Academic literature on the topic 'Video game adaptations'

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Journal articles on the topic "Video game adaptations"

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Barr, Matthew. "The Force Is Strong with This One (but Not That One): What Makes a Successful Star Wars Video Game Adaptation?" Arts 9, no. 4 (December 16, 2020): 131. http://dx.doi.org/10.3390/arts9040131.

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The Star Wars films have probably spawned more video game adaptations than any other franchise. From the 1982 release of The Empire Strikes Back on the Atari 2600 to 2019’s Jedi: Fallen Order, around one hundred officially licensed Star Wars games have been published to date. Inevitably, the quality of these adaptations has varied, ranging from timeless classics such as Star Wars: Knights of the Old Republic, to such lamentable cash grabs as the Attack of the Clones movie tie-in. But what makes certain ludic adaptations of George Lucas’ space opera more successful than others? To answer this question, the critical response to some of the best-reviewed Star Wars games is analysed here, revealing a number of potential factors to consider, including the audio-visual quality of the games, the attendant story, and aspects of the gameplay. The tension between what constitutes a good game and what makes for a good Star Wars adaptation is also discussed. It is concluded that, while many well-received adaptations share certain characteristics—such as John Williams’ iconic score, a high degree of visual fidelity, and certain mythic story elements—the very best Star Wars games are those which advance the state of the art in video games, while simultaneously evoking something of Lucas’ cinematic saga.
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Meaning, Lindsay. "Adaptations of Empire: Kipling's Kim, Novel and Game." Loading 13, no. 21 (September 14, 2020): 55–73. http://dx.doi.org/10.7202/1071451ar.

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This paper addresses the depiction of colonialism and imperial ideologies in video games through an adaptation case study of the 2016 indie role-playing game Kim, adapted from the Rudyard Kipling novel of the same name. I explore the ways in which underlying colonial and imperial ideologies are replicated and reinforced in the process of adapting novel to game. In the process of adaptation, previously obscured practices of colonial violence are brought to the forefront of the narrative, where they are materialized by the game’s procedural rhetoric. However, the game fails to interrogate or critique these practices, ultimately reinforcing the imperial ideological framework in which it was developed.
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Radtke, Rebekah, Eduardo Santillan-Jimenez, and Margaret Mohr-Schroeder. "Collaboration by Design: Development of a Video Game for Energy Literacy." International Journal of Designs for Learning 11, no. 2 (May 18, 2020): 46–54. http://dx.doi.org/10.14434/ijdl.v11i2.24109.

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University students, faculty, and staff from science, engineering, education, entrepreneurship, and design (SEE(E)D) backgrounds developed a video game to leverage outreach efforts promoting sustainability, science, technology, engineering, and mathematics ((S)STEM) to underserved students. This was accomplished by transforming a board game—previously developed and used to teach elementary students about complex and often misunderstood energy and sustainability issues—through a collaborative design process. The process of taking a tangible board game into the digital realm required significant design and pedagogical adaptations to maintain student learning outcomes and content delivery. Scientists, educators, and designers strengthened the graphical and pedagogical aspects of the game collaboratively to ultimately expand and deepen the energy literacy of elementary school students. This design case seeks to elucidate the multidisciplinary collaborative design process used by SEE(E)D faculty and researchers as well as students to redesign a board game into a didactic video game that is easier to both deploy and disseminate for the benefit of K-12 students and teachers.
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Hadaegh, Bahee, and Venus Torabi. "Borges’s “The Intruder” Remediated: Adaptation to Silver/Cyber Screens." Khazar Journal of Humanities and Social Sciences 21, no. 3 (November 2018): 136–53. http://dx.doi.org/10.5782/2223-2621.2018.21.3.136.

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The present article is a critical scene for studying Ghazal 1975, an Iranian film by Masud Kimiai and Natalie Bookchin’s videogame, The Intruder 1999, both adapted from Borges’s short story, “The Intruder”. Exploiting Linda Hutcheon’s A Theory of Adaptation (three modes of engagement in a story), the concentration is on showing how Borges’s story, as a telling mode (print), is remediated into showing (film) and interactive (video game). Ghazal exercises both fidelity criticism and appropriation regarding contextualization and adaptability, whereas The Intruder is a game of narration and interaction simultaneously, where the significance lies at studying the game’s “narrative mode” as a show case of Cyber Literature. The effort is aimed at scrutinizing how literary adaptations as forms of remediation a
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Rooy, Ronald de. "Divine Comics." European Comic Art 10, no. 1 (March 1, 2017): 94–109. http://dx.doi.org/10.3167/eca.2017.100108.

