Journal articles on the topic 'Video game art'
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Durusoy, Murat. "In-Game Photography: Creating New Realities through Video Game Photography." Membrana Journal of Photography, Vol. 3, no. 1 (2018): 42–47. http://dx.doi.org/10.47659/m4.042.art.
Full textWood, Kelli, and David S. Carter. "Art and technology: archiving video games for humanities research in university libraries." Art Libraries Journal 43, no. 4 (October 2018): 185–95. http://dx.doi.org/10.1017/alj.2018.29.
Full textRizali, Muhammad, Zainal Warhat, and Edwar Zebua. "PENGARUH ELEMEN-ELEMEN DESAIN KOMUNIKASI VISUAL (DKV) BOX ART GAME TERHADAP STORY LINE BERDASARKAN PERSEPSI GAMERS PADA VIDEO GAME POPULER DI INDONESIA." Gorga : Jurnal Seni Rupa 8, no. 2 (September 27, 2019): 295. http://dx.doi.org/10.24114/gr.v8i2.14700.
Full textAditya, Christian. "The Development Of Visual Aspects In Video Games Over The Years." ULTIMART Jurnal Komunikasi Visual 7, no. 2 (November 12, 2016): 18–22. http://dx.doi.org/10.31937/ultimart.v7i2.385.
Full textGee, James Paul. "Why Game Studies Now? Video Games: A New Art Form." Games and Culture 1, no. 1 (January 2006): 58–61. http://dx.doi.org/10.1177/1555412005281788.
Full textDannenberg, Ross, and Josh Davenport. "Top 10 video game cases (US): how video game litigation in the US has evolved since the advent of Pong." Interactive Entertainment Law Review 1, no. 2 (December 2018): 89–102. http://dx.doi.org/10.4337/ielr.2018.02.02.
Full textDavis, Jessica Hoffmann. "Unsung heroes: Reconceptualizing a video game as a work of art." Visual Inquiry 10, no. 1 (June 1, 2021): 141–47. http://dx.doi.org/10.1386/vi_00030_1.
Full textJurgens, David, and Roberto Navigli. "It’s All Fun and Games until Someone Annotates: Video Games with a Purpose for Linguistic Annotation." Transactions of the Association for Computational Linguistics 2 (December 2014): 449–64. http://dx.doi.org/10.1162/tacl_a_00195.
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 textAndreu-Perez, Ana R., Mehrin Kiani, Javier Andreu-Perez, Pratusha Reddy, Jaime Andreu-Abela, Maria Pinto, and Kurtulus Izzetoglu. "Single-Trial Recognition of Video Gamer’s Expertise from Brain Haemodynamic and Facial Emotion Responses." Brain Sciences 11, no. 1 (January 14, 2021): 106. http://dx.doi.org/10.3390/brainsci11010106.
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 textGuttenbrunner, Mark, Christoph Becker, and Andreas Rauber. "Keeping the Game Alive: Evaluating Strategies for the Preservation of Console Video Games." International Journal of Digital Curation 5, no. 1 (June 22, 2010): 64–90. http://dx.doi.org/10.2218/ijdc.v5i1.144.
Full textEklund, Lina, Björn Sjöblom, and Patrick Prax. "Lost in Translation: Video Games Becoming Cultural Heritage?" Cultural Sociology 13, no. 4 (June 27, 2019): 444–60. http://dx.doi.org/10.1177/1749975519852501.
Full textGintere, Ieva. "Signal and Video Processing: Developing the Noise Music Trend in Digital Edugaming." International Journal of Circuits, Systems and Signal Processing 14 (January 18, 2021): 1176–80. http://dx.doi.org/10.46300/9106.2020.14.145.
Full textJEDWILLAT, LUISA, and NATALIA NOWACK. "A GAME WITH MUSIC OR MUSIC WITH A GAME? ABOUT THE VIDEO GAME KARMAFLOW." Art and Science of Television 16, no. 4 (2020): 85–108. http://dx.doi.org/10.30628/1994-9529-2020-16.4-85-108.
Full textStyhre, Alexander, and Björn Remneland-Wikhamn. "The ambiguities of money-making." Qualitative Research in Organizations and Management: An International Journal 15, no. 3 (October 18, 2019): 215–34. http://dx.doi.org/10.1108/qrom-02-2019-1733.
