Academic literature on the topic 'Interactive video game'
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Journal articles on the topic "Interactive video game"
Yap, Christopher Michael, Youki Kadobayashi, and Suguru Yamaguchi. "Conceptualizing Player-Side Emergence in Interactive Games." International Journal of Gaming and Computer-Mediated Simulations 7, no. 3 (July 2015): 1–21. http://dx.doi.org/10.4018/ijgcms.2015070101.
Full textNeiva, Eduardo, and Carlo Romano. "The Semiotic Immersion of Video Games, Gaming Technology and Interactive Strategies." Public Journal of Semiotics 1, no. 2 (July 1, 2007): 31–49. http://dx.doi.org/10.37693/pjos.2007.1.8819.
Full textWarburton, Darren E. R., Shannon S. D. Bredin, Leslie T. L. Horita, Dominik Zbogar, Jessica M. Scott, Ben T. A. Esch, and Ryan E. Rhodes. "The health benefits of interactive video game exercise." Applied Physiology, Nutrition, and Metabolism 32, no. 4 (August 2007): 655–63. http://dx.doi.org/10.1139/h07-038.
Full textFrome, Jonathan. "Interactive Works and Gameplay Emotions." Games and Culture 14, no. 7-8 (May 27, 2019): 856–74. http://dx.doi.org/10.1177/1555412019847907.
Full textZarembo, Imants. "ANALYSIS OF ARTIFICIAL INTELLIGENCE APPLICATIONS FOR AUTOMATED TESTING OF VIDEO GAMES." ENVIRONMENT. TECHNOLOGIES. RESOURCES. Proceedings of the International Scientific and Practical Conference 2 (June 20, 2019): 170. http://dx.doi.org/10.17770/etr2019vol2.4158.
Full textKlevjer, Rune. "Virtuality and Depiction in Video Game Representation." Games and Culture 14, no. 7-8 (October 30, 2017): 724–41. http://dx.doi.org/10.1177/1555412017727688.
Full textSalamoon, Daniel Kurniawan, and Cindy Muljosumarto. "Analisis Visual Warna pada Game Post Apocalyptic (Studi Game The Last Of Us, Metro Exodus, dan Horizon Zero Dawn)." ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia 6, no. 1 (March 20, 2020): 18–31. http://dx.doi.org/10.33633/andharupa.v6i1.3232.
Full textKarapanagiotis, S., S. Gambazza, A. Brivio, and C. Colombo. "175 Exercise intensity during interactive video game." Journal of Cystic Fibrosis 13 (June 2014): S91. http://dx.doi.org/10.1016/s1569-1993(14)60311-8.
Full textWARBURTON, DARREN E. R., DANIEL SARKANY, MIKA JOHNSON, RYAN E. RHODES, WARREN WHITFORD, BEN T. A. ESCH, JESSICA M. SCOTT, SHIRLEY C. WONG, and SHANNON S. D. BREDIN. "Metabolic Requirements of Interactive Video Game Cycling." Medicine & Science in Sports & Exercise 41, no. 4 (April 2009): 920–26. http://dx.doi.org/10.1249/mss.0b013e31819012bd.
Full textIndah, Ana Puspita, Indria Laksmi Gamayanti, and Rendra Widyatama. "Efektivitas Pendidikan Kesehatan melalui Media Permainan Ludo terhadap Peningkatan Pengetahuan, Sikap, dan Perilaku Siswa Sekolah Dasar dalam Pencegahan Adiksi Video Game." Berita Kedokteran Masyarakat 32, no. 9 (March 30, 2018): 317. http://dx.doi.org/10.22146/bkm.8462.
Full textDissertations / Theses on the topic "Interactive video game"
Willoughby, A. "Video Game Theatre." VCU Scholars Compass, 2011. http://scholarscompass.vcu.edu/etd/2424.
Full textWoo, Tack. "video game culture and interactivity; An exploration of digital interactive media through a metaphorical approach to video game culture." Thesis, University of Dundee, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.510624.
Full textNakamura, Tatsuya. "The Soprants: conceptual and technical framework for a 3D interactive video game." Texas A&M University, 2006. http://hdl.handle.net/1969.1/4306.
Full textSutterfield, Curtis T. "The relationship between video game user and character." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337637.
Full textDepartment of Telecommunications
Scantlin, Ronda Mae. "Interactive media : an analysis of children's computer and video game use /." Digital version accessible at:, 1999. http://wwwlib.umi.com/cr/utexas/main.
Full textAhn, Changhyun. "Interacting With Story: Examining Transportation into Video Game Narrative." Cleveland State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=csu1431608782.