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Dante’s multifaceted cultural reception includes many comics adaptations. Against the background of a strong tradition of illustrating and visualising Dante, this article proposes a comparative analysis of significant contemporary comics adaptations from Europe and the United States. Recent European Dante comics generally adopt largely reverent modes of illustration, showing less aggressive forms of adaptation than their US counterparts. The text of Dante’s poem remains of great importance, and artists often refer to certain traditional milestones in Dante’s visual reception. American Dante comics are more firmly rooted in popular culture, adopting reductive adaptation methods to a greater extent, and are frequently embedded in transmedial constellations. Where the highbrow European tradition of Dante’s visual reception does shine through, it is always with strong ironic undertones. Especially interesting in this respect are the toy theatre/puppet movie Dante’s Inferno directed by Sean Meredith, Seymour Chwast’s graphic novel The Divine Comedy and the popular video game Dante’s Inferno.
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Švelch, Jan. "Mediatization of a card game: Magic: The Gathering, esports, and streaming." Media, Culture & Society 42, no. 6 (October 16, 2019): 838–56. http://dx.doi.org/10.1177/0163443719876536.

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Magic: The Gathering is a household name among analog games. Its publisher, Wizards of the Coast, has experimented with digital adaptations since the late 1990s, however, it was only in 2018–2019 when the company announced a more radical push for the video game market, including a strategy for streaming and esports. By analyzing streaming content, paratextual elements, and online discussions leading up to the first major digital tournament, I explore the attempted and heavily promoted transition of Magic: The Gathering from a primarily analog card game toward a transmedia esports property. Beside conflicting reactions from players and fans to particular aspects of this transformation, this change brings along deepened mediatization of the game as a way to improve the spectator experience by following the media logics of streaming and esports. Professional players in the newly formed esports league along with other sponsored content creators were recruited to serve as advocates for this transition.
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Cornfeld, Li, Victoria Simon, and Jonathan Sterne. "Legitimating Media: Shakespeare’s Awkward Travels Through Video Games and Twitter." Communication, Culture and Critique 11, no. 3 (July 27, 2018): 418–35. http://dx.doi.org/10.1093/ccc/tcy015.

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Abstract Since the 19th century, Shakespeare references have recurred with surprising consistency in experimental forms of media. This article considers the role of references to and adaptations of Shakespeare texts when a media form takes on a new valence for a set of users in a particular time and place. We consider two different moments at length: a commercial interactive game from 1984 that made novel use of cassettes and sound, and the production and reception of early Twitter adaptations of Shakespeare in 2010. By standing in for the aesthetic possibilities and limits of a changing media space, Shakespearean references and deviations from them serve a key role for artists and critics in debates over the legitimacy and significance of creative work in emergent media. Thus, cultural producers, critics and audiences thus use these sometimes-awkward appearances of Shakespeare as a means of describing their aesthetic potentials and limits.
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Sandika, Edria. "Medium Specificities of The Strange Case of Dr Jekyll and Mr Hyde by Robert Louis Stevenson: Marvel Comic, Video Game, and Korean TV Drama." Vivid: Journal of Language and Literature 9, no. 2 (December 9, 2020): 37. http://dx.doi.org/10.25077/vj.9.2.37-43.2020.

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This study analyzes Medium Specificities found in the adaptations of The Strange Case of Dr Jekyll and Mr Hyde This study uses Linda Hutcheon’s theory of adaptation focuses on medium specificity in engaging audiences and the process of repetition but not replication. This study found three adaptation works of Dr Jekyll and Mr Hyde fulfilled the process of repetition but not replication from their textual transformations and innovations occurred in the works.
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Sandika, Edria. "Medium Specificities of The Strange Case of Dr Jekyll and Mr Hyde by Robert Louis Stevenson: Marvel Comic, Video Game, and Korean TV Drama." Vivid: Journal of Language and Literature 9, no. 2 (December 9, 2020): 37. http://dx.doi.org/10.25077/vj.9.2.37-43.2020.

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This study analyzes Medium Specificities found in the adaptations of The Strange Case of Dr Jekyll and Mr Hyde This study uses Linda Hutcheon’s theory of adaptation focuses on medium specificity in engaging audiences and the process of repetition but not replication. This study found three adaptation works of Dr Jekyll and Mr Hyde fulfilled the process of repetition but not replication from their textual transformations and innovations occurred in the works.
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Thompson, Christian, Caleb Khan, Leticia Whitton-Martinez, Josh Volpini, Juliana Souza, Alexander Simon, Sasha Skinner, et al. "Physiological And Cognitive Adaptations To 8 Weeks Of Training On A Movement-based Video Game." Medicine & Science in Sports & Exercise 48 (May 2016): 922. http://dx.doi.org/10.1249/01.mss.0000487760.23290.b4.

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Dissertations / Theses on the topic "Video game adaptations"

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Zhadan, Anastasiia. "Artificial Intelligence Adaptation in Video Games." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-79131.

