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.
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 textEngland, Maureen. "Dickens's Afterlife: Character and Cultural Memory." Victoriographies 10, no. 3 (November 2020): 311–31. http://dx.doi.org/10.3366/vic.2020.0397.
Full textKilit, Bülent, Ömer Şenel, Erşan Arslan, and Sema Can. "Physiological responses and match characteristics in professional tennis players during a one-hour simulated tennis match." Journal of Human Kinetics 51, no. 1 (June 1, 2016): 83–92. http://dx.doi.org/10.1515/hukin-2015-0173.
Full textNilsson, Johan. "Moments of intermediality: The use of television in joker narratives." Convergence: The International Journal of Research into New Media Technologies 26, no. 2 (July 10, 2018): 386–401. http://dx.doi.org/10.1177/1354856518786010.
Full textRowland, Jennifer L., Laurie A. Malone, Cali M. Fidopiastis, Sangeetha Padalabalanarayanan, Mohanraj Thirumalai, and James H. Rimmer. "Perspectives on Active Video Gaming as a New Frontier in Accessible Physical Activity for Youth With Physical Disabilities." Physical Therapy 96, no. 4 (April 1, 2016): 521–32. http://dx.doi.org/10.2522/ptj.20140258.
Full textAlidini, Stefan. "To be or not to be: Shakespeare and video games." Kultura, no. 168 (2020): 281–302. http://dx.doi.org/10.5937/kultura2068281a.
Full textBontchev, Boyan. "Adaptation in Affective Video Games: A Literature Review." Cybernetics and Information Technologies 16, no. 3 (September 1, 2016): 3–34. http://dx.doi.org/10.1515/cait-2016-0032.
Full textEPSHTEIN, OLGA V. "PROBLEMS OF TRANSLATION ADAPTATION OF ENGLISH-LANGUAGE GAMING AAA PROJECTS." Cherepovets State University Bulletin 3, no. 102 (2021): 143–53. http://dx.doi.org/10.23859/1994-0637-2021-3-102-11.
Full textBontchev, Boyan, and Dessislava Vassileva. "Affect-based adaptation of an applied video game for educational purposes." Interactive Technology and Smart Education 14, no. 1 (April 18, 2017): 31–49. http://dx.doi.org/10.1108/itse-07-2016-0023.
Full textMangiron, Carmen. "The Localisation of Japanese Video Games." Journal of Internationalization and Localization 2 (January 1, 2012): 1–20. http://dx.doi.org/10.1075/jial.2.01man.
Full textÖZSOY, Özgür, and Bülent Onur TURAN. "SUCCESS AND FAILURE ANALYSIS OF FILMS ADAPTED FROM VIDEO GAMES." TURKISH ONLINE JOURNAL OF DESIGN ART AND COMMUNICATION 11, no. 2 (April 1, 2021): 635–58. http://dx.doi.org/10.7456/11102100/020.
Full textBassiouni, Dina H., Chris Hackley, and Hakim Meshreki. "The integration of video games in family-life dynamics." Information Technology & People 32, no. 6 (December 2, 2019): 1376–96. http://dx.doi.org/10.1108/itp-11-2017-0375.
Full textLantarón, Sagrario, Mariló López, Susana Merchán, and Javier Rodrigo. "Improving the Teaching of Real Valued Functions Using Serious Games. Binary Who Is Who?" Mathematics 9, no. 11 (May 28, 2021): 1239. http://dx.doi.org/10.3390/math9111239.
Full textAraújo, Naiara Sales. "VIDEO GAMES E LITERATURA: Do Nimrod à Neuromancer." Revista Observatório 3, no. 3 (May 1, 2017): 164. http://dx.doi.org/10.20873/uft.2447-4266.2017v3n3p164.
Full textMangiron, Carme. "Found in Translation: Evolving Approaches for the Localization of Japanese Video Games." Arts 10, no. 1 (January 26, 2021): 9. http://dx.doi.org/10.3390/arts10010009.
Full textHartmann, Dap. "Sander Bakkes: Rapid Adaptation of Video Game AI." ICGA Journal 34, no. 1 (March 1, 2011): 30–31. http://dx.doi.org/10.3233/icg-2011-34107.