Full textYates, Brittany Elizabeth McMurray Robert G. "A pilot study assessing energy expenditure during interactive video game play." Chapel Hill, N.C. : University of North Carolina at Chapel Hill, 2008. http://dc.lib.unc.edu/u?/etd,1899.
Full textTitle from electronic title page (viewed Dec. 11, 2008). "... in partial fulfillment of the requirements for the degree of Master of Arts in the Department of Exercise and Sport Science Exercise Physiology." Discipline: Exercise and Sports Science; Department/School: Exercise and Sport Science.
Du, Toit Timon Dawid. "Interactive Media in Archaeology : Video Games for Archaeological Heritage Conservation." Diss., University of Pretoria, 2020. http://hdl.handle.net/2263/78749.
Full textDissertation (MA (Archaeology))--university of Pretoria, 2020.
Anthropology and Archaeology
MA (Archaeology)
Unrestricted
Young, David M. "Adaptive Game Music: The Evolution and Future of Dynamic Music Systems in Video Games." Ohio University Honors Tutorial College / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1340112710.
Full textJensen, Michelle. "New Media and Interactivity." University of Sydney, 2006. http://hdl.handle.net/2123/1522.
Full textDigital/video games1 have entertained for 40 years and are a medium with the ability to reach a vast audience. In an article published in the Sydney Morning Herald, Charles Purcell reports that; “Globally, Halo 2 has sold more than 7 million copies. Both in the US and Australia it broke the film box-office record for the most earnings in the first 24 hours of release. The worldwide Halo 2 community on X-box Live has about 400,000 players… at the World Cyber Games in Seoul. Last year, gold medallist Matthew Leto won $US20,000 ($AUS27,0000) after his second consecutive Halo title.” 2. Game consoles have become a part of many lounge rooms just as the television did before them. Games are even commonplace in many coat pockets and carrying bags. This dissertation is concerned with the medium of digital/video games in relation to its effect on Game Art. It is also concerned with the concept of my studio work that deals with “evil” and the “uncanny” which are discussed in chapter four. My research looks at games and how they have developed and the relationship to contemporary art. A history of this development is explored in chapter two. My research will help me in developing an interactive piece. Throughout my current research the thoughts of author of The Second Self: Computers and the Human Spirit Sherry Turkle resonate: “…not what will the computer be like in the future, but instead, what will we be like? What kind of people are we becoming?” 3 It is interesting to consider the video/digital games as experiments of who we are or who we would like to be, little fantasies of empowerment. In a game we are able to live out our frustrations or fantasies in a closed and predictable experience.
Books on the topic "Interactive video game"
Solarski, Chris. Interactive Stories and Video Game Art. Boca Raton, FL : Taylor & Francis, 2016.: A K Peters/CRC Press, 2017. http://dx.doi.org/10.1201/b21636.
Full textPlaying along: Digital games, YouTube, and virtual performance. Oxford: Oxford University Press, 2012.
Find full textDave, Raybould, ed. The game audio tutorial: A practical guide to sound and music for interactive games. Amsterdam: Boston, 2011.
Find full textMusic for new media: Composing for videogames, web sites, presentations, and other interactive media. Boston, MA: Berklee Press, 2006.
Find full textMichael, Bremer, ed. Simlife: The official strategy guide. Rocklin, CA: Prima Pub., 1993.
Find full textSteven, Heller. Becoming a digital designer: A guide to careers in Web, video, broadcast, game and animation design. Hoboken, N.J: John Wiley, 2007.
Find full textNick, Roberts. GameShark: Pocket power guide, authorized. Rocklin, Calif: Prima Pub., 1997.
Find full textPennsylvania. General Assembly. Task Force on Violent Interactive Video Games. The report of the Task Force on Violent Interactive Video Games. Harrisburg, Pa: Pennsylvania Joint State Government Commission, 2008.
Find full textBook chapters on the topic "Interactive video game"
Girina, Ivan. "Video Game Mise-En-Scene Remediation of Cinematic Codes in Video Games." In Interactive Storytelling, 45–54. Cham: Springer International Publishing, 2013. http://dx.doi.org/10.1007/978-3-319-02756-2_5.
Full textStrank, Willem. "The Legacy of iMuse: Interactive Video Game Music in the 1990s." In Music and Game, 81–91. Wiesbaden: Springer Fachmedien Wiesbaden, 2012. http://dx.doi.org/10.1007/978-3-531-18913-0_4.
Full textFerguson, Christopher J. "Children Should Not Be Protected from Using Interactive Screens." In Video Game Influences on Aggression, Cognition, and Attention, 83–91. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95495-0_7.