Full textDi Paola, F., L. Inzerillo, and Y. Alognaa. "A GAMING APPROACH FOR CULTURAL HERITAGE KNOWLEDGE AND DISSEMINATION." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W15 (August 22, 2019): 421–28. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w15-421-2019.
Full textWajid, Abdul, Nasir Kamal, Muhammad Sharjeel, Raaez Muhammad Sheikh, Huzaifah Bin Wasim, Muhammad Hashir Ali, Wajahat Hussain, Syed Taha Ali, and Latif Anjum. "A First Look at Private Communications in Video Games using Visual Features." Proceedings on Privacy Enhancing Technologies 2021, no. 3 (April 27, 2021): 433–52. http://dx.doi.org/10.2478/popets-2021-0055.
Full textVitytė, Birutė. "Possibilities of the Application of Digital Games in the Implementation of the Curriculum of Arts Subject." Pedagogika 123, no. 3 (September 2, 2016): 120–38. http://dx.doi.org/10.15823/p.2016.37.
Full textEilon, Shoshana. "That Dragon, Cancer: Video Game as Art Form [Leading Edge]." IEEE Technology and Society Magazine 37, no. 2 (June 2018): 16–17. http://dx.doi.org/10.1109/mts.2018.2839221.
Full textWahab, Abdul, Nafi Ahmad, Maria G. Martini, and John Schormans. "Subjective Quality Assessment for Cloud Gaming." J 4, no. 3 (August 5, 2021): 404–19. http://dx.doi.org/10.3390/j4030031.
Full textMárquez, Israel. "Street Art y videojuegos: el caso de Invader." Revista de Humanidades, no. 39 (May 29, 2020): 135. http://dx.doi.org/10.5944/rdh.39.2020.21655.
Full textHewett, Katherine J. E., Bethanie C. Pletcher, and Guang Zeng. "The 21st-Century Classroom Gamer." Games and Culture 15, no. 2 (April 11, 2018): 198–223. http://dx.doi.org/10.1177/1555412018762168.
Full textNae, Andrei. "Shakespeare and the Accumulation of Cultural Prestige in Video Games." Acta Universitatis Sapientiae, Film and Media Studies 17, no. 1 (October 1, 2019): 115–28. http://dx.doi.org/10.2478/ausfm-2019-0018.
Full textGaron, Jon M. "Commercializing the Digital Canvas." 2013 Fall Intellectual Property Symposium Articles 1, no. 4 (March 2014): 837–72. http://dx.doi.org/10.37419/lr.v1.i4.2.
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 textHoffman, Kelly M. "Social and Cognitive Affordances of Two Depression-Themed Games." Games and Culture 14, no. 7-8 (November 21, 2017): 875–95. http://dx.doi.org/10.1177/1555412017742307.
Full textAtmaja, Pratama Wirya, Daniel Oranova Siahaan, and Imam Kuswardayan. "Game Design Document Format For Video Games With Passive Dynamic Difficulty Adjustment." Register: Jurnal Ilmiah Teknologi Sistem Informasi 2, no. 2 (July 1, 2016): 86. http://dx.doi.org/10.26594/r.v2i2.551.
Full textCho, Hyerim, Andy Donovan, and Jin Ha Lee. "Art in an algorithm: A taxonomy for describing video game visual styles." Journal of the Association for Information Science and Technology 69, no. 5 (February 8, 2018): 633–46. http://dx.doi.org/10.1002/asi.23988.
Full textMullen, Mark. "Playing it safe." Journal of Gaming & Virtual Worlds 12, no. 3 (October 1, 2020): 303–19. http://dx.doi.org/10.1386/jgvw_00021_3.
Full textBarr, 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 textZemel, Carol. "Memory in the Present Tense: Vera Frenkel’s Diaspora Art." IMAGES 11, no. 1 (December 5, 2018): 109–16. http://dx.doi.org/10.1163/18718000-12340101.
Full textGalanina, Ekaterina V., and Elena O. Samoylova. "“GAME-RELATED PHENOMENA” AS MODERN MYTHMAKING." Vestnik Tomskogo gosudarstvennogo universiteta. Kul'turologiya i iskusstvovedenie, no. 40 (2020): 5–19. http://dx.doi.org/10.17223/22220836/40/1.
Full textSier, André. "Non-human labyrinths: Roots and additional other than human formation methods." Technoetic Arts 17, no. 1 (June 1, 2019): 5–23. http://dx.doi.org/10.1386/tear_00002_1.