Full textBakkes, S., P. Spronck, and J. van den Herik. "Rapid and Reliable Adaptation of Video Game AI." IEEE Transactions on Computational Intelligence and AI in Games 1, no. 2 (June 2009): 93–104. http://dx.doi.org/10.1109/tciaig.2009.2029084.
Full textCannizzo, Alejandro, and Esmitt Ramírez. "Towards Procedural Map and Character Generation for the MOBA Game Genre." Ingeniería y Ciencia 11, no. 22 (July 31, 2015): 95–119. http://dx.doi.org/10.17230/ingciencia.11.22.5.
Full textCutting, A. "Interiority, Affordances, and the Possibility of Adapting Henry James's The Turn of the Screw as a Video Game." Adaptation 5, no. 2 (September 15, 2011): 169–84. http://dx.doi.org/10.1093/adaptation/apr018.
Full textBozdog, Mona, and Dayna Galloway. "Performing walking sims: From Dear Esther to Inchcolm Project." Journal of Gaming & Virtual Worlds 12, no. 1 (March 1, 2020): 23–47. http://dx.doi.org/10.1386/jgvw_00003_1.
Full textAdam, George, Christos Bouras, Vaggelis Kapoulas, and Andreas Papazois. "Building Community and Collaboration Applications for MMOGs." International Journal of Computer Games Technology 2012 (2012): 1–13. http://dx.doi.org/10.1155/2012/969785.
Full textVodopivec, Tom, Spyridon Samothrakis, and Branko Ster. "On Monte Carlo Tree Search and Reinforcement Learning." Journal of Artificial Intelligence Research 60 (December 20, 2017): 881–936. http://dx.doi.org/10.1613/jair.5507.
Full textClay, Elonda. "These Gods Got Swagger." Bulletin for the Study of Religion 40, no. 3 (September 22, 2011): 4–9. http://dx.doi.org/10.1558/bsor.v40i3.002.
Full textZhegallo, A. V., and I. A. Basyul. "Paired experiment to identify truth and lie indicators in the natural conditions." Experimental Psychology (Russia) 12, no. 4 (2019): 151–59. http://dx.doi.org/10.17759/exppsy.2019120412.
Full textAnisimova, A. T. "Phenomenon of computer game in translation discourse." Scientific bulletin of the Southern Institute of Management, no. 2 (August 2, 2018): 82–86. http://dx.doi.org/10.31775/2305-3100-2018-2-82-86.
Full textManolache, Gabriel. "The art of dominating in soccer play." Annals of "Dunarea de Jos" University of Galati Fascicle XV Physical Education and Sport Management 1 (July 15, 2019): 33–37. http://dx.doi.org/10.35219/efms.2019.1.07.
Full textVujanov, Jovana. "The Seriality of Stephen King’s Overlook Hotel – a Transmedial Maze." Prague Journal of English Studies 9, no. 1 (July 1, 2020): 87–114. http://dx.doi.org/10.2478/pjes-2020-0005.
Full textManzano-León, Ana, Pablo Camacho-Lazarraga, Miguel A. Guerrero-Puerta, Laura Guerrero-Puerta, Antonio Alias, Rubén Trigueros, and José M. Aguilar-Parra. "Adaptation and Validation of the Scale of Types of Users in Gamification with the Spanish Adolescent Population." International Journal of Environmental Research and Public Health 17, no. 11 (June 10, 2020): 4157. http://dx.doi.org/10.3390/ijerph17114157.
Full textJiresch, Ester, and Vincent Boswijk. "CONTEMPORARY RECEPTION OF EDDIC THEMES IN NEW MEDIA: VIRTUAL 'NORDIC' IDENTITIES, CASE STUDY: DARK AGE OF CAMELOT." Tijdschrift voor Skandinavistiek 37, no. 1 (June 24, 2020): 38–54. http://dx.doi.org/10.21827/tvs.37.1.36929.