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One of the most important features of a (computer) game that makes it memorable is an ability to bring a sense of engagement. This can be achieved in numerous ways, but the most major part is a challenge, often provided by in-game enemies and their ability to adapt towards the human player. However, adaptability is not very common in games. Throughout this thesis work, aspects of the game control systems that can be improved in order to be adaptable were studied. Based on the results gained from the study of the literature related to artificial intelligence in games, a classification of games was developed for grouping the games by the complexity of the control systems and their ability to adapt different aspects of enemies behavior including individual and group behavior. It appeared that only 33% of the games can not be considered adaptable. This classification was then used to analyze the popularity of games regarding their challenge complexity. Analysis revealed that simple, familiar behavior is more welcomed by players. However, highly adaptable games have got competitively high scores and excellent reviews from game critics and reviewers, proving that adaptability in games deserves further research.
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Francillette, Yannick. "Modèle adaptatif d'activités pour les jeux ubiquitaires." Thesis, Montpellier 2, 2014. http://www.theses.fr/2014MON20229.

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Les technologies et services mobiles font aujourd'hui partie de notre vie quotidienne grâce notamment aux ordiphones et ardoises numériques. Nous vivons actuellement la réalisation de la vision de Marc Weiser. Les fonctionnalités et les services rendus prennent le dessus sur les objets techniques. Dans cette thèse, nous nous intéressons à un type particulier d'applications informatiques: les jeux vidéo. Comme d'autres secteurs, les jeux vidéo doivent prendre en compte la révolution mobile, pour se réinventer et intéresser des joueurs. Cependant, les jeux sur support mobiles doivent faire face au problème du changement des conditions de jeu du joueur. Nous pouvons parler de contexte du joueur.L'objectif de cette thèse est de proposer un modèle pour la conception de jeu auto-adaptatif au contexte du joueur. Ce modèle doit être générique et permettre la création de jeux vidéo qui sont capables de modifier les activités et objectifs qu'ils proposent en fonction du contexte courant du joueur. Notre proposition se constitue de deux éléments clefs. Le premier consiste en un modèle générique des activités et des objectifs d'un jeu vidéo que nous avons appelé «composant de gameplay». Ce modèle est une formalisation du concept de boucle de jeu objectif, challenge, récompense. Ce modèle nous permet de représenter les objectifs et activités du jeu sous la forme d'un arbre. Le deuxième élément est un modèle de détection des arbres compatibles avec un contexte courant. Ce modèle se base sur des règles de contexte qui sont associées aux nœuds de l'arbre. Notre démarche consiste ensuite à vérifier que l'objectif représenté par la racine de l'arbre peut être atteint dans le contexte courant. Pour valider notre approche, nous avons réalisé une expérimentation en laboratoire. Nous avons également utilisé notre expérience sur l'utilisation des composants de gameplay dans un contexte industriel
Nowadays, the technologies and mobiles services are a part of our daily life thanks to smartphones and tablet computers. Currently, we live the realisation of Weiser's vision. The features and services provided are more important than technical objects.In this thesis, we are interested in a kind of computer applications: video games. Like other sectors, video games have to deal with mobile revolution in order to reinvent themselves and to interest players. However, video games on mobiles devices have to deal with the variation of playing conditions. We can call these conditions the player's context.The main objective of this thesis is to propose a model for the design of games that are able to adapt to the player's context. This model has to be generic and allow the game to adapt the proposed activities and objectives to the current context.Our proposition has two main elements. The first one is a generic model of the activities and the objectives which are proposed by the game. We have called this model "gameplay component". It is a formalization of the objectif, challenge, reward game loop concept. It allows us to represent a game as a tree.The second element is a model for detecting game tree which are compatible with a defined context. This model is based on rules which are linked with the nodes of the game tree. Our approach consist of checking that the objective which is given by the root of the game tree can be reached in the current context.In order to valid our approach, we have conducted a laboratory experimentation. We have also used our experience about using of gameplay component in a industrial context in order to do a case study
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Coville, Marion. "La construction du jeu vidéo comme objet muséal : le détournement d’un objet culturel et technique de son cadre d’usage initial et son adaptation au contexte muséal : étude de cas dans un centre de sciences." Thesis, Paris 1, 2016. http://www.theses.fr/2016PA01H306.

