Academic literature on the topic 'Video game'
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Journal articles on the topic "Video game"
Ponomareva, Ekaterina. "Video game as a research tool. Video games expert assessments." Психология и Психотехника, no. 1 (January 2024): 179–95. http://dx.doi.org/10.7256/2454-0722.2024.1.70080.
Full textBean, Anthony M., Rune K. L. Nielsen, Antonius J. van Rooij, and Christopher J. Ferguson. "Video game addiction: The push to pathologize video games." Professional Psychology: Research and Practice 48, no. 5 (October 2017): 378–89. http://dx.doi.org/10.1037/pro0000150.
Full textFassone, Ricardo. "This is video game play: video games, authority and metacommunication." Comunicação e Sociedade 27 (June 29, 2015): 37–52. http://dx.doi.org/10.17231/comsoc.27(2015).2088.
Full textMalamud, Randy. "Game: Animals, Video Games, and Humanity." Journal of Animal Ethics 13, no. 2 (October 1, 2023): 223–26. http://dx.doi.org/10.5406/21601267.13.2.20.
Full textLiang, Xinyun. "Communication Characteristics and Development Path of Online Game Video." Art and Society 2, no. 1 (February 2023): 57–60. http://dx.doi.org/10.56397/as.2023.02.09.
Full textMathews, Christine L., Holly E. R. Morrell, and Jon E. Molle. "Video game addiction, ADHD symptomatology, and video game reinforcement." American Journal of Drug and Alcohol Abuse 45, no. 1 (June 6, 2018): 67–76. http://dx.doi.org/10.1080/00952990.2018.1472269.
Full textWibowo, Tony, Sakilah Dwi Cahyani, Ivan Hendardi, and Farhan Alwie Rasyidhy. "GAMED dan GDLC : PEMBUATAN VIDEO GAME UNTUK EDUKASI MORAL." IJIS - Indonesian Journal On Information System 9, no. 1 (April 4, 2024): 1. http://dx.doi.org/10.36549/ijis.v9i1.299.
Full textFunk, Jeanne B., and Debra D. Buchman. "Video Game Controversies." Pediatric Annals 24, no. 2 (February 1, 1995): 91–94. http://dx.doi.org/10.3928/0090-4481-19950201-08.
Full textHarding, Gfa, Cd Ferrie, Ro Robinson, S. Giannakodimos, and Cp Panayiotopoulos. "Video-game epilepsy." Lancet 344, no. 8938 (December 1994): 1710–11. http://dx.doi.org/10.1016/s0140-6736(94)90496-0.
Full textKasteleijn-Nolst Trenité, D. G. A. "Video-game epilepsy." Lancet 344, no. 8930 (October 1994): 1102–3. http://dx.doi.org/10.1016/s0140-6736(94)90625-4.
Full textDissertations / Theses on the topic "Video game"
Jensen, Remy. "Video Games: Game AI." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-11994.
Full textWilloughby, A. "Video Game Theatre." VCU Scholars Compass, 2011. http://scholarscompass.vcu.edu/etd/2424.
Full textKhoshdani, Pedram. "Watermarking Video Game Textures." Thesis, Blekinge Tekniska Högskola, Sektionen för ingenjörsvetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4751.
Full textIn a game there are many images and textures used for graphical purposes. One of the most recent texture file extensions used in modern games to store Microsoft DirectDraw Surface which is the basic image unit in Microsoft DirectX graphics is DirectDraw Surface or DDS in short. In this thesis, it was attempted to embed as many bits (watermark/ message) as possible and retrieve the bits after embedding to mark the file in a distinguishable way. The result has been very promising under different circumstances.
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Laveborn, Joel. "Video Game Vocabulary : The effect of video games on Swedish learners‟ word comprehension." Thesis, Karlstad University, Karlstad University, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-5487.
