarding and Decision-Making Processes in Video Games: A Systematic Review." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, no. 1 (September 2018): 1135–39. http://dx.doi.org/10.1177/1541931218621260.
Full textBachell, Alasdair, and Matthew Barr. "Video Game Preservation in the UK: A Survey of Records Management Practices." International Journal of Digital Curation 9, no. 2 (October 29, 2014): 139–70. http://dx.doi.org/10.2218/ijdc.v9i2.294.
Full textTong, Xinge. "Positioning game review as a crucial element of game user feedback in the ongoing development of independent video games." Computers in Human Behavior Reports 3 (January 2021): 100077. http://dx.doi.org/10.1016/j.chbr.2021.100077.
Full textWaszkiewicz, Agata. "Non-Normative Gender Performances Fat Video Game Characters." Acta Universitatis Sapientiae, Film and Media Studies 20, no. 1 (November 1, 2021): 165–80. http://dx.doi.org/10.2478/ausfm-2021-0020.
Full textAdhyaksana, Najma Litany. "A Strong Independent (Video Game) Woman? Examining Red from Transistor (2014)." Alphabet 2, no. 1 (April 1, 2019): 12–24. http://dx.doi.org/10.21776/ub.alphabet.2019.02.01.02.
Full textCrogan, Patrick. "Indie Dreams: Video Games, Creative Economy, and the Hyperindustrial Epoch." Games and Culture 13, no. 7 (February 13, 2018): 671–89. http://dx.doi.org/10.1177/1555412018756708.
Full textEsposito, Maria Rosaria, Nicola Serra, Assunta Guillari, Silvio Simeone, Franca Sarracino, Grazia Isabella Continisio, and Teresa Rea. "An Investigation into Video Game Addiction in Pre-Adolescents and Adolescents: A Cross-Sectional Study." Medicina 56, no. 5 (May 6, 2020): 221. http://dx.doi.org/10.3390/medicina56050221.
Full textTakei, Hideki. "Japanese Amusement Arcades in the Retro Video Game Segment: A Case of Survival Strategy." Business Management and Strategy 12, no. 1 (March 26, 2021): 149. http://dx.doi.org/10.5296/bms.v12i1.18359.
Full textYumartov, Dmitriy. "Autonomy and nomadic Relativism of Digital Identity." Artificial societies 16, no. 4 (2021): 0. http://dx.doi.org/10.18254/s207751800017576-2.
Full textAndersen, Carrie Elizabeth. "Games of Drones: The Uneasy Future of the Soldier-Hero in Call of Duty: Black Ops II." Surveillance & Society 12, no. 3 (June 17, 2014): 360–76. http://dx.doi.org/10.24908/ss.v12i3.4954.
Full textHrabec, Ondřej, and Vladimír Chrz. "Flow Genres." International Journal of Gaming and Computer-Mediated Simulations 7, no. 1 (January 2015): 1–19. http://dx.doi.org/10.4018/ijgcms.2015010101.
Full textDowling, David O. "Documentary games for social change: Recasting violence in the latest generation of i-docs." Catalan Journal of Communication & Cultural Studies 12, no. 2 (October 1, 2020): 287–99. http://dx.doi.org/10.1386/cjcs_00033_1.
Full textChoi, William TH, Dan KS Yu, Terry Wong, Tella Lantta, Min Yang, and Maritta Välimäki. "Habits and Attitudes of Video Gaming and Information Technology Use in People with Schizophrenia: Cross-Sectional Survey." Journal of Medical Internet Research 22, no. 7 (July 22, 2020): e14865. http://dx.doi.org/10.2196/14865.
Full textBulitko, V., Y. Björnsson, and R. Lawrence. "Case-Based Subgoaling in Real-Time Heuristic Search for Video Game Pathfinding." Journal of Artificial Intelligence Research 39 (September 29, 2010): 269–300. http://dx.doi.org/10.1613/jair.3076.
Full textPuspitasari, Ira, Elzha Odie Syahputra, Indra Kharisma Raharjana, and Ferry Jie. "The Continuance Intention of User’s Engagement in Multiplayer Video Games based on Uses and Gratifications Theory." Journal of Information Systems Engineering and Business Intelligence 4, no. 2 (October 28, 2018): 131. http://dx.doi.org/10.20473/jisebi.4.2.131-138.