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Cette thèse porte sur les expositions de jeux vidéo présentées dans les institutions muséales, dans lesquelles on trouve des jeux issus du commerce. L’analyse s’intéresse aux changements de signification et d’usage que subissent ces jeux vidéo en passant tour à tour du salon familial aux espaces de conception muséographique, puis au lieu d’exposition. La thèse s’appuie sur une enquête de terrain lors de l’une de ces expositions. Elle est complétée par l’étude des politiques publiques en faveur du jeu vidéo, ainsi que par un état des lieux de l’utilisation du jeu vidéo dans les institutions muséales. Ce travail adopte une démarche interdisciplinaire afin d’étudier les dimensions symbolique, sociale et matérielle de l’objet. Ancrée dans les Cultural Studies et l’étude de la dimension culturelle des changements sociaux, ce travail tire également profit de travaux et méthodes des Sciences de l’Information et de la Communication, de la Sociologie ainsi que des études de genre. La thèse rend compte de l’articulation entre trois moments de la construction du jeu vidéo comme objet muséal. Le premier est la reconnaissance du jeu vidéo comme bien culturel par des politiques publiques et des institutions. Le second est celui de la conception d’une exposition sur le jeu vidéo dans un centre de sciences, qui suppose le détournement de jeux vidéo pour concevoir des installations interactives. Le troisième est celui de la visite de l’exposition par les publics et des significations qu’ils produisent. Loin d’être isolés les uns des autres, ces trois moments s’enchevêtrent et nous portons une attention particulière à la manière dont les pratiques des unes et des autres se co-construisent
This research explores exhibitions of video games featured in museums, in which commercial gaming products can be found. The study focuses on the changes of signification and uses that affect videogames during their shift from family living room to exhibition spaces, and investigates the professional spaces where the exhibition is designed. It relies on a field work during one of these exhibitions,completed by a study of public policy and the uses of video games in French museums. The study employs an interdisciplinary approach to explore the social, symbolic and material aspects of the object. This research is rooted in Cultural Studies and the study of the cultural aspects of social change. It also evokes various domains such as Communication, Sociology and Gender Studies. This research explores the articulation between three moments constructing video game as a museum object. First, the recognition of video game as a cultural good by public policies. Second, the design of a video game exhibition in a science center, that implies the modification of video games to create interactive exhibits. Third, the exhibition visited by people and the significance they grasp. Far from being isolated, these three moments are parts of a context where these different practices enrich one another
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Pons, Luc. "Self-tuning of game scenarios through self-adaptative multi-agent systems." Toulouse 3, 2014. http://thesesups.ups-tlse.fr/2435/.

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Les jeux vidéo modernes deviennent de plus en plus complexes, tant par le nombre de règles qui les composent, que par le nombre d'entités artificielles qui y interagissent. D'un point de vue purement ludique, mais également en ayant des ambitions pédagogiques, les jeux doivent proposer aux joueurs des expériences qui correspondent à leurs niveaux de compétences et à leurs capacités. La diversité au sein de la population de joueurs rend difficile, voire impossible, de proposer une expérience qui aille à tout un chacun. Différents niveaux et différentes capacités de progression font que différents joueurs ont des besoins distincts. L'adaptation des jeux est proposée comme une solution pour palier ces difficultés. Cette thèse propose un ensemble de concepts afin que des concepteurs de jeux, ou des experts de différents domaines, puissent exprimer des objectifs pédagogiques ou ludiques, ainsi que des contraintes sur les expériences de jeu. La généricité de ces concepts les rend compatible avec une grande varieté d'application, potentiellement hors du domaine du jeu vidéo. Conjointement à ces concepts, nous proposons un système multi-agent conçu pour modifier dynamiquement les paramètres d'un moteur de jeu, afin que celui-ci satisfasse les objectifs définis par les experts ou les concepteurs. Le système est composé d'un ensemble d'agents autonomes, qui représentent les concepts du domaine. Ils n'ont qu'une vue locale de leur environnement et ne connaissent pas la fonction globale du système. Ils ne cherchent qu'a résoudre coopérativement les problème locaux qu'ils rencontrent. De l'organisation des agents émerge la fonctionnalité du système : l'adaptation de l'expérience de jeu menant à la satisfaction des objectifs ainsi qu'au respect des contraintes. Nous avons conduit plusieurs expériences pour démontrer que le système passe l'échelle, et qu'il est résistant au bruit. Le paradigme avec lequel les objectifs doivent être définis est utilisé dans des contextes variés pour démontrer sa généricité. D'autres applications démontrent que le système est capable d'adapter une expérience du joueur même quand les conditions de jeu évoluent significativement au cours du temps
Modern video games are getting more and more complex, by exhibiting more and more rules, as well as a growing number of co-existing artificial entities. Whether they only have entertainment objectives, or pedagogical ambitions, they need to provide a game experience that matches the skills and abilities of players. The diversity among the player population makes it difficult, if not impossible, to propose a single game that may suit everyone needs. Different skills, preferences, and progression abilities make players need different game experiences at different times. Adaptation of the game experience is advocated as a solution to keep it adequate. This thesis proposes a set a simple concepts in order for domain experts, games designers or others to express pedagogical or entertainment related objectives, as well as constraints on game experiences. By using only elementary concepts, such as measures and parameters, we remain compliant with a large diversity of domains, even outside of the field of video game. Along with the expression of game requirements, we propose a multi-agent system designed to dynamically modify the various parameters of a game engine, so that the game experience satisfies objectives expressed by experts or designers. The system is composed of a set of autonomous agents representing the domain concepts, that only have a local perception of their environment. They are not aware of the global function of the system, and they only seek to cooperatively solve their local problems. From the organization of these agents, the functionality of the system as a whole emerges: dynamic adaptation of a game experience to satisfy objectives and constraints. We conducted several experiments to demonstrate that the proposed system is scalable and noise resilient. The introduced paradigm with which the requirements must be expressed is used in various context to demonstrate its versatility. Other experiments demonstrate that this system is able to effectively adapt the game experience even when the conditions in which the game takes place significantly change over time
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Cox, Joseph M. "MOLOCH: Developing a German Expressionist Puzzle Game." Ohio University Honors Tutorial College / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1492777907436196.