Full textVideo games are very popular among children in the Western world. This study was done in order to investigate if video games had an effect on 49 Swedish students‟ comprehension of English words (grades 7-8). The investigation was based on questionnaire and word test data. The questionnaire aimed to measure with which frequency students were playing video games, and the word test aimed to measure their word comprehension in general. In addition, data from the word test were used to investigate how students explained the words. Depending on their explanations, students were categorized as either using a “video game approach” or a “dictionary approach” in their explanations.
The results showed a gender difference, both with regard to the frequency of playing and what types of games that were played. Playing video games seemed to increase the students‟ comprehension of English words, though there was no clear connection between the frequency with which students were playing video games and the choice of a dictionary or video game approach as an explanation.
Gursoy, Ayse. "Game worlds : a study of video game criticism." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/83834.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 95-102).
This paper explores the relation between criticism and establishment of narrative forms and genres, focusing on the cultural situation of video games. Comparing the context of early film criticism and contemporary video game criticism, I argue that the public negotiation of meaning and value codifies a new medium as it emerges. In the case of digital games in particular, contemporary critics approach the question of "what is a game" rhetorically, rarely addressing it outright but allowing metatextual considerations to influence their readings. I trace the sites of criticism, moving from newspapers and weekly periodicals in the case of film, to blogs and web publications in the case of digital games, and explore how the shifting reception of each form took hold in the different media available. I focus especially on the state of public video game criticism today, locating the persuasive strengths in the ability for quick communication between writers, as well as the easy dissemination of digital games. I ground my analysis in the game criticism produced in response to Dear Esther (2011) and League of Legends (2009) that visibly struggled with ideas of narrative, game, and interactivity.
by Ayse Gursoy.
S.M.
Tapani, J. (Juho). "Game usability in North American video game industry." Master's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201611113008.
Full textLaw, Y. Y. "The travelling gamer : an ethnography of video game events." Thesis, University of Salford, 2016. http://usir.salford.ac.uk/40411/.
Full textLangley, Alex. "Correlates of Video Game Addiction." Thesis, University of North Texas, 2010. https://digital.library.unt.edu/ark:/67531/metadc33181/.
Full textChamplin, Alexander Doran. "Video Game Play and Apparatus." Bowling Green State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1341986681.
Full textShook, Steffi A. "Personal Narrative Video Games: Failure, Empathy, and Marginalized Game Developers." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1556017903138173.
Full textBooks on the topic "Video game"
(Firm), DMS, ed. Video game quest: The complete guide to home video game systems, video games, and accessories. Northridge, Calif: DMS, 1990.
Find full textBlom, Joleen. Video Game Characters and Transmedia Storytelling. Nieuwe Prinsengracht 89 1018 VR Amsterdam Nederland: Amsterdam University Press, 2023. http://dx.doi.org/10.5117/9789463722957.
Full textBoyd, Gregory S., Pyne Brian, and Sean F. Kane. Video Game Law. Boca Raton : Taylor & Francis, 2019.: A K Peters/CRC Press, 2018. http://dx.doi.org/10.1201/9780429469992.
Full textZackariasson, Peter, and Mikolaj Dymek. Video Game Marketing. Abingdon, Oxon ; New York, NY : Routledge, 2017. |: Routledge, 2016. http://dx.doi.org/10.4324/9781315748900.
Full textBryan, Stratton, Rush Alice, and Hodgson David S. J, eds. Video game careers. [Roseville, CA]: Prima Games, 2008.
Find full textJozefowicz, Chris. Video game developer. Pleasantville, NY: Gareth Stevens Pub., 2010.
Find full textRoch, Ripley, and Metcalfe Chris R, eds. Video game law. 2nd ed. Markham, Ont: LexisNexis, 2012.
Find full textCooper, Jonathan. Game Anim Video Game Animation Explained. Boca Raton, FL : CRC Press/Taylor & Francis Group, 2019.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/b22299.
Full textBook chapters on the topic "Video game"
Holt, Carlos L. "The Video Game." In Fraud Casebook, 172–82. Hoboken, NJ, USA: John Wiley & Sons, Inc., 2015. http://dx.doi.org/10.1002/9781119196631.ch19.