Full textEisen, Sierra, and Angeline S. Lillard. "The Digital Dilemma: Why Limit Young Children’s Use of Interactive Media?" In Video Game Influences on Aggression, Cognition, and Attention, 71–82. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95495-0_6.
Full textJong, Jyh-Tsorng, Yin-Wen Lee, Jon-Chao Hong, Ming-Yueh Hwang, and Yung-Wei Hao. "Kindergartners’ Color Preference and Temperament in Embodied Interactive Video Game." In Learning by Playing. Game-based Education System Design and Development, 473–78. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-03364-3_56.
Full textRodrigues, Eulerson, and Ernesto Filgueiras. "eSports: How Do Video Game Aspects Define Competitive Gaming Streams and Spectatorship." In Design, User Experience, and Usability. Design for Contemporary Interactive Environments, 506–16. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49760-6_36.
Full textSheu, Feng-Ru, Yun-Lin Lee, Shio-Jeng Yang, and Nian-Shing Chen. "User-Centered Design of Interactive Gesture-Based Fitness Video Game for Elderly." In Emerging Issues in Smart Learning, 393–97. Berlin, Heidelberg: Springer Berlin Heidelberg, 2014. http://dx.doi.org/10.1007/978-3-662-44188-6_54.
Full textStora, Michael. "Story of a Video Game Workshop: "Ico", an Interactive Fairy Tale for Children Less Interaction." In Lecture Notes in Computer Science, 337. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-04052-8_61.
Full textTsai, Chih-Min, Jon-Chao Hong, and Ya-Jiuan Ho. "The Learning Effectiveness of Blended and Embodied Interactive Video Game on Kindergarten Students." In Learning by Playing. Game-based Education System Design and Development, 456–63. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-03364-3_54.
Full textHeuser, Svenja, Béatrice Arend, and Patrick Sunnen. "Reading Aloud in Human-Computer Interaction: How Spatial Distribution of Digital Text Units at an Interactive Tabletop Contributes to the Participants’ Shared Understanding." In Lecture Notes in Computer Science, 117–34. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-60117-1_9.
Full textConference papers on the topic "Interactive video game"
Mustaquim, Moyen Mohammad, and Tobias Nyström. "Video Game Control Dimensionality Analysis." In IE2014: Interactive Entertainment 2014. New York, NY, USA: ACM, 2014. http://dx.doi.org/10.1145/2677758.2677784.
Full textVella, Kellie, Madison Klarkowski, Daniel Johnson, Leanne Hides, and Peta Wyeth. "The Social Context of Video Game Play." In DIS '16: Designing Interactive Systems Conference 2016. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2901790.2901823.
Full textHastings, Erin J., and Kenneth O. Stanley. "Interactive genetic engineering of evolved video game content." In the 2010 Workshop. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1814256.1814264.
Full textWilcox-Netepczuk, Daniel. "Immersion and realism in video games - The confused moniker of video game engrossment." In 2013 18th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational & Serious Games (CGAMES). IEEE, 2013. http://dx.doi.org/10.1109/cgames.2013.6632613.
Full textSilva, Pedro, Yasmin Amer, William Tsikerdanos, Jesse Shedd, Isabel Restrepo, and Janet Murray. "A Game of Thrones Companion." In TVX'15: ACM International Conference on Interactive Experiences for TV and Online Video. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2745197.2755519.
Full textChang, Chia-Hu, Yu-Tzu Lin, and Ja-Ling Wu. "Adaptive Video Learning by the Interactive E-partner." In 2010 IEEE 3rd International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL 2010). IEEE, 2010. http://dx.doi.org/10.1109/digitel.2010.54.
Full text"Co-Designing an Immersive and Interactive Alcohol Resistance Training Tool Using 360-Degree Video." In 2th European Conference on Game Based Learning. ACPI, 2019. http://dx.doi.org/10.34190/gbl.19.081.
Full textChang, Han-Bin, Hui-Huang Hsu, and Timothy K. Shih. "Using Interactive Video Technology for the Development of Game-Based Learning." In 2007 International Conference on Parallel Processing Workshops (ICPPW 2007). IEEE, 2007. http://dx.doi.org/10.1109/icppw.2007.81.
Full textSchaul, Tom. "A video game description language for model-based or interactive learning." In 2013 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2013. http://dx.doi.org/10.1109/cig.2013.6633610.
Full textBalson, Franck, Stuart Aitken, Phillip Hillenbrand, Thomas Vu, Matthew Ward, Jakub Jablonski, and Alex Rabb. "The past, present and future of the video game cinematic." In SIGGRAPH '18: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3209621.3219744.
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