Academic literature on the topic 'Video game adaptations'
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Journal articles on the topic "Video game adaptations"
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.
Full textMeaning, 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.
Full textRadtke, 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.
Full textHadaegh, 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.
Full textRooy, Ronald de. "Divine Comics." European Comic Art 10, no. 1 (March 1, 2017): 94–109. http://dx.doi.org/10.3167/eca.2017.100108.
Full textŠvelch, 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.
Full textCornfeld, 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.
Full textSandika, 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.
Full textSandika, 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.
Full textThompson, 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.
Full textDissertations / Theses on the topic "Video game adaptations"
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.
Full textFrancillette, Yannick. "Modèle adaptatif d'activités pour les jeux ubiquitaires." Thesis, Montpellier 2, 2014. http://www.theses.fr/2014MON20229.
Full textNowadays, 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
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.
Full textThis 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
Pons, Luc. "Self-tuning of game scenarios through self-adaptative multi-agent systems." Toulouse 3, 2014. http://thesesups.ups-tlse.fr/2435/.
Full textModern 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
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.
Full textMeyers, Rachel Elizabeth. "In Search of an Author: From Participatory Culture to Participatory Authorship." BYU ScholarsArchive, 2014. https://scholarsarchive.byu.edu/etd/4140.
Full textAstic, 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.
Full textSerious 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
Briggs, Terese C. "What You Will: An Endeavor in Adapting Shakespeare to New Media." Scholarship @ Claremont, 2016. http://scholarship.claremont.edu/scripps_theses/778.
Full textHall, 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.
Full textHocine, Nadia. "Adaptation dans les jeux sérieux pour la rééducation fonctionnelle." Thesis, Montpellier 2, 2013. http://www.theses.fr/2013MON20245.
Full textA 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
Books on the topic "Video game adaptations"
Hollywood gamers: Digital convergence in the film and video game industries. Bloomington: Indiana University Press, 2010.
Find full textH.P. Lovecraft in popular culture: The works and their adaptations in film, television, comics, music, and games. Jefferson, N.C: McFarland & Co., 2005.
Find full textDixon, Franklin W. The video game bandit. Simon & Schuster Children's Publishing, 2016.
Find full textGame On Hollywood Essays On The Intersection Of Video Games And Cinema. McFarland & Co Inc, 2013.
Find full textDracula in visual media: Film, television, comic book and electronic game appearances, 1921-2010. 2010.
Find full textEverson, 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.
Full textJenkins, 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.
Full text+narrativa(s): Intermediaciones novela, cine, cómic y videojuego en el ámbito hispánico. +narrativa(s), 2013.
Find full textHarvey, C. Fantastic Transmedia: Narrative, Play and Memory Across Science Fiction and Fantasy Storyworlds. Palgrave Macmillan, 2015.
Find full textBook chapters on the topic "Video game adaptations"
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.
Full textConde 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.
Full textBapka, 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.
Full text"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.
Full textElkins, Evan. "Console Games." In Locked Out, 47–72. NYU Press, 2019. http://dx.doi.org/10.18574/nyu/9781479830572.003.0003.
Full textFernandez-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.
Full textHuang, 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.
Full textArnott, 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.
Full textDuret, 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.
Full textHart, 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.
Full textConference papers on the topic "Video game adaptations"
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.
Full textScrapper, 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.
Full textBakkes, 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.
Full textMasiar, 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.
Full textHarris, 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.
Full textChang, 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.
Full textBanskota, 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.
Full textVize, 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.
Full textKatsaridou, 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.
Full text"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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