Academic literature on the topic 'Video game aesthetics'
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Journal articles on the topic "Video game aesthetics"
Kjeldgaard-Christiansen, Jens. "Narrative video game aesthetics and egocentric ethics." MedieKultur: Journal of media and communication research 36, no. 68 (October 1, 2020): 088–106. http://dx.doi.org/10.7146/mediekultur.v36i68.118777.
Full textWaszkiewicz, Agata, and Martyna Bakun. "Towards the aesthetics of cozy video games." Journal of Gaming & Virtual Worlds 12, no. 3 (October 1, 2020): 225–40. http://dx.doi.org/10.1386/jgvw_00017_1.
Full textPutra, Ricky Widyananda. "Virtual Aesthetic on Dreadeye VR Game." RSF Conference Series: Business, Management and Social Sciences 1, no. 6 (December 20, 2021): 24–28. http://dx.doi.org/10.31098/bmss.v1i6.464.
Full textBakels, Jan-Hendrik. "Steps towards a Phenomenology of Video Games—Some Thoughts on Analyzing Aesthetics and Experience." Eludamos: Journal for Computer Game Culture 11, no. 1 (September 3, 2021): 71–97. http://dx.doi.org/10.7557/23.6354.
Full textSf. Luthfie Arguby Purnomo, Dyah Nugrahani, Sf Lukfianka Sanjaya Purnama,, SF Luthfie Arguby Purnomo, and Dyah Nugrahani. "Let the Game Begin: Ergodic as an Approach for Video Game Translation." Register Journal 9, no. 2 (January 30, 2017): 107. http://dx.doi.org/10.18326/rgt.v9i2.696.
Full textShedko, I. I. "Video Game Art Styles." Art & Culture Studies, no. 4 (December 2021): 382–95. http://dx.doi.org/10.51678/2226-0072-2021-4-382-395.
Full textPurnama, SF Lukfianka Sanjaya, SF Luthfie Arguby Purnomo, and Dyah Nugrahani. "Let the Game Begin: Ergodic as an Approach for Video Game Translation." Register Journal 9, no. 2 (December 1, 2016): 107. http://dx.doi.org/10.18326/rgt.v9i2.107-123.
Full textPurnama, SF Lukfianka Sanjaya, SF Luthfie Arguby Purnomo, and Dyah Nugrahani. "Let the Game Begin: Ergodic as an Approach for Video Game Translation." Register Journal 9, no. 2 (December 1, 2016): 107. http://dx.doi.org/10.18326/rgt.v9i2.1148.
Full textAnderson, Sky LaRell. "The interactive museum: Video games as history lessons through lore and affective design." E-Learning and Digital Media 16, no. 3 (March 7, 2019): 177–95. http://dx.doi.org/10.1177/2042753019834957.
Full textNovikov, Vasily N. "Aesthetics of Interactivity: Between Game and Film. To Watch or to Play?" Journal of Flm Arts and Film Studies 10, no. 1 (March 15, 2018): 54–63. http://dx.doi.org/10.17816/vgik10154-63.
Full textDissertations / Theses on the topic "Video game aesthetics"
Wilson, Jason Anthony. "Gameplay and the Aesthetics of Intimacy." Thesis, Griffith University, 2007. http://hdl.handle.net/10072/365610.
Full textThesis (PhD Doctorate)
Doctor of Philosophy (PhD)
School of Arts Media and Culture
Arts, Education and Law
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Sweeney, Mark Richard. "The aesthetics of videogame music." Thesis, University of Oxford, 2014. https://ora.ox.ac.uk/objects/uuid:70a29850-0c0d-4abd-a501-e75224fa856a.
Full textMorales, Matthew. "Concerning Virtual Reality and Corporealized Media: Exploring Video Game Aesthetics and Phenomenology." Scholar Commons, 2018. https://scholarcommons.usf.edu/etd/7343.
Full textMartis, Nicholas Samuel. "Learning to Be Human by Pretending to Be Elves, Dwarves, and Mages: A Phenomenological Aesthetic of Video Games." Thesis, Boston College, 2014. http://hdl.handle.net/2345/3886.
Full textThis paper combines principles from aesthetic cognitivism with phenomenological embodiment as explained by Maurice Merleau-Ponty in order to construct both an argument for video games as a form of art as well as a method for appreciating them. I argue that the unique status of video games as interactive fictions warrants an adjusted set of aesthetic criteria. My proposed method of examination involves the concept of "fictional embodiment" in which an appreciator imaginatively undergoes the experiences of the video game character. After establishing this framework the paper applies it to narrative and emotion in video games before moving on to extended examples
Thesis (BA) — Boston College, 2014
Submitted to: Boston College. College of Arts and Sciences
Discipline: College Honors Program
Discipline: Philosophy
Schrank, Brian. "Play beyond flow: a theory of avant-garde videogames." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/42865.
Full textGirina, Ivan. "Cinematic games : the aesthetic influence of cinema on video games." Thesis, University of Warwick, 2015. http://wrap.warwick.ac.uk/74038/.
Full textBratkowski, Tad. "The Aesthetic Experience of Video Games: A Pluralistic Approach." OpenSIUC, 2014. https://opensiuc.lib.siu.edu/dissertations/799.
Full textFidalgo, Christopher J. "Art, Gaut and Games: the Case for Why Some Video Games Are Art." Digital Archive @ GSU, 2012. http://digitalarchive.gsu.edu/philosophy_hontheses/5.
