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1

Thomas, Angela. Youth online: Identity and literacy in the digital age. Peter Lang, 2007.

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2

Stang, Sarah, Mikko Meriläinen, Joleen Blom, and Lobna Hassan. Monstrosity in Games and Play. Amsterdam University Press, 2025. https://doi.org/10.5117/9789463725682.

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Monsters fascinate us. From ancient folklore to contemporary digital games, they are at the core of the stories we tell. They reflect our fears, deepest desires, and the monstrosity hidden within ourselves. Monsters hold a mirror to our contemporary society and reveal who we truly are. This edited collection examines monsters and monstrosity in games and play. Monsters are a key feature of most games: we fight, kill, and eat them—and sometimes, we become them. However, monsters in games and play are not only entertaining but also a reflection of the monstrosity of our world. In this book, twen
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3

Schwarzer, Bettina, and Sarah Spitzer. Digitale Spiele im interdisziplinären Diskurs: Entwicklungen und Perspektiven der Alltagskultur, Technologie und Wirtschaft. Nomos, 2014.

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4

Jin, Dal Yong. Digital Hallyu 2.0: Transnationalization of Local Digital Games. University of Illinois Press, 2017. http://dx.doi.org/10.5406/illinois/9780252039973.003.0007.

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This chapter maps out the growth of locally based digital games. In the twenty-first century, the New Korean Wave has been expanding with the rapid growth of digital culture, in particular with online gaming. The rapid growth of the Korean digital game industry, including online gaming, and its export into the Western market have raised a fundamental question of whether digital culture has changed the nature of the Korean Wave, from a regionally focused intracultural flow to include a Western-focused contraflow. The chapter attempts to discuss the ways in which local online games, in particula
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5

Online Entertainment (Digital Issues). Referencepoint Press, 2016.

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6

Career Building Through Interactive Online Games (Digital Career Building). Rosen Publishing Group, 2007.

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7

Grimes, Sara. Digital Playgrounds: The Hidden Politics of Children's Online Play Spaces, Virtual Worlds, and Connected Games. University of Toronto Press, 2021.

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8

Digital Playgrounds: The Hidden Politics of Children's Online Play Spaces, Virtual Worlds, and Connected Games. University of Toronto Press, 2021.

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9

Grant, August E., Amanda F. C. Sturgill, Chiung Hwang Chen, and Daniel A. Stout, eds. Religion Online. Praeger, 2019. http://dx.doi.org/10.5040/9798216984566.

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Religion Onlineprovides new insights about religiosity in a contemporary context, offering a comprehensive look at the intersection of digital media, faith communities, and practices of all sorts. Recent research on Apple users, video games, virtual worlds, artificial intelligence, digital music, and sports as religion supports the idea that media and religion, once considered separate entities, are in many cases the same thing. New media and religious practice can no longer be detached; this two-volume set discusses how religionists are embracing the Internet amidst cultural shifts of secular
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10

Grant, August E., Amanda F. C. Sturgill, Chiung Hwang Chen, and Daniel A. Stout, eds. Religion Online. Praeger, 2019. http://dx.doi.org/10.5040/9798216984559.

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Religion Onlineprovides new insights about religiosity in a contemporary context, offering a comprehensive look at the intersection of digital media, faith communities, and practices of all sorts. Recent research on Apple users, video games, virtual worlds, artificial intelligence, digital music, and sports as religion supports the idea that media and religion, once considered separate entities, are in many cases the same thing. New media and religious practice can no longer be detached; this two-volume set discusses how religionists are embracing the Internet amidst cultural shifts of secular
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11

Theatralität Digitaler Medien: Eine wissenssoziologische Betrachtung medialisierten Alltagshandelns. VS Verlag für Sozialwissenschaften, 2009.

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12

Possamai-Inesedy, Alphia, and Alan Nixon. Digital Social: Religion and Belief. de Gruyter GmbH, Walter, 2019.