Full textJiménez-Crespo, Miguel A. "Video game localization." In Localization in Translation, 203–23. London: Routledge, 2024. http://dx.doi.org/10.4324/9781003340904-10.
Full textAlexander, Kris. "Video Game Design." In The Future of Digital Communication, 121–29. Boca Raton: CRC Press, 2023. http://dx.doi.org/10.1201/9781003379119-9.
Full textBecker, Katrin. "Video Game Pedagogy." In Games: Purpose and Potential in Education, 73–125. Boston, MA: Springer US, 2008. http://dx.doi.org/10.1007/978-0-387-09775-6_5.
Full textWalkerdine, Valerie. "Video Game Research." In Children, Gender, Video Games, 16–29. London: Palgrave Macmillan UK, 2007. http://dx.doi.org/10.1057/9780230235373_2.
Full textZhang, Xiaochun. "Video game localization." In The Routledge Handbook of Translation and Media, 369–83. London: Routledge, 2021. http://dx.doi.org/10.4324/9781003221678-27.
Full textThomasson, Michael. "Video Game Cartridges." In The Routledge Companion to Media Technology and Obsolescence, 311–21. New York : Routledge/Taylor & Francis Group, 2019.: Routledge, 2018. http://dx.doi.org/10.4324/9781315442686-22.
Full textArsenault, Dominic. "Video Game Narrative." In Introduction to Screen Narrative, 197–217. London: Routledge, 2023. http://dx.doi.org/10.4324/9781003197911-17.
Full textBoyd, Gregory S., Pyne Brian, and Sean F. Kane. "Game Industry Contracts." In Video Game Law, 77–119. Boca Raton : Taylor & Francis, 2019.: A K Peters/CRC Press, 2018. http://dx.doi.org/10.1201/9780429469992-5.
Full textCooper, Jonathan. "The Video Game Animator." In Game Anim Video Game Animation Explained, 1–10. Boca Raton, FL : CRC Press/Taylor & Francis Group, 2019.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/b22299-1.
Full textConference papers on the topic "Video game"
Jukić, Dinko. "Video Game Industry: A Marketing Perspective." In 29th International Scientific Conference Strategic Management and Decision Support Systems in Strategic Management. University of Novi Sad, Faculty of Economics in Subotica, 2024. http://dx.doi.org/10.46541/978-86-7233-428-9_391.
Full textMoshirnia, Andrew. "The Educational Potential of Modified Video Games." In InSITE 2007: Informing Science + IT Education Conference. Informing Science Institute, 2007. http://dx.doi.org/10.28945/3130.
Full textYu, Yipeng, Xiao Chen, and Hui Zhan. "VideoMaster: A Multimodal Micro Game Video Recreator." In Thirty-Second International Joint Conference on Artificial Intelligence {IJCAI-23}. California: International Joint Conferences on Artificial Intelligence Organization, 2023. http://dx.doi.org/10.24963/ijcai.2023/844.
Full textSouza, Joana Gabriela R. de, Marcos Vinicius C. Pacheco, and Raquel Oliveira Prates. "Extensibility Analysis of Game Engines for Building Simplified Game Development Interfaces." In Anais Estendidos do Simpósio Brasileiro de Jogos e Entretenimento Digital, 68–73. Sociedade Brasileira de Computação, 2024. https://doi.org/10.5753/sbgames_estendido.2024.241329.
Full textChen, Mason, and Charles Chen. "Mixture DOE on video game physics." In New Skills in the Changing World of Statistics Education. International Association for Statistical Education, 2020. http://dx.doi.org/10.52041/srap.20602.
Full textVasilateanu, Andrei, Sebastian Wyrazic, and Bujor ionel Pavaloiu. "A SCIENCE FICTION SERIOUS GAME FOR LEARNING PROGRAMMING LANGUAGES." In eLSE 2016. Carol I National Defence University Publishing House, 2016. http://dx.doi.org/10.12753/2066-026x-16-082.
