Journal articles on the topic 'Philosophy of video games'
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Bratkowski, Tad. "Philosophy Through Video Games." Teaching Philosophy 33, no. 3 (2010): 317–20. http://dx.doi.org/10.5840/teachphil201033333.
Full textHoare, Douglas. "The Philosophy of Video Games (Philosophie des Jeux Vidéo), Mathieu Triclot (2017)." Journal of Gaming & Virtual Worlds 11, no. 2 (September 1, 2019): 203–5. http://dx.doi.org/10.1386/jgvw.11.2.203_5.
Full textElton, Matthew. "SHOULD VEGETARIANS PLAY VIDEO GAMES?" Philosophical Papers 29, no. 1 (April 2000): 21–42. http://dx.doi.org/10.1080/05568640009506605.
Full textKamp, Michiel. "Musical Ecologies in Video Games." Philosophy & Technology 27, no. 2 (June 26, 2013): 235–49. http://dx.doi.org/10.1007/s13347-013-0113-z.
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 (September 1, 2021): 478–91. http://dx.doi.org/10.32744/pse.2021.4.32.
Full textGee, James Paul. "Video Games, Design, and Aesthetic Experience." Rivista di estetica, no. 63 (December 1, 2016): 149–60. http://dx.doi.org/10.4000/estetica.1312.
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 textSchulzke, Marcus. "Simulating Philosophy: Interpreting Video Games as Executable Thought Experiments." Philosophy & Technology 27, no. 2 (February 26, 2013): 251–65. http://dx.doi.org/10.1007/s13347-013-0102-2.
Full textOrtiz, Luz, Héctor Tillerias, Christian Chimbo, and Veronica Toaza. "Impact on the video game industry during the COVID-19 pandemic." Athenea 1, no. 1 (September 25, 2020): 5–13. http://dx.doi.org/10.47460/athenea.v1i1.1.
Full textPATRIDGE, STEPHANIE. "Video Games and Imaginative Identification." Journal of Aesthetics and Art Criticism 75, no. 2 (April 2017): 181–84. http://dx.doi.org/10.1111/jaac.12355.
Full textDenning, Andrew. "Deep Play? Video Games and the Historical Imaginary." American Historical Review 126, no. 1 (March 1, 2021): 180–98. http://dx.doi.org/10.1093/ahr/rhab002.
Full textHayot, Eric. "Video Games & the Novel." Daedalus 150, no. 01 (October 2020): 178–87. http://dx.doi.org/10.1162/daed_a_01841.
Full textAnnetta, Len. "Learning science through video games and simulations." Science Education 96, no. 3 (February 28, 2012): 566–68. http://dx.doi.org/10.1002/sce.20485.
Full textPerfilov, Yu A. "COMPOSITIONAL FEATURES OF VIDEO GAME TEXTS DURING THE PERIOD OF 1970-1982." Bulletin of Udmurt University. Series History and Philology 30, no. 5 (October 27, 2020): 853–58. http://dx.doi.org/10.35634/2412-9534-2020-30-5-853-858.
Full textROBSON, JON, and AARON MESKIN. "Video Games as Self-Involving Interactive Fictions." Journal of Aesthetics and Art Criticism 74, no. 2 (April 2016): 165–77. http://dx.doi.org/10.1111/jaac.12269.
Full textJantzen, Gitte, and Jans F. Jensen. "Powerplay — Power, violence and gender in video games." AI & Society 7, no. 4 (December 1993): 368–85. http://dx.doi.org/10.1007/bf01891418.
Full textTAVINOR, GRANT. "What's My Motivation? Video Games and Interpretative Performance." Journal of Aesthetics and Art Criticism 75, no. 1 (January 2017): 23–33. http://dx.doi.org/10.1111/jaac.12334.
Full textYap, 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 textCogburn, Jon, and Mark Silcox. "Computing Machinery and Emergence: The Aesthetics and Metaphysics of Video Games." Minds and Machines 15, no. 1 (February 2005): 73–89. http://dx.doi.org/10.1007/s11023-004-1168-5.