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13

Digital Social: Religion and Belief. de Gruyter GmbH, Walter, 2019.

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14

Schell, Bernadette H. Digital Detox. ABC-CLIO, LLC, 2022. http://dx.doi.org/10.5040/9798400640599.

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This book discusses the dangers of too much technology use, explores the benefits of digital detoxing, and outlines the different programs and approaches available to help you unplug. It's an invaluable resource for readers looking to establish a healthier relationship with the digital world. Health professionals and the general public are becoming increasingly aware that addiction to the internet, social media, online games, and other forms of technology has become a real problem with significant negative impacts on physical, psychological, and social health. To combat this issue, some are no
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15

Valkyrie, Zek. Game Worlds Get Real. ABC-CLIO, LLC, 2017. http://dx.doi.org/10.5040/9798400655548.

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Twenty million people worldwide play Massively Multi-Player Online Role Playing Games (MMORPGs). Online role-playing gaming is no longer an activity of a tiny niche community. World of Warcraft—the most popular game within the genre—is more than a decade old. As technology has advanced and MMORPGs became exponentially more popular, gaming culture has evolved dramatically over the last 20 years. Game Worlds Get Real: How Who We Are Online Became Who We Are Offline presents a compelling insider's examination of how adventuring through virtual worlds has transformed the meaning of play for millio
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16

On the Fringes of Literature and Digital Media Culture: Perspectives from Eastern and Western Europe. BRILL, 2018.

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17

Siuda, Piotr, Jakub Majewski, and Krzysztof Chmielewski, eds. Gaming and Gamers in Times of Pandemic. Bloomsbury Publishing Inc, 2024. http://dx.doi.org/10.5040/9798765110270.

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This edited collection brings in multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games. The COVID-19 pandemic has impacted virtually every aspect of our lives, regardless of where we live. In the initial months, many industry reports noted the unexpected positive impact on online digital game sales. Games were not just lockdown-proof, but boosted by lockdowns. Stay-at-home orders triggered a rush toward games as an alternative form of entertainment, and the ubiquity of mobile phone
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18

TEAM, Quick GUIDES. AMAZON ENTERTAINMENT : TIPS and TRICKS: Make the Most Out of Amazon Music, Prime Video, Appstore, Digital Games, Online Courses, Audiobooks, Rapids. Independently Published, 2018.

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19

Ward, Mark, ed. Electronic Church in the Digital Age. Praeger, 2015. http://dx.doi.org/10.5040/9798216966111.

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This two-volume set investigates the evangelical presence in America as experienced through digital media, examining current evangelical ideologies regarding education, politics, family, and government. Evangelical broadcasting has greatly expanded its footprint in the digital age. This informative text acquaints readers with how the electronic church of today spreads its message through Internet podcasts, social networking, religious radio programs, and televised sermons; how mass media forms the institution's modern identity; and what the future of the industry holds as mobile church apps, C
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20

Buccitelli, Anthony, ed. Race and Ethnicity in Digital Culture. Praeger, 2017. http://dx.doi.org/10.5040/9798216003953.

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In this unprecedented study, leading scholars and emerging voices from around the world consider how race and ethnicity continue to shape our everyday lives, even as digital technology seems to promise a release from our "real" social identities. How do people use the new expressive features of digital technologies to experience, represent, discuss, and debate racial and ethnic identity? How have digital technologies or digital spaces become racialized? How have the existing vernacular traditions, or folklore, surrounding identity been reshaped in digital spaces? And how have new traditions em
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21

Ward, Mark, ed. The Electronic Church in the Digital Age. Praeger, 2015. http://dx.doi.org/10.5040/9798216966104.