Full textPintado-Izquierdo, Silvia, Roberto Cano-de-la-Cuerda, and Rosa María Ortiz-Gutiérrez. "Video Game-Based Therapy on Balance and Gait of Patients with Stroke: A Systematic Review." Applied Sciences 10, no. 18 (September 15, 2020): 6426. http://dx.doi.org/10.3390/app10186426.
Full textJaderberg, Max, Wojciech M. Czarnecki, Iain Dunning, Luke Marris, Guy Lever, Antonio Garcia Castañeda, Charles Beattie, et al. "Human-level performance in 3D multiplayer games with population-based reinforcement learning." Science 364, no. 6443 (May 30, 2019): 859–65. http://dx.doi.org/10.1126/science.aau6249.
Full textBowden, Sara. "Not suitable for the easily disturbed: Sonic nonlinearity and disruptive horror in Doki Doki Literature Club!" Soundtrack 11, no. 1 (August 1, 2020): 7–22. http://dx.doi.org/10.1386/ts_00002_1.
Full textBazarova, D., K. Raeva, and K. Umbetbekova. "APPLICATION OF GAME TECHNOLOGY IN ENGLISH LESSONS." BULLETIN Series of Philological Sciences 72, no. 2 (June 30, 2020): 575–80. http://dx.doi.org/10.51889/2020-2.1728-7804.93.
Full textAngkasa, Dudung, Riri Amanda Pratiwi, and Idrus Jus'at. "‘MAPAGI’ video game upgraded breakfast attitude among urban elementary school children in West Jakarta, Indonesia." Malaysian Journal of Nutrition 26, no. 3 (October 31, 2020): 341–51. http://dx.doi.org/10.31246/mjn-2019-0127.
Full textReay, Emma. "Cute, cuddly and completely crushable: Plushies as avatars in video games." Journal of Gaming & Virtual Worlds 13, no. 2 (June 1, 2021): 131–49. http://dx.doi.org/10.1386/jgvw_00033_1.
Full textNavateja, Raparthi. "Real Time Heart Rate Monitoring from Facial Video using Independent Component Analysis Algorithm." International Journal for Research in Applied Science and Engineering Technology 9, no. VI (June 30, 2021): 4893–97. http://dx.doi.org/10.22214/ijraset.2021.36093.
Full textJanz, Kathleen F., and Larry T. Mahoney. "Maturation, Gender, and Video Game Playing Are Related to Physical Activity Intensity in Adolescents: The Muscatine Study." Pediatric Exercise Science 9, no. 4 (November 1997): 353–63. http://dx.doi.org/10.1123/pes.9.4.353.
Full textRay, Jean-Charles. "Regarder la peur dans les yeux." Le jeu vidéo au Québec 14, no. 23 (July 8, 2021): 100–114. http://dx.doi.org/10.7202/1078730ar.
Full textViedge, C., and P. A. Taffinder. "An empirical evaluation of the use of video films in training: A behaviouristic analysis." South African Journal of Business Management 18, no. 3 (September 30, 1987): 163–67. http://dx.doi.org/10.4102/sajbm.v18i3.1013.
Full textArsenault, Dominic, and Louis-Martin Guay. "Exploration, colonisation et développement durable." Le jeu vidéo au Québec 14, no. 23 (July 8, 2021): 36–54. http://dx.doi.org/10.7202/1078727ar.
Full textDrummond, Aaron, James D. Sauer, and Christopher J. Ferguson. "Do longitudinal studies support long-term relationships between aggressive game play and youth aggressive behaviour? A meta-analytic examination." Royal Society Open Science 7, no. 7 (July 2020): 200373. http://dx.doi.org/10.1098/rsos.200373.
Full textCrane, Breanna, Brittany Drazich, Kyle Moored, and Michelle Carlson. "Exploring the Motivators and Barriers of Older Adults Participating in an Interactive Exergame Intervention." Innovation in Aging 4, Supplement_1 (December 1, 2020): 402. http://dx.doi.org/10.1093/geroni/igaa057.1293.
Full textAlqaderi, Hend, J. Max Goodson, S. V. Subramanian, and Mary Tavares. "Short Sleep Duration and Screen-Based Activities." American Journal of Lifestyle Medicine 12, no. 4 (September 8, 2016): 340–48. http://dx.doi.org/10.1177/1559827616667048.
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