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Meyers, Rachel Elizabeth. "In Search of an Author: From Participatory Culture to Participatory Authorship." BYU ScholarsArchive, 2014. https://scholarsarchive.byu.edu/etd/4140.

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The question of fidelity, which has long been at the center of adaptation studies, pertains to the problem of authorship. Who can be an author and adapt a text and who cannot? In order to understand the problem of fidelity, this thesis asks larger questions about the problems of authorship, examining how authorship is changing in new media. Audiences are taking an ever-increasing role in the creation and interpretation of the texts they receive: a phenomenon this thesis refers to as participatory authorship, or the active participation of audience members in the creation, expansion, and adaptation of another's creative work. In order to understand how audiences are creating texts, first the place of the player within video games is addressed. Due to the nature of the medium, players must become active co-creators of a video game. Drawing a parallel between video game players and performance, it is argued that players must simultaneously perform and author a text, illustrating the complex and multilayered nature of authorship in video games. In the second chapter the role of the fan is examined within the context of the My Little Pony fandom, Bronies. Like players, fans take an active role in the creation of the text and destabilize the traditional notion of authorship by partially controlling of a text from the original author. By examining the place of the player and the fan the traditional notion of authorship is destabilized, and the more open and collaborative model of participatory authorship is proposed.
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Astic, Isabelle. "Adaptation dynamique des jeux de visite pour les musées : contribution à l'équilibrage de l'expérience du visiteur joueur." Thesis, Paris, CNAM, 2018. http://www.theses.fr/2018CNAM1208/document.

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Le jeu sérieux semble une piste pertinente pour ouvrir le musée à un jeune public et fournir une présentation originale des œuvres, tirant partie des possibilités des outils numériques. Des propositions existent déjà mais, à ma connaissance, sans réflexion globale sur la nature et les objectifs de ces jeux : quel type de jeu construire pour les musées ? Quelles expériences sont recherchées par les visiteurs joueurs ? Comment leur procurer à la fois une expérience satisfaisante de jeu et de visite ?L'étude que j'ai menée ici, à partir de l'analyse de travaux des projets de médiation numérique auxquels j'ai participé, d'études académiques sur les jeux sérieux et l'expérience des visiteurs et des joueurs et de mon expérience professionnelle dans le domaine de la médiation et du développement informatique, apporte des réponses à ces différentes questions. Elle propose la notion de "jeu de visite", adapté à un public plus différencié et en conçoit une modélisation autour de la notion de "mission adaptable". Elle permet une modification dynamique des constituants du jeu et de son contexte d'exécution, en fonction de l'expérience recherchée par et pour le visiteur joueur
Serious games seem a relevant proposition for a more open offer for young audience and a more creative works' presentations taking advantages of the opportunities of digital technologies. Such proposition already exist but, as far as I know, what they should be exactly has never been studied. What kind of games are the more appropriate for museums ? Which experiences do gaming visitors expect ? How to manage their satisfaction about their visit and about playing a real game ? These are the questions this PhD thesis contribute to answer.I based my reflection and my proposals on the analyse of projects devoted to cultural mediation in which I participated, on the research studies about serious games, visitors and gamers experience and on my professional background in cultural mediation and software engineering. I propose the notion of "visit game", appropriate for a more differentiated public, and build a model of this type of game around the concept of "adaptable mission". It allows to dynamically modify its components and its context of execution, depending on the experience expected by and for the gaming visitor
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Briggs, Terese C. "What You Will: An Endeavor in Adapting Shakespeare to New Media." Scholarship @ Claremont, 2016. http://scholarship.claremont.edu/scripps_theses/778.

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These scripts are the attempt to take three of Shakespeare's plays, Coriolanus, All's Well that Ends Well, and Much Ado About Nothing, and adapt them to create a type of video game called a visual novel.
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Hall, Stefan. "“You’ve Seen the Movie, Now Play the Game”: Recoding the Cinematic in Digital Media and Virtual Culture." Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1300365433.

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Hocine, Nadia. "Adaptation dans les jeux sérieux pour la rééducation fonctionnelle." Thesis, Montpellier 2, 2013. http://www.theses.fr/2013MON20245.