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This two-volume set investigates the evangelical presence in America as experienced through digital media, examining current evangelical ideologies regarding education, politics, family, and government. Evangelical broadcasting has greatly expanded its footprint in the digital age. This informative text acquaints readers with how the electronic church of today spreads its message through Internet podcasts, social networking, religious radio programs, and televised sermons; how mass media forms the institution's modern identity; and what the future of the industry holds as mobile church apps, C
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22

Watkins, S. Craig. Young and the Digital: What the Migration to Social Network Sites, Games, and Anytime, Anywhere Media Means for Our Future. Beacon Press, 2009.

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23

Görgen, Arno. Krankheit in Digitalen Spielen: Interdisziplinäre Betrachtungen. transcript Verlag, 2020.

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24

Görgen, Arno, and Stefan Heinrich Simond. Krankheit in Digitalen Spielen: Interdisziplinäre Betrachtungen. Transcript Verlag, 2020.

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25

Keating, Elizabeth. Challenges of Conducting Interaction with Technologically Mediated Bodies. Oxford University Press, 2017. http://dx.doi.org/10.1093/acprof:oso/9780190210465.003.0012.

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Technologically mediated interaction challenges people’s habitual ways of acting interdependently and intercorporeally with others. This chapter discusses strategies observed in two different groups, computer gamers playing Massively Multiplayer Online Role-Playing Games (MMORPGs), and engineers, as each group collaborates in goal-directed activities where technology significantly alters the reciprocal sharing of body experience. The gamers and engineers are challenged to render their bodies meaningful through interactive digital environments in order to effectively coordinate actions. As bodi
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26

Miah, Andy. Sport 2.0. The MIT Press, 2017. http://dx.doi.org/10.7551/mitpress/9780262035477.001.0001.

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Digital technology is changing everything about modern sports. Athletes and coaches rely on digital data to monitor and enhance performance. Officials use tracking systems to augment their judgment in what is an increasingly superhuman field of play. Spectators tune in to live sports through social media, or even through virtual reality. Audiences now act as citizen journalists whose collective shared data expands the places in which we consume sports news. Sport 2.0 examines the convergence of sports and digital cultures, examining not only how it affects our participation in sport but also h
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27

Stein, Daniel, Jan-Noël Thon, and Andreas Rauscher. Comics and Videogames: From Hybrid Medialities to Transmedia Expansions. Taylor & Francis Group, 2020.

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28

Stein, Daniel, Jan-Noël Thon, and Andreas Rauscher. Comics and Videogames: From Hybrid Medialities to Transmedia Expansions. Routledge, Chapman & Hall, Incorporated, 2022.

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29

Stein, Daniel, Jan-Noël Thon, and Andreas Rauscher. Comics and Videogames: From Hybrid Medialities to Transmedia Expansions. Taylor & Francis Group, 2020.

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30

Daniel, Stein, Thon Jan-Noël, Rauscher Andreas, Stein Daniel, and Thon Jan-Noël, eds. Comics and Videogames: From Hybrid Medialities to Transmedia Expansions. Taylor & Francis, 2021.

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31

Gamble, Steven. Digital Flows. Oxford University PressNew York, 2024. http://dx.doi.org/10.1093/oso/9780197656389.001.0001.

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Abstract Digital Flows provides a radical study of the most recent chapter in the life of hip hop, one closely intertwined with the networked cultural flows of the internet. Some fifty years after its birth in the Bronx, hip hop is one of the most significant cultural forms of the internet age. Now that the internet is enmeshed in our everyday lives, hip hop is predominantly encountered and experienced online, where it comprises a third of all streamed music. People are constantly making, sharing, and commenting on hip hop—from Drake memes through viral TikTok dances to AI-generated rappers—ch
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32

Grieve, Gregory Price, and Daniel Veidlinger. Buddhism and Media Technologies. Edited by Michael Jerryson. Oxford University Press, 2016. http://dx.doi.org/10.1093/oxfordhb/9780199362387.013.25.