Full textYuan, Hui, Huayong Fu, Ju Liu, Junhui Hou, and Sam Kwong. "Non-Cooperative Game Theory Based Rate Adaptation for Dynamic Video Streaming over HTTP." IEEE Transactions on Mobile Computing 17, no. 10 (October 1, 2018): 2334–48. http://dx.doi.org/10.1109/tmc.2018.2800749.
Full textO'Hagan, Minako. "Translation as the new game in the digital era." Translation Spaces 1 (August 13, 2012): 123–41. http://dx.doi.org/10.1075/ts.1.06oha.
Full textFernández Vara, Clara. "Fictional worlds as the key to adaptation: The Blade Runner video game case study." Anàlisi, no. 54 (June 1, 2016): 31. http://dx.doi.org/10.7238/a.v0i54.2903.
Full textBeristain-Colorado, María Del Pilar, Jorge Fernando Ambros-Antemate, Marciano Vargas-Treviño, Jaime Gutiérrez-Gutiérrez, Adriana Moreno-Rodriguez, Pedro Antonio Hernández-Cruz, Itandehui Belem Gallegos-Velasco, and Rafael Torres-Rosas. "Standardizing the Development of Serious Games for Physical Rehabilitation: Conceptual Framework Proposal." JMIR Serious Games 9, no. 2 (June 24, 2021): e25854. http://dx.doi.org/10.2196/25854.
Full textStracuzzi, David J., Alan Fern, Kamal Ali, Robin Hess, Jervis Pinto, Nan Li, Tolga Konik, and Daniel G. Shapiro. "An Application of Transfer to American Football: From Observation of Raw Video to Control in a Simulated Environment." AI Magazine 32, no. 2 (March 16, 2011): 107. http://dx.doi.org/10.1609/aimag.v32i2.2336.
Full textdel Blanco, Ángel, Javier Torrente, Pablo Moreno-Ger, and Baltasar Fernández-Manjón. "Integrating Adaptive Games in Student-Centered Virtual Learning Environments." International Journal of Distance Education Technologies 8, no. 3 (July 2010): 1–15. http://dx.doi.org/10.4018/jdet.2010070101.
Full textIsmail, Mohd Norasri, Rosziati Ibrahim, and Mohd Farhan Md Fudzee. "A Survey on Content Adaptation Systems towards Energy Consumption Awareness." Advances in Multimedia 2013 (2013): 1–8. http://dx.doi.org/10.1155/2013/871516.
Full textSayakhova, D. K. "LINGUOCULTURAL ADAPTATION OF A TEXT IN TRANSLATION (on the material of video games)." KAZAN LINGUISTIC JOURNAL 3, no. 1 (2020): 52–63. http://dx.doi.org/10.26907/2658-3321.2020.3.1.52-63.
Full textChaput, J. P., C. Schwartz, Y. Boirie, M. Duclos, A. Tremblay, and D. Thivel. "Energy intake adaptations to acute isoenergetic active video games and exercise are similar in obese adolescents." European Journal of Clinical Nutrition 69, no. 11 (March 25, 2015): 1267–71. http://dx.doi.org/10.1038/ejcn.2015.31.
Full textKhangeldieva, Irina. "POSITIVE PRACTICES OF INNOVATIVE PEDAGOGICAL APPROACHES ABROAD AND IN RUSSIA: EXPERIENCES OF ADAPTATION OF THE MINECRAFT VIDEO GAME." World of academia: Culture, Education, no. 8 (October 30, 2020): 47–55. http://dx.doi.org/10.18522/2658-6983-2020-08-47-55.
Full textDebbabi, Imen, Wafa Kammoun, and Ridha Bouallegue. "A Survey of multimedia videoconferencing system and a proposal for a novel hybrid cloud and P2P architecture." INTERNATIONAL JOURNAL OF COMPUTERS & TECHNOLOGY 10, no. 5 (August 20, 2013): 1641–49. http://dx.doi.org/10.24297/ijct.v10i5.4148.
Full textCiampi, Luca, Nicola Messina, Fabrizio Falchi, Claudio Gennaro, and Giuseppe Amato. "Virtual to Real Adaptation of Pedestrian Detectors." Sensors 20, no. 18 (September 14, 2020): 5250. http://dx.doi.org/10.3390/s20185250.
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