Full textThomas, Bryant David. "New Retro: An Exploration of Modern Video Games With A Retro Aesthetic." Miami University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=miami1493401505332341.
Full textRodríguez, Bruno. "Purchasing behaviour on aesthetic items in online video games with real currency : The case of Counter Strike: Global Offensive." Thesis, Uppsala universitet, Medier och kommunikation, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-331012.
Full textBooks on the topic "Video game aesthetics"
Aesthetic theory and the video game. Manchester: Manchester University Press, 2011.
Find full textKirkpatrick, Graeme. Aesthetic theory and the video game. Manchester: Manchester University Press, 2011.
Find full textRautzenberg, Markus. Spiegelwelt: Elemente einer Aisthetik des Bildschirmspiels. Berlin: Logos, 2002.
Find full textPapale, Luca. Estetica dei videogiochi: Percorsi, evoluzioni, ibridazioni. Roma: UniversItalia, 2013.
Find full text1972-, Swalwell Melanie, and Wilson Jason 1974-, eds. The pleasures of computer gaming: Essays on cultural history, theory, and aesthetics. Jefferson, N.C: McFarland & Co., 2008.
Find full textNdalianis, Angela. Neo-Baroque aesthetics and contemporary entertainment. Cambridge, MA: MIT Press, 2004.
Find full textNeo-Baroque aesthetics and contemporary entertainment. Cambridge, Mass: MIT Press, 2004.
Find full textGuynes, Sean, and Dan Hassler-Forest, eds. Star Wars and the History of Transmedia Storytelling. NL Amsterdam: Amsterdam University Press, 2017. http://dx.doi.org/10.5117/9789462986213.
Full textBridgett, Rob. Contextualizing Game Audio Aesthetics. Edited by John Richardson, Claudia Gorbman, and Carol Vernallis. Oxford University Press, 2013. http://dx.doi.org/10.1093/oxfordhb/9780199733866.013.008.
Full textBook chapters on the topic "Video game aesthetics"
Leichter, Magdalena. ""Wind's howling." Meteorological Phenomena as Atmospheres in Digital Games." In Mental Health | Atmospheres | Video Games, 161–76. Bielefeld, Germany: transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839462645-014.
Full textMészáros, Tímea. "The book as framing device in exploration games." In Buch-Aisthesis, 103–18. Bielefeld, Germany: transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839461082-006.
Full textRough, Brock. "Videogames as Neither Video nor Games." In The Aesthetics of Videogames, 24–41. New York : Routledge, 2018. | Series: Routledge research in aesthetics ; 2: Routledge, 2018. http://dx.doi.org/10.4324/9781315210377-3.
Full textvan Dreunen, Joost. "The Aesthetic Vocabulary of Video Games." In Computer Games as a Sociocultural Phenomenon, 3–11. London: Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230583306_1.
Full textJohnson, Mark R. "The History of Cyberspace Aesthetics in Video Games." In Cyberpunk and Visual Culture, 139–54. New York: Routledge, 2018.: Routledge, 2017. http://dx.doi.org/10.4324/9781315161372-10.
Full textTorres, Mateo Terrasa. "MPF Framework: An Aesthetic and Phenomenological Approach to Ludic Difficulty in Video Games." In Communications in Computer and Information Science, 32–45. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-37983-4_3.
Full textDavenport, Alice. "“Beauty Sleeping in the Lap of Horror”: Landscape Aesthetics and Gothic Pleasures, from The Castle of Otranto to Video Games." In Gothic Landscapes, 71–103. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-33165-2_4.
Full textOlsen, Sophus Béneé, Emil Rosenlund Høeg, and Cumhur Erkut. "Embodied and Sonic Interactions in Virtual Environments: Tactics and Exemplars." In Sonic Interactions in Virtual Environments, 219–35. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-04021-4_7.
Full text"VIDEO GAME AESTHETICS." In Understanding Video Games, 105–39. Routledge, 2009. http://dx.doi.org/10.4324/9780203930748-11.
Full text"VIDEO GAME AESTHETICS." In Understanding Video Games, 129–68. Routledge, 2013. http://dx.doi.org/10.4324/9780203116777-11.
Full textConference papers on the topic "Video game aesthetics"
Cobos, Miguel, and Daniel Ripalda. "Production of educational videogame from the design document." In Intelligent Human Systems Integration (IHSI 2022) Integrating People and Intelligent Systems. AHFE International, 2022. http://dx.doi.org/10.54941/ahfe100996.
Full textXu, Chengkai, Weiting Li, Laila Zhong, Xuewei Li, Qingyuan Lyu, Yuran Guo, and Fang Liu. "Tradition, Desire, Techno-Orientalism and Popularity: Oriental Elements in the 21st-century Cyberpunk Video Games." In Intelligent Human Systems Integration (IHSI 2023) Integrating People and Intelligent Systems. AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1002894.
Full textYi, Peiqi, Yunzhu Hu, Xiaoxue Zhang, Hui Wang, and Xin He. "Myopia Prevention Game Interface Design Based on Children's Cognition." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002072.
Full textHuang, Ran, Yanfei zhu, and ChengQi Xue. "A comparative study on user experience of four apps for renting house based on D-Lab eye-tracking experiment." In Intelligent Human Systems Integration (IHSI 2023) Integrating People and Intelligent Systems. AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1002919.
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