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Buddhism is flourishing on the Internet and digital media. However, the form and usage patterns of Buddhist media technologies have varied considerably from the earliest oral texts to the latest online versions of the Buddhist canon. Do such media transformations merely transmit the old dharma in a new bottle, or do they change Buddhism’s message? Are these changes to be welcomed or shunned? This chapter explores how various media technologies tend to promote particular aspects of Buddhism, and also how different Buddhist worldviews shape how these media are used. First, it sketches a short ge
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33

Wright, Kristina, and Sara K. Howe, eds. Multimodal and Digital Creative Writing Pedagogies. The Rowman & Littlefield Publishing Group, 2023. https://doi.org/10.5040/9781978723122.

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Multimodal and Digital Creative Writing Pedagogies offers a breadth of expertise and informed pedagogies on teaching multimodal and digital creative writing in the college classroom. This book presents engaging methods to inspire student writing beyond traditional, print-based texts. The contributors in this volume, all experienced creative writing instructors, share indispensable strategies for incorporating multimodal projects, including video game poetry, fan fiction authorship, digital storytelling, podcasting, online literary publications, creative installations, writing with image and so
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34

Ersch, Christina Maria, and Marion Grein, eds. Multikodalität und Digitales Lehren und Lernen. Frank & Timme, 2021. http://dx.doi.org/10.26530/20.500.12657/51398.

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Nothing has highlighted the importance of digital teaching and learning opportunities more obviously than the Corona pandemic. This book therefore focuses on multicodal or multimedia digital teaching. The authors examine it from various perspectives and make suggestions for successful didactic implementation. In addition to general topics of digital teaching, they devote particular attention to visual literacy, which plays a special role in multimedia teaching. Criticism of teachers' lack of digital skills alone will not lead to success. Therefore, ways are shown here how these skills can be a
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35

Hindman, Matthew. The Internet Trap. Princeton University Press, 2018. http://dx.doi.org/10.23943/princeton/9780691159263.001.0001.

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The Internet was supposed to fragment audiences and make media monopolies impossible. Instead, behemoths like Google and Facebook now dominate the time we spend online—and grab all the profits from the attention economy. This book explains how this happened. It sheds light on the stunning rise of the digital giants and the online struggles of nearly everyone else—and reveals what small players can do to survive in a game that is rigged against them. The book shows how seemingly tiny advantages in attracting users can snowball over time. The Internet has not reduced the cost of reaching audienc
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36

Dowd, Cate. Digital Journalism, Drones, and Automation. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190655860.001.0001.

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Advances in online technology and news systems, such as automated reasoning across digital resources and connectivity to cloud servers for storage and software, have changed digital journalism production and publishing methods. Integrated media systems used by editors are also conduits to search systems and social media, but the lure of big data and rise in fake news have fragmented some layers of journalism, alongside investments in analytics and a shift in the loci for verification. Data has generated new roles to exploit data insights and machine learning methods, but access to big data and
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37

McAlpine, Kenneth B. Introduction. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190496098.003.0001.

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This chapter outlines the methodological approach that underpins the book and sets out the broad structure of the storyline that the later chapters explore. It outlines a chronological structure and groups the chapters together into three themed sections. The first explores the roots of chiptunes in 8-bit video games and shows how the specifications and constraints of the hardware shaped both the sound of 8-bit music and the working practices of those who wrote it. The second section discusses how, through a combination of new software interfaces and new musical contexts, chiptune became a def
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38

Jirsa, Tomáš, and Mathias Bonde Korsgaard, eds. Traveling Music Videos. Bloomsbury Publishing Inc, 2024. http://dx.doi.org/10.5040/9781501398025.

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Traveling Music Videos offers a new interdisciplinary perspective on how contemporary music videos travel across, shape, and transform various media, online platforms, art institutions, and cultural industries worldwide. With the onset of digital technologies and the proliferation of global video-sharing websites at the beginning of the 21st century, music video migrated from TV screens to turn instead to the internet, galleries, concert stages, and social media. As a result, its aesthetics, technological groundings, and politics have been radically transformed. From the kinaesthetic experienc
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39

Dubois, Elizabeth, and Fenwick McKelvey. Canada. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190931407.003.0004.