Full textFILIPOVIĆ, ALEKSANDAR, and ŽELJKO BJELAJAC. "GAMIFICATION OF LEARNING: USE OF VIDEO GAME IN EDUCATION PROCESS." Kultura polisa, no. 45 (July 3, 2021): 103–18. http://dx.doi.org/10.51738/kpolisa2021.18.2r.2.01.
Full textdu Plessis, Corné. "Subverting utilitarian subject-object relations in video games: A philosophical analysis of Thatgamecompany’s Journey." South African Journal of Philosophy 37, no. 4 (October 2, 2018): 466–79. http://dx.doi.org/10.1080/02580136.2018.1532189.
Full textChandrasekharan, Sanjay, Alexandra Mazalek, Michael Nitsche, Yanfeng Chen, and Apara Ranjan. "Ideomotor design." Pragmatics and Cognition 18, no. 2 (August 13, 2010): 313–39. http://dx.doi.org/10.1075/pc.18.2.04cha.
Full textAyers, William R. "What Is It Like to Be a Dolphin? Echolocation and Subjectivity in Video Games." Journal of Sound and Music in Games 2, no. 3 (2021): 1–33. http://dx.doi.org/10.1525/jsmg.2021.2.3.1.
Full textRICKSAND, MARTIN. "Walton, Truth in Fiction, and Video Games: A Rejoinder to Willis." Journal of Aesthetics and Art Criticism 78, no. 1 (February 4, 2020): 101–5. http://dx.doi.org/10.1111/jaac.12707.
Full textCarroll, Noël. "Paradoxes of the Heart: The Philosophy of Horror Twenty-Five Years Later : An Interview by Caetlin Benson-Allott." Journal of Visual Culture 14, no. 3 (December 2015): 336–43. http://dx.doi.org/10.1177/1470412915607927.
Full textWaddington, David I. "The Civic Potential of Video Games by Joseph Kahne, Ellen Middaugh and Chris Evans." Journal of Philosophy of Education 44, no. 4 (November 2010): 599–602. http://dx.doi.org/10.1111/j.1467-9752.2010.00773.x.
Full textFeenberg, Andrew. "Replies." Thesis Eleven 138, no. 1 (February 2017): 99–108. http://dx.doi.org/10.1177/0725513616689389.
Full textRoy, Nandita. "Applying Kant’s Ethics to Video Game Business Models." Business and Professional Ethics Journal 40, no. 1 (2021): 109–27. http://dx.doi.org/10.5840/bpej202115106.
Full textDorman, Steve M. "Video and Computer Games: Effect on Children and Implications for Health Education." Journal of School Health 67, no. 4 (April 1997): 133–38. http://dx.doi.org/10.1111/j.1746-1561.1997.tb03432.x.
Full textHarviainen, J. Tuomas, Janne Paavilainen, and Elina Koskinen. "Ayn Rand’s Objectivist Ethics Applied to Video Game Business." Journal of Business Ethics 167, no. 4 (April 16, 2019): 761–74. http://dx.doi.org/10.1007/s10551-019-04159-y.
Full textWatts, Logan L., and Peter Barker. "Meeting Galileo: Testing the Effectiveness of an Immersive Video Game to Teach History and Philosophy of Science to Undergraduates." Transversal: International Journal for the Historiography of Science, no. 5 (December 9, 2018): 133. http://dx.doi.org/10.24117/2526-2270.2018.i5.10.
Full textSier, André. "Non-human labyrinths: Roots and additional other than human formation methods." Technoetic Arts 17, no. 1 (June 1, 2019): 5–23. http://dx.doi.org/10.1386/tear_00002_1.
Full textCrabill, Joshua D. "Ten Things Video Games Can Teach Us (About Life, Philosophy, and Everything), by Jordan Erica Webber and Daniel Griliopoulos." Teaching Philosophy 40, no. 4 (2017): 486–90. http://dx.doi.org/10.5840/teachphil201740478.
Full textWILLIS, MARISSA D. "Choose Your Own Adventure: Examining the Fictional Content of Video Games as Interactive Fictions." Journal of Aesthetics and Art Criticism 77, no. 1 (February 12, 2019): 43–53. http://dx.doi.org/10.1111/jaac.12605.