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L'accident vasculaire cérébral (AVC) est une des principales causes de handicap et de décès chez les adultes dans le monde. Un nombre important de travaux de recherche ont été émergés afin d'améliorer les stratégies de rééducation en incluant les jeux sérieux dans le processus thérapeutique. L'avantage des jeux sérieux consiste à fournir aux patients un environnement d'entraînement personnalisé et immersive. La thèse se focalise sur une technique d'adaptation qui vise à améliorer les résultats de l'entrainement des patients tout en maintenant leur motivation durant une session thérapeutique. La technique est basée sur l'évaluation des capacités motrices des patients hémiplégiques pour adapter dynamiquement la difficulté de jeu. Elle a été évaluée via des expérimentations avec des joueurs sains, des thérapeutes et des patients atteints d'AVC. Les résultats de l'évaluation montrent que la technique d'adaptation permet d'augmenter le nombre de tâches, le nombre de tâches réussies ainsi que l'amplitude du mouvement. En outre, elle permet également de maintenir la motivation des joueurs en la comparant aux stratégies de contrôle. Cela peut être donc prometteur pour améliorer la récupération de patients qui ont subi un AVC
A stroke is among the major causes of adults' disability and death worldwide. To date, a growing amount of research studies have been devoted to improve rehabilitation strategies by including serious games in the therapeutic process. The benefit of serious games lies in providing patients with a customized and immersive training environment. The thesis focuses on an adaptation technique that seeks to enhance the patients' training outcomes while maintaining their motivation. It is based on the assessment of the patient's motor abilities to dynamically adapt the game difficulty. The technique has been evaluated through experiments with healthy players, therapists and stroke patients. The results of the evaluation show that the adaptive technique has increased the training outcomes in terms of the number of tasks, number of successful tasks as well as the movement amplitude. In addition, it has also maintained the players' motivation compared with the control strategies. This can therefore be promising to enhance stroke patients' recovery
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Books on the topic "Video game adaptations"

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Hollywood gamers: Digital convergence in the film and video game industries. Bloomington: Indiana University Press, 2010.

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H.P. Lovecraft in popular culture: The works and their adaptations in film, television, comics, music, and games. Jefferson, N.C: McFarland & Co., 2005.

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Dixon, Franklin W. The video game bandit. Simon & Schuster Children's Publishing, 2016.

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Game On Hollywood Essays On The Intersection Of Video Games And Cinema. McFarland & Co Inc, 2013.

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Legend of Zelda: A Link to the Past. Perfect Square, 2015.

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Dracula in visual media: Film, television, comic book and electronic game appearances, 1921-2010. 2010.

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Everson, Jane E., Andrew Hiscock, and Stefano Jossa, eds. Ariosto, the Orlando Furioso and English Culture. British Academy, 2019. http://dx.doi.org/10.5871/bacad/9780197266502.001.0001.

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The volume assesses the changing impact on English culture over 500 years of Ariosto’s poem, the Orlando Furioso, first published in Italy in 1516, and subsequently in an expanded version in 1532. Individual chapters address the recurring presence of Ariosto’s poem in English literature, but also the multimedial nature of the transmission of the Furioso into English culture: through the visual arts, theatre, music and spectacle to video games and the internet, as well as through often heated critical debates. The introduction provides an overview of the history of criticism and interpretation of the Furioso in England. Within the four main sections – entitled: Before reading – the image; From the Elizabethans to the Enlightenment; Gothic and Romantic Ariosto; Text and translation in the modern era – individual studies explore key moments in the reception of the poem into English culture: the adaptation and translation of the poem among the Elizabethans; Milton’s detailed appreciation of the work; and the ambivalent attitudes of eighteenth-century writers and critics; the influence of illustrations to the poem; and its transformation into opera for the English stage. Emphasis is also placed on: the dynamic responses of Romantic writers to Ariosto; the crucial work of editors and translators in the nineteenth and twentieth centuries; and the stimulating adaptations and rewritings by modern authors. The volume concludes with a comprehensive bibliography.
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Jenkins, Thomas E. The Reception of Hesiod in the Twentieth and Twenty-first Centuries. Edited by Alexander C. Loney and Stephen Scully. Oxford University Press, 2018. http://dx.doi.org/10.1093/oxfordhb/9780190209032.013.53.

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This chapter traces the reception of the Works and Days and Theogony in various media throughout the twentieth and twenty-first centuries, including film, television, video games, novels, essays, illustrations, and children’s literature. It argues that the Theogony’s greater emphasis on extended narrative episodes—particularly the violent Titanomachy—has spawned a comparatively greater number of receptions, while the Works and Day’s didactic tone and structure have lent themselves more readily to adaptations that stress the environment and/or management. Hesiod’s representation of women—both mortal and immortal—has engendered some of the most strongly ideological and passionate receptions, especially those concerning Athena, Gaia, and Pandora. The chapter concludes with a glance at the surprising reception of Hesiod in today’s newest media, including Twitter hashtags.
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+narrativa(s): Intermediaciones novela, cine, cómic y videojuego en el ámbito hispánico. +narrativa(s), 2013.

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Harvey, C. Fantastic Transmedia: Narrative, Play and Memory Across Science Fiction and Fantasy Storyworlds. Palgrave Macmillan, 2015.