Full textKerac, Jelena, Neda Milić Keresteš, and Sandra Dedijer. "An overview of the user experience in online video game players with colour vision deficiency." In 11th International Symposium on Graphic Engineering and Design. University of Novi Sad, Faculty of technical sciences, Department of graphic engineering and design, 2022. http://dx.doi.org/10.24867/grid-2022-p30.
Full textBuur, Jacob, and Astrid Soendergaard. "Video card game." In DARE 2000. New York, New York, USA: ACM Press, 2000. http://dx.doi.org/10.1145/354666.354673.
Full textHemmati, Mahdi, Abbas Javadtalab, Ali Asghar Nazari Shirehjini, Shervin Shirmohammadi, and Tarik Arici. "Game as video." In Proceeding of the 23rd ACM Workshop. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2460782.2460784.
Full textBerchtold, Waldemar, Marcel Schäfer, Huajian Liu, Fábio Touceira Takahashi, André Schmitz, Sascha Zmudzinski, Martin Steinebach, and Jonas Wieneke. "Video game watermarking." In IS&T/SPIE Electronic Imaging, edited by Adnan M. Alattar, Nasir D. Memon, and Chad D. Heitzenrater. SPIE, 2013. http://dx.doi.org/10.1117/12.2005851.
Full textReports on the topic "Video game"
Thompson, Michael, and Cynthia Irvine. Active Learning with the CyberCIEGE Video Game. Fort Belvoir, VA: Defense Technical Information Center, August 2011. http://dx.doi.org/10.21236/ada547670.
Full textFernández, Iván Escobar. COMTOG Report: ‘My Memory of Us’ — Boosting Historical Memory Through Implicit Visual Metaphors. European Center for Populism Studies (ECPS), April 2023. http://dx.doi.org/10.55271/rp0037.
Full textAbel, Millicent H. Performance of Soldiers on the Battle Sight Tank Gunnery Video Game. Fort Belvoir, VA: Defense Technical Information Center, June 1986. http://dx.doi.org/10.21236/ada178446.
Full textDesroches, Louis-Benoit, Jeffery Greenblatt, Stacy Pratt, Henry Willem, Erin Claybaugh, Bereket Beraki, Mythri Nagaraju, Sarah Price, and Scott Young. Video game console usage and national energy consumption: Results from a field-metering study. Office of Scientific and Technical Information (OSTI), May 2013. http://dx.doi.org/10.2172/1171536.
Full textMai, Yiqiang, and Kim Geok Soh. The effects of active video game on overweight and obese adolescents: A systematic review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, October 2021. http://dx.doi.org/10.37766/inplasy2021.10.0018.
Full textMai, Yiqiang, and Kim Geok Soh. The effects of active video game on overweight and obese adolescents: A systematic review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, October 2021. http://dx.doi.org/10.37766/inplasy2021.10.0018.
Full textMenuez, Paolo. The Downward Spiral: Postmodern Consciousness as Buddhist Metaphysics in the Dark Souls Video Game Series. Portland State University Library, January 2000. http://dx.doi.org/10.15760/etd.6049.
Full textRodríguez Chatruc, Marisol, and Sandra V. Rozo. How Does it Feel to Be Part of the Minority?: Impacts of Perspective Taking on Prosocial Behavio. Inter-American Development Bank, September 2021. http://dx.doi.org/10.18235/0003612.
Full textBrawer, Jacob, and J. Galen Buckwalter. Impact of Brief Exposure to an E10-Rated, Mildly-Violent Video Game on Teen Players' Short-Term Attention and Concentration Ability. Journal of Young Investigators, October 2018. http://dx.doi.org/10.22186/jyi.35.4.77-80.
Full textGarcia, David. Super Magic Sam: A Practical Study In Video Game Design & Rapid Prototyping By Providing Creative Explorations For Children Through Roleplay. Ames (Iowa): Iowa State University, May 2022. http://dx.doi.org/10.31274/cc-20240624-1360.
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