Full textMaravic, Manojlo. "(Im)possibility of applying traditional philosophy, aesthetics, psychology, pedagogy and sociology of play to critical analysis of video games." Zbornik Akademije umetnosti, no. 2 (2014): 69–77. http://dx.doi.org/10.5937/zbakum1402069m.
Full textNAGY, Stephen Robert. "Japanese Martial Arts as Popular Culture: Teaching Opportunity and Challenge." Asian Studies 3, no. 1 (July 24, 2015): 83–102. http://dx.doi.org/10.4312/as.2015.3.1.83-102.
Full textYee, Thomas B. "Battle Hymn of the God-Slayers." Journal of Sound and Music in Games 1, no. 1 (January 1, 2020): 2–19. http://dx.doi.org/10.1525/jsmg.2020.1.1.2.
Full textCarter, J. "Doing Recent History: On Privacy, Copyright, Video Games, Institutional Review Boards, Activist Scholarship, and History That Talks Back." Journal of American History 99, no. 4 (February 15, 2013): 1327. http://dx.doi.org/10.1093/jahist/jas598.
Full textde Miranda, Luis. "Life Is Strange and “Games Are Made”: A Philosophical Interpretation of a Multiple-Choice Existential Simulator With Copilot Sartre." Games and Culture 13, no. 8 (November 23, 2016): 825–42. http://dx.doi.org/10.1177/1555412016678713.
Full textMacías, Cristóbal. "VIDEO GAMES AND THE ANCIENT WORLD - (C.) Rollinger (ed.) Classical Antiquity in Video Games. Playing with the Ancient World. Pp. xvi + 294, ills. London and New York: Bloomsbury Academic, 2020. Cased, £85, US$115. ISBN: 978-1-350-06663-2.1." Classical Review 70, no. 2 (July 30, 2020): 526–28. http://dx.doi.org/10.1017/s0009840x20001195.
Full textSteinfeld, Jemimah. "Game on: Trump has jumped on the ban video games bandwagon. The hysteria is increasing, and potentially unjustified." Index on Censorship 47, no. 2 (June 20, 2018): 106–8. http://dx.doi.org/10.1177/0306422018784441.
Full textLaskari, Iro. "Creating algorithmic audio-visual narratives through the use of augmented reality prints." Technoetic Arts 17, no. 1 (June 1, 2019): 25–31. http://dx.doi.org/10.1386/tear_00003_1.
Full textCutler, A. "J.C. Herz (edited by Michael Pietsch), Joystick Nation: How Video Games Ate Our Quarters, Stole Our Hearts, and Rewired Our Minds [Book Review]." IEEE Annals of the History of Computing 21, no. 3 (July 1999): 77–78. http://dx.doi.org/10.1109/mahc.1999.778993.
Full textSzabolcs, Zsuzsanna, Attila Szabo, and Ferenc Köteles. "ACUTE PSYCHOLOGICAL EFFECTS OF AIKIDO TRAINING." Baltic Journal of Sport and Health Sciences 1, no. 112 (2019): 42–49. http://dx.doi.org/10.33607/bjshs.v112i1.778.
Full textProt, Sara, Katelyn A. McDonald, Craig A. Anderson, and Douglas A. Gentile. "Video Games:." Pediatric Clinics of North America 59, no. 3 (June 2012): 647–58. http://dx.doi.org/10.1016/j.pcl.2012.03.016.
Full textFlaherty, N. "Video games." Electronics Systems and Software 3, no. 5 (October 1, 2005): 12–15. http://dx.doi.org/10.1049/ess:20050501.
Full text&NA;. "Video Games." Journal of Developmental & Behavioral Pediatrics 13, no. 1 (February 1992): 53???54. http://dx.doi.org/10.1097/00004703-199202000-00011.
Full textSchueren, Betty. "Video Games." Activities, Adaptation & Aging 8, no. 1 (February 3, 1986): 49–58. http://dx.doi.org/10.1300/j016v08n01_07.
Full textFUNK, J. "Video Games." Adolescent Medicine Clinics 16, no. 2 (June 2005): 395–411. http://dx.doi.org/10.1016/j.admecli.2005.02.007.
Full textPrimack, Brian A. "Video Games." American Journal of Preventive Medicine 37, no. 4 (October 2009): 379–80. http://dx.doi.org/10.1016/j.amepre.2009.07.001.
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