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Book chapters on the topic "Video game adaptations"

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Hunter, E. B. "Building Video Game Adaptations of Dramatic and Literary Texts." In Research Methods for the Digital Humanities, 173–94. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-96713-4_10.

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Conde Ramírez, Juan Carlos, Abraham Sánchez López, and Abraham Sánchez Flores. "An Architecture for Cognitive Modeling to Support Real-Time Adaptation and Motivational Responses in Video Games." In Advances in Artificial Intelligence and Its Applications, 144–56. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-45114-0_12.

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Bapka, Vasiliki, Irene Bika, Charalampos Kavouras, Theodore Savvidis, Evdokimos Konstantinidis, Panagiotis Bamidis, Georgia Papantoniou, Elvira Masoura, and Despina Moraitou. "Brain Plasticity in Older Adults: Could It Be Better Enhanced by Cognitive Training via an Adaptation of the Virtual Reality Platform FitForAll or via a Commercial Video Game?" In Advances in Intelligent Systems and Computing, 728–42. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-75175-7_72.

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"Too Many Cooks: Media Convergence and Self-Defeating Adaptations." In The Video Game Theory Reader 2, 235–58. Routledge, 2008. http://dx.doi.org/10.4324/9780203887660-17.

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Elkins, Evan. "Console Games." In Locked Out, 47–72. NYU Press, 2019. http://dx.doi.org/10.18574/nyu/9781479830572.003.0003.

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Chapter 2 explores the history of regional lockout in console video games. As video games became popular throughout Japan and North America in the 1980s, the industry forged a system of carefully managed adaptation and distribution of games to each market. Game companies introduced region chips and differently shaped cartridges to ensure that consumers were using games on approved devices, and they eventually adopted a region code format similar to the DVD. The industry’s longtime use of regional lockout helped set the contours of global distribution, but it also fomented a network of piracy, game and console hacking, and informal trade among consumers who typify the “hardcore” gamer. Knowing how to navigate and circumvent regional lockout became a marker of participation in hardcore gamer communities. Chapter 2 thus argues that regional lockout did more than simply control global video game distribution paths. It also helped shape the contours of hardcore gamer culture.
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Fernandez-Vara, Clara. "The Inescapable Intertextuality of Blade Runner: The Video Game." In Advances in Multimedia and Interactive Technologies, 22–38. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-5225-0477-1.ch002.

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The video game adaptation of Blade Runner (1997) exemplifies the challenges of adapting narrative from traditional media into digital games. The key to the process of adaptation is the fictional world, which it borrows both from Philip K. Dick's novel Do Androids Dream of Electric Sheep? (1968) and Ridley Scott's film Blade Runner (1982). Each of these works provides different access points to the world, creating an intertextual relationship that can be qualified as transmedia storytelling, as defined by Jenkins (2006). The game utilizes the properties of digital environments (Murray, 2001) in order to create a world that the player can explore and participate in; for this world to have the sort of complexity and richness that gives way to engaging interactions, the game resorts to the film to create a visual representation, and to the themes of the novel. Thus the game is inescapably intertextual, since it needs of both source materials in order to make the best of the medium of the video game.
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Huang, Jane Wei, Hassan Mansour, and Vikram Krishnamurthy. "Transmission Rate Adaptation in Multimedia WLAN: A Dynamic Games Approach *." In Advanced Video Communications over Wireless Networks, 131–63. CRC Press, 2017. http://dx.doi.org/10.1201/b13746-5.

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Arnott, Luke. "Arkham Epic." In Advances in Multimedia and Interactive Technologies, 1–21. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-5225-0477-1.ch001.

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This chapter presents a model that explains how the epic is a narrative genre that has become popular across a variety of new media. It demonstrates how the Arkham series of Batman video games – Batman: Arkham Asylum (Rocksteady Studios, 2009), Batman: Arkham City (Rocksteady Studios, 2011), Batman: Arkham Origins (Warner Bros. Games Montreal, 2013), and Batman: Arkham Knight (Rocksteady Studios, 2015) – is constructed as an epic narrative within the larger Batman media franchise. The Arkham series aspires to epic status by eclipsing competing Batman texts or by assimilating those texts into its continuity. The series is an example of how video games now influence the evolution and cross-adaptation of derivative and parallel works such as comics, movies, and other paratexts. The chapter concludes by observing how games like the Arkham series relate to representation and theories of postmodernism.
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Duret, Christophe. "Strategies and Tactics in Digital Role-Playing Games." In Advances in Multimedia and Interactive Technologies, 254–72. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-6206-3.ch013.

