Journal articles on the topic 'Video game aesthetics'
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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 textNovikov, Vasily N. "Aesthetics of Interactivity: Between Game and Film. To Watch or to Play?" Journal of Flm Arts and Film Studies 10, no. 2 (June 15, 2018): 50–60. http://dx.doi.org/10.17816/vgik10250-60.
Full textMaravić, Manojlo. "Media convergence of video games and films: Narrative, aesthetics and industrial synergy." Kultura, no. 168 (2020): 246–62. http://dx.doi.org/10.5937/kultura2068246m.
Full textBulut, Ergin. "One-Dimensional Creativity: A Marcusean Critique of Work and Play in the Video Game Industry." tripleC: Communication, Capitalism & Critique. Open Access Journal for a Global Sustainable Information Society 16, no. 2 (June 4, 2018): 757–71. http://dx.doi.org/10.31269/triplec.v16i2.930.
Full textDolan, Patrick R. "16-bit dissensus: post-retro aesthetics, hauntology, and the emergency in video games." Replay. The Polish Journal of Game Studies 8, no. 1 (July 12, 2022): 7–26. http://dx.doi.org/10.18778/2391-8551.08.01.
Full textArsenault, Dominic. "Video Game Genre, Evolution and Innovation." Eludamos: Journal for Computer Game Culture 3, no. 2 (October 26, 2009): 149–76. http://dx.doi.org/10.7557/23.6003.
Full textGamboa, E., M. Trujillo, and D. Chaves. "Strong Shot, a Student Centred Designed Videogame for Learning English Vocabulary." Tecnología Educativa Revista CONAIC 3, no. 3 (January 31, 2021): 29–43. http://dx.doi.org/10.32671/terc.v3i3.118.
Full textPurnomo, SF Luthfie Arguby, SF Lukfianka Sanjaya Purnama, and Lilik Untari. "PROSTHETIC TRANSLATION: RETRANSLATIONS OF VIDEO GAME REMAKES AND REMASTERS REFUTE RETRANSLATION HYPOTHESIS." Humanus 18, no. 1 (April 29, 2019): 12. http://dx.doi.org/10.24036/humanus.v18i1.103507.
Full textKholimi, Ali Sofyan, Sugeng Prasetiyono, and Lailatul Husniah. "PENGEMBANGAN GAME EDUKASI PEMBIAKAN LELE MENGGUNAKAN MECHANICS DYNAMICS AESTHETICS (MDA) FRAMEWORK." Jurnal Nasional Pendidikan Teknik Informatika (JANAPATI) 9, no. 3 (December 30, 2020): 313. http://dx.doi.org/10.23887/janapati.v9i3.30008.
Full textPatzer, Brady, Barbara Chaparro, and Joseph R. Keebler. "Developing a Model of Video Game Play: Motivations, Satisfactions, and Continuance Intentions." Simulation & Gaming 51, no. 3 (February 28, 2020): 287–309. http://dx.doi.org/10.1177/1046878120903352.
Full textLaritskaia, Maria Germanovna. "The aesthetics of visual style, fulfillment of creative need for games, and use of games for educational purposes on the example of Minecraft." Культура и искусство, no. 5 (May 2021): 1–11. http://dx.doi.org/10.7256/2454-0625.2021.5.35591.
Full textŞEN, Deniz, Hasan Tahsin KÜÇÜKKAYKI, and Elif SÜRER. "Automated Game Mechanics and Aesthetics Generation Using Neural Style Transfer in 2D Video Games." Bilişim Teknolojileri Dergisi 14, no. 3 (July 31, 2021): 287–300. http://dx.doi.org/10.17671/gazibtd.706884.
Full textde Jager, Nic. "Reading gamefully: videogamification as multimodal pedagogy for high school setworks." Image & Text, no. 36 (June 21, 2022): 1–41. http://dx.doi.org/10.17159/2617-3255/2022/n36a8.
Full textErdem, Ali Naci, and Ugur Halici. "Applying Computational Aesthetics to a Video Game Application Using Machine Learning." IEEE Computer Graphics and Applications 36, no. 4 (July 2016): 23–33. http://dx.doi.org/10.1109/mcg.2016.43.
Full textPape, Toni. "Moving in stealth: On the tracking shot as a technique for imperceptibility." Critical Studies in Television: The International Journal of Television Studies 14, no. 1 (March 2019): 40–54. http://dx.doi.org/10.1177/1749602018816876.
Full textBeattie, Scott. "Fatness and Fable: Regulating the Interactive Body in Video Games." Somatechnics 1, no. 2 (September 2011): 357–71. http://dx.doi.org/10.3366/soma.2011.0024.
Full textDenson, Shane, and Andreas Jahn-Sudmann. "Digital Seriality: On the Serial Aesthetics and Practice of Digital Games." Eludamos: Journal for Computer Game Culture 7, no. 1 (December 23, 2013): 1–32. http://dx.doi.org/10.7557/23.6145.
Full textBelyaev, Dmitriy A., and Ulyana P. Belyaeva. "Video games as a screen-interactive platform of historical media education: educational potential and risks of politicization." Perspectives of Science and Education 52, no. 4 (September 1, 2021): 478–91. http://dx.doi.org/10.32744/pse.2021.4.32.
Full textMcGowan, Edward G., and Jazmin P. Scarlett. "Volcanoes in video games: the portrayal of volcanoes in commercial off-the-shelf (COTS) video games and their learning potential." Geoscience Communication 4, no. 1 (February 4, 2021): 11–31. http://dx.doi.org/10.5194/gc-4-11-2021.
Full textBodenhorn, Barbara, and Olga Ulturgasheva. "Envisioning Arctic Futures: Digital and Otherwise." Museum Anthropology Review 12, no. 2 (August 11, 2018): 100–119. http://dx.doi.org/10.14434/mar.v12i2.23184.