Full textMakai, Péter. "Video Games as Objects and Vehicles of Nostalgia." Humanities 7, no. 4 (November 25, 2018): 123. http://dx.doi.org/10.3390/h7040123.
Full textSayogo, Shandhi, Hafif Aziz Ahmad, and Dianing Ratri. "Translating Crew Management Process Into a Simulation Video Game." IMOVICCON Conference Proceeding 1, no. 1 (July 3, 2019): 189–98. http://dx.doi.org/10.37312/imoviccon.v1i1.22.
Full textBulitko, V., Y. Björnsson, and R. Lawrence. "Case-Based Subgoaling in Real-Time Heuristic Search for Video Game Pathfinding." Journal of Artificial Intelligence Research 39 (September 29, 2010): 269–300. http://dx.doi.org/10.1613/jair.3076.
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 textSteinberg, Felipe. "Exposed by the Mask." Public 31, no. 61 (December 1, 2020): 6–35. http://dx.doi.org/10.1386/public_00026_7.
Full textMinhas, Rabia A., Ali Javed, Aun Irtaza, Muhammad Tariq Mahmood, and Young Bok Joo. "Shot Classification of Field Sports Videos Using AlexNet Convolutional Neural Network." Applied Sciences 9, no. 3 (January 30, 2019): 483. http://dx.doi.org/10.3390/app9030483.
Full textLuhova, Tetiana. "NARRATIVE AND STORYTELLING IN THE KNOWLEDGE STRUCTURE OF THE EDUCATIONAL BUSINESS VIDEO GAMES AS FACTORS OF THE SYNERGY OF INFORMATION TECHNOLOGIES AND SPIRITUALLY-ORIENTED PEDAGOGY." OPEN EDUCATIONAL E-ENVIRONMENT OF MODERN UNIVERSITY, no. 8 (2020): 42–59. http://dx.doi.org/10.28925/2414-0325.2020.8.6.
Full textMcKee, Connor. "Differentiation Techniques and Their Effectiveness for Video Game Art and Design Lectures in Higher Education." Computer Games Journal 9, no. 1 (January 20, 2020): 75–90. http://dx.doi.org/10.1007/s40869-020-00096-3.
Full textGinn, Sheryl R., and Stefanie J. Pickens. "Relationships between Spatial Activities and Scores on the Mental Rotation Test as a Function of Sex." Perceptual and Motor Skills 100, no. 3 (June 2005): 877–81. http://dx.doi.org/10.2466/pms.100.3.877-881.
Full textKoyyalagunta, Divya, Anna Sun, Rachel Lea Draelos, and Cynthia Rudin. "Playing Codenames with Language Graphs and Word Embeddings." Journal of Artificial Intelligence Research 71 (June 23, 2021): 319–46. http://dx.doi.org/10.1613/jair.1.12665.
Full textMulimani, neshwari, and Aziz Makandar. "Sports Video Annotation and Multi- Target Tracking using Extended Gaussian Mixture model." International Journal of Recent Technology and Engineering 10, no. 1 (May 30, 2021): 1–6. http://dx.doi.org/10.35940/ijrte.a5589.0510121.
Full textSharifi, Hamid. "Norms governing the localization of video games." Journal of Internationalization and Localization 3, no. 1 (August 11, 2016): 61–73. http://dx.doi.org/10.1075/jial.3.1.04sha.
Full textPhuyuthanon, I.-na. "ideo Art: Psychological Status of Orphans from the Unrest in the Three Southern Thai Province." International Journal of Creative and Arts Studies 2, no. 1 (February 12, 2017): 50. http://dx.doi.org/10.24821/ijcas.v2i1.1438.
Full textCARREIRO, MARCELO. "Jogando o Passado: Videogames como Fontes Históricas * Playing the past: video games as historical sources." História e Cultura 2, no. 2 (December 30, 2013): 157. http://dx.doi.org/10.18223/hiscult.v2i2.878.
Full textHarrington, Maria C. R., Zack Bledsoe, Chris Jones, James Miller, and Thomas Pring. "Designing a Virtual Arboretum as an Immersive, Multimodal, Interactive, Data Visualization Virtual Field Trip." Multimodal Technologies and Interaction 5, no. 4 (April 9, 2021): 18. http://dx.doi.org/10.3390/mti5040018.
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