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Are bots active in Canada? Yes. Are they influential? Maybe. Using a combination of quantitative social media analysis, content analysis of news articles, and qualitative interviews, we study the use of political bots in Canada. We identify four kinds of bots. Amplifiers game digital systems to promote a message or channel. Dampeners suppress and remove information online. Alongside these problematic bots, we also find a number of benign bots that help journalists, civil society, and governments. These bots include transparency bots that disclose information to the public and servant bots that
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40

Forgeng, Jeffrey L., and Will Mclean. Daily Life in Chaucer’s England. 2nd ed. Greenwood Publishing Group, Inc., 2008. http://dx.doi.org/10.5040/9798400636868.

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Experience the medieval world firsthand in this indispensable hands-on resource, and examine life as it was actually lived. The first book on medieval England to arise out of the living history movement, this volume allows readers to understand-and, if possible, recreate-what life was like for ordinary people in the days of Geoffrey Chaucer. Readers will learn not only what types of games medieval Britons played, what clothes they wore, or what food they ate, but actual rules for games, clothing patterns, and recipes. Written with impeccable detail, this volume examines all aspects of life in
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41

Hopwood, Jennifer L. Best STEM Resources for NextGen Scientists. ABC-CLIO, LLC, 2015. http://dx.doi.org/10.5040/9798400617690.

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Intended to support the national initiative to strengthen learning in areas of science, technology, engineering, and mathematics, this book helps librarians who work with youth in school and public libraries to build better collections and more effectively use these collections through readers’ advisory and programming. A versatile and multi-faceted guide, Best STEM Resources for NextGen Scientists: The Essential Selection and User’s Guide serves as a readers’ advisory and collection development resource for youth services and school librarians seeking to bring STEM-related titles into their c
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42

Caldwell, Craig. Story Structure and Development: A Guide for Animators, VFX Artists, Game Designers, and Virtual Reality. Taylor & Francis Group, 2017.

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43

Caldwell, Craig. Story Structure and Development: A Guide for Animators, VFX Artists, Game Designers, and Virtual Reality. Taylor & Francis Group, 2017.

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44

Caldwell, Craig. Story Structure and Development: A Guide for Animators, VFX Artists, Game Designers, and Virtual Reality. Taylor & Francis Group, 2017.

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45

Story Structure and Development: A Guide for Animators, VFX Artists, Game Designers, and Virtual Reality. Taylor & Francis Group, 2017.

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46

Story Structure and Development: A Guide for Animators, VFX Artists, Game Designers, and Virtual Reality. Taylor & Francis Group, 2017.

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47

Niels, Gunnar, Helen Jenkins, and James Kavanagh. Economics for Competition Lawyers. 2nd ed. Oxford University Press, 2016. http://dx.doi.org/10.1093/law/9780198717652.001.0001.

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Abstract The book does what the title says: a practitioner textbook on the economic principles of competition law, targeted specifically at competition lawyers (be they solicitors, barristers, in-house counsel, lawyers at government agencies, or judges). It is written in the language and tone of an economic expert report to a court: taking the reader back to first economic principles, through to the application of those principles to competition cases. The book covers all the main topics in competition law where economics is relevant: market definition, market power, abuse of dominance, cartel
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48

Shatzkin, Mike, and Robert Paris Riger. The Book Business. Oxford University Press, 2019. http://dx.doi.org/10.1093/wentk/9780190628031.001.0001.

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Many of us read books every day, either electronically or in print. We remember the books that shaped our ideas about the world as children, go back to favorite books year after year, give or lend books to loved ones and friends to share the stories we've loved especially, and discuss important books with fellow readers in book clubs and online communities. But for all the ways books influence us, teach us, challenge us, and connect us, many of us remain in the dark as to where they come from and how the mysterious world of publishing truly works. How are books created and how do they get to r
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