Full textPettini, Silvia. "Auteurism and game localization — revisiting translational approaches." Culture & Society issue 4, no. 2 (December 31, 2015): 268–88. http://dx.doi.org/10.1075/ts.4.2.05pet.
Full textSaunders, Rebecca. "Computer-generated pornography and convergence: Animation and algorithms as new digital desire." Convergence: The International Journal of Research into New Media Technologies 25, no. 2 (March 6, 2019): 241–59. http://dx.doi.org/10.1177/1354856519833591.
Full textSummers, Tim. "Epic texturing in the first-person shooter: The aesthetics of video game music." Soundtrack 5, no. 2 (October 1, 2012): 131–51. http://dx.doi.org/10.1386/st.5.2.131_1.
Full textGandolfi, Enrico. "Beyond Diagonal Sciences: Applying Roger Caillois’s Concepts of Symmetry and Dissymmetry to Journey." Games and Culture 12, no. 4 (September 14, 2016): 361–80. http://dx.doi.org/10.1177/1555412016667342.
Full textMoritzen, Karina. "Opening Up Virtual Mosh Pits." Journal of Sound and Music in Games 3, no. 2-3 (2022): 115–40. http://dx.doi.org/10.1525/jsmg.2022.3.2-3.115.
Full textKolassa, Alexander. "Hail the nightmare: Music, sound and materiality in Bloodborne." Soundtrack 11, no. 1 (August 1, 2020): 23–38. http://dx.doi.org/10.1386/ts_00003_1.
Full textBianchi, Melissa. "Inklings and Tentacled Things: Grasping at Kinship through Video Games // Inklings y cosas con tentáculos: Aferrarse al parentesco a través de videojuegos." Ecozon@: European Journal of Literature, Culture and Environment 8, no. 2 (October 31, 2017): 136–50. http://dx.doi.org/10.37536/ecozona.2017.8.2.1354.
Full textBeil, Benjamin, and Hanns Christian Schmidt. "The World of The Walking Dead – Transmediality and Transmedial Intermediality." Acta Universitatis Sapientiae, Film and Media Studies 10, no. 1 (August 1, 2015): 73–88. http://dx.doi.org/10.1515/ausfm-2015-0027.
Full textJohnson, Daniel. "Worlds in and of motion: Agency and animation at the margins of video game aesthetics." Journal of Gaming & Virtual Worlds 9, no. 3 (September 1, 2017): 225–41. http://dx.doi.org/10.1386/jgvw.9.3.225_1.
Full textMamotheti, Makhasane, and Olawande Daramola. "Preferences of Grade R-12 learners in South Africa for Digital Game-based Learning." European Conference on e-Learning 21, no. 1 (October 21, 2022): 240–49. http://dx.doi.org/10.34190/ecel.21.1.909.
Full textRay, Jean-Charles. "Regarder la peur dans les yeux." Le jeu vidéo au Québec 14, no. 23 (July 8, 2021): 100–114. http://dx.doi.org/10.7202/1078730ar.
Full textBalzi Costa, Leticia. "La violencia de género como estética en la cultura visual de Europa y América desde el siglo XVI al XXI=Gender violence as aesthetics in European and American visual culture from the 16th to the 21st century." Cuestiones de género: de la igualdad y la diferencia, no. 16 (June 29, 2021): 12. http://dx.doi.org/10.18002/cg.v0i16.6728.
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 textMeintema, Ruben Aize. "Planets as small as your house. A review of Super Mario Galaxy." Eludamos: Journal for Computer Game Culture 4, no. 1 (April 26, 2010): 125–28. http://dx.doi.org/10.7557/23.6121.
Full textPetrovas, Aurimas, and Romualdas Bausys. "Procedural Video Game Scene Generation by Genetic and Neutrosophic WASPAS Algorithms." Applied Sciences 12, no. 2 (January 13, 2022): 772. http://dx.doi.org/10.3390/app12020772.
Full textBudiman, Arief, and Ardy Aprilian Anwar. "KONSTRUKSI IKON, INDEK, DAN SIMBOL DALAM MEMBANGUN VISUALISASI KARAKTER VIDEO GAME HARVEST MOON BACK TO NATURE." Jurnal Bahasa Rupa 4, no. 1 (October 28, 2020): 1–9. http://dx.doi.org/10.31598/bahasarupa.v4i1.566.
Full textSalamoon, Daniel Kurniawan, and Cindy Muljosumarto. "Analisis Visual Warna pada Game Post Apocalyptic (Studi Game The Last Of Us, Metro Exodus, dan Horizon Zero Dawn)." ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia 6, no. 1 (March 20, 2020): 18–31. http://dx.doi.org/10.33633/andharupa.v6i1.3232.
Full textFalkenhayner, Nicole. "Futurity as an Effect of Playing Horizon: Zero Dawn (2017)." Humanities 10, no. 2 (April 27, 2021): 72. http://dx.doi.org/10.3390/h10020072.
Full textSummers, Tim. "Opera Scenes in Video Games: Hitmen, Divas and Wagner’s Werewolves." Cambridge Opera Journal 29, no. 3 (November 2017): 253–86. http://dx.doi.org/10.1017/s0954586718000046.
Full textAbraham, Benjamin. "Video Game Visions of Climate Futures." Games and Culture 13, no. 1 (September 21, 2015): 71–91. http://dx.doi.org/10.1177/1555412015603844.
Full textOliva, Costantino, and Ari Poutiainen. "Otogarden." Journal of Sound and Music in Games 3, no. 2-3 (2022): 28–58. http://dx.doi.org/10.1525/jsmg.2022.3.2-3.28.
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