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In this chapter, the authors examine the strategies and tactics of persuasion used by the players in the Gorean role-playing games organized in Second Life, which is a video gaming adaptation of the series of novels The Chronicles of Gor by John Norman, games in which a doctrine is both defended and contested. These strategies and tactics fall into six different categories of closure conveyed in Gorean role-playing games: institutionalized enculturation, informal enculturation, hermeneutical closure, sociotechnical closure, narrative closure, and legal closure. The chapter shows that the PRPG-VE is an inadequate medium when it comes to conveying a persuasive message to a target, but it can be useful in the context of a media critical education program.
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Hart, Adam Charles. "Monster Stories/Storied Monsters." In Monstrous Forms, 195–214. Oxford University Press, 2019. http://dx.doi.org/10.1093/oso/9780190916237.003.0008.

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This final chapter continues the discussion of monsters by engaging with the writings of Robin Wood, who theorized monsters as fundamentally ambivalent figures who allow us to envision alternatives to the restrictive social order. It then realigns Wood’s terms to show how the recent horror genre has been structured around questions not simply of monstrosity, but of asserting or maintaining humanity—and recognizing the humanity of others—in the face of monstrosity and other inconceivable horrors. This is the explicit theme of The Walking Dead TV series, as is emphasized in its first video game adaptation, The Walking Dead: The Game (2012), but is there at the beginnings of the modern genre in the 1960s with a film like Night of the Living Dead (1968). The chapter concludes with a discussion of how understandings of “monstrosity” and “humanity” are redefined around questions of morality with two high-profile, integrated horror films, Get Out (2017) and The Shape of Water (2017).
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Conference papers on the topic "Video game adaptations"

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Nae, Andrei. "GLOBAL CONRAD? THE SIMULATION OF COLONIAL ENTREPRENEURSHIP IN VIDEO GAME ADAPTATIONS OF HEART OF DARKNESS." In 7th SWS International Scientific Conference on SOCIAL SCIENCES - ISCSS 2020 Proceedings. STEF92 Technology, 2020. http://dx.doi.org/10.5593/sws.iscss.2020.7.1/s09.59.

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Scrapper, Christopher J., Frederick M. Proctor, and Stephen Balakirsky. "A Simulation Interface for Integrating Real-Time Vehicle Control With Game Engines." In ASME 2007 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2007. http://dx.doi.org/10.1115/detc2007-34495.

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This paper describes the use of video game engines as simulation environments that aid the development and testing of real-time vehicle controllers. The use of game engines for simulation is surveyed, with relevant technologies noted. The need to switch between different vehicle controllers, game engines and real vehicles gave rise to an integration architecture. The features of the architecture are described, including the execution model, message set and knowledge base. Adaptation of existing controllers, simulations and vehicles to this architecture is discussed. Issues of performance and scalability are addressed. An example is provided to illustrate the concepts.
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Bakkes, Sander, Pieter Spronck, and Jaap van den Herik. "Rapid adaptation of video game AI." In 2008 IEEE Symposium On Computational Intelligence and Games (CIG). IEEE, 2008. http://dx.doi.org/10.1109/cig.2008.5035624.

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Masiar, Ales, and Jakub Simko. "Short video metadata acquisition game." In 2015 10th International Workshop on Semantic and Social Media Adaptation and Personalization (SMAP). IEEE, 2015. http://dx.doi.org/10.1109/smap.2015.7370092.

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Harris, Ahbiya, Alyza Villa, Andrew Hoch, Maria Elena Chavez-Echeagaray, Ryan Kral, Javier Gonzalez-Sanchez, Michael Teposte, and Robert K. Atkinson. "Including affect-driven adaptation to the Pac-Man video game." In the 2014 ACM International Symposium. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2641248.2641360.

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Chang, Yizhe, El-Sayed Aziz, Zhou Zhang, Mingshao Zhang, and Sven K. Esche. "Evaluation of a video game adaptation for mechanical engineering educational laboratories." In 2016 IEEE Frontiers in Education Conference (FIE). IEEE, 2016. http://dx.doi.org/10.1109/fie.2016.7757670.

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Banskota, Alisha, and Yiu-Kai Ng. "Recommending Video Games to Adults with Autism Spectrum Disorder for Social-Skill Enhancement." In UMAP '20: 28th ACM Conference on User Modeling, Adaptation and Personalization. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3340631.3394867.

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Vize, Peter D., and Victor E. Gerth. "Adaptation of video game UVW mapping to 3D visualization of gene expression patterns." In Electronic Imaging 2007, edited by Alan Hanjalic, Raimondo Schettini, and Nicu Sebe. SPIE, 2007. http://dx.doi.org/10.1117/12.714073.

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Katsaridou, Maria. "ADAPTATION OF VIDEO GAMES INTO FILMS: THE ADVENTURES OF THE NARRATIVE." In New Semiotics. Between Tradition and Innovation. IASS Publications, 2015. http://dx.doi.org/10.24308/iass-2014-144.

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"Level of Detail based AI Adaptation for Agents in Video Games." In International Conference on Agents and Artificial Intelligence. SciTePress - Science and and Technology Publications, 2013. http://dx.doi.org/10.5220/0004261501820194.

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