Academic literature on the topic 'Video Game books'

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Journal articles on the topic "Video Game books"

1

Stufft, Carolyn J. "Engaging Students in Literacy Practices Through Video Game Book Groups." Literacy Research: Theory, Method, and Practice 67, no. 1 (2018): 195–210. http://dx.doi.org/10.1177/2381336918787191.

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Teachers can harness the power of video games to foster interest and engage students in literacy activities. Within this study, seven 6th graders participated in a video game book group during language arts instructional time. The study focused on tweens’ figured worlds of literacy and video games and the intersections and divergences of these worlds. The research involved a comparative case study of two books (a video game text and a video game–related text), with all book group meetings audio-recorded, transcribed, and coded. The data provide support that tweens hold different figured worlds
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2

Ecenbarger, Charlie. "Comic Books, Video Games, and Transmedia Storytelling." International Journal of Gaming and Computer-Mediated Simulations 8, no. 2 (2016): 34–42. http://dx.doi.org/10.4018/ijgcms.2016040103.

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This article illuminates the transmedia storytelling techniques in The Walking Dead comic book and video game. Telltale Games' The Walking Dead localizes itself within the comic book world of The Walking Dead by acting as a transmedia storytelling device and using intertextuality comics to assist game players with meaning-making. By participating in the game, Telltale rewards players with additional information about The Walking Dead universe, as well as creating a contingent but separate narrative that expands upon the existing Walking Dead world. This exploration of The Walking Dead offers i
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3

Muratet, Mathieu, Patrice Torguet, Jean-Pierre Jessel, and Fabienne Viallet. "Towards a Serious Game to Help Students Learn Computer Programming." International Journal of Computer Games Technology 2009 (2009): 1–12. http://dx.doi.org/10.1155/2009/470590.

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Video games are part of our culture like TV, movies, and books. We believe that this kind of software can be used to increase students' interest in computer science. Video games with other goals than entertainment, serious games, are present, today, in several fields such as education, government, health, defence, industry, civil security, and science. This paper presents a study around a serious game dedicated to strengthening programming skills. Real-Time Strategy, which is a popular game genre, seems to be the most suitable kind of game to support such a serious game. From programming teach
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4

Genovesi, Matteo. "Choices and Consequences: The Role of Players in The Walking Dead: A Telltale Game Series." Open Cultural Studies 1, no. 1 (2017): 350–58. http://dx.doi.org/10.1515/culture-2017-0032.

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Abstract One of the most important features in a transmedia structure, as Max Giovagnoli argues in his book Transmedia: Storytelling e Comunicazione [Transmedia: Storytelling and Communication], is the development of the user’s decision-making power, defined by the author as “choice excitement.” In this, every choice of the user should have a consequence in the fictional universe of a specific franchise. Consequently, a narrative universe that wants to emphasize choice excitement and the active role of people can focus on video games, where the interactive approach is prominent. This essay wil
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5

Frome, Jonathan. "Interactive Works and Gameplay Emotions." Games and Culture 14, no. 7-8 (2019): 856–74. http://dx.doi.org/10.1177/1555412019847907.

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Video games differ from films, books, and other mainstream media both in their interactive capabilities and in their affordances for gameplay. Interactivity and gameplay are closely related, as interactivity is necessary for gameplay. Unfortunately, this close relationship has led many video game scholars to conflate these two concepts when discussing player experience. In this article, I argue that, when discussing emotional responses to video games, gameplay and interactivity should be understood as distinct concepts: Gameplay involves both interactive and noninteractive elements, and intera
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6

Eveleth, Kyle. "When Players Feel Helpless: Agentic Decay and Participation in Narrative Games." Synthesis: an Anglophone Journal of Comparative Literary Studies, no. 6 (May 1, 2014): 50. http://dx.doi.org/10.12681/syn.16177.

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The ergodic (participatory) element of games is often cited as the core barrier to overcoming a perceived divide between good ludic (gaming) design and powerful storytelling. The present study examines two Indie games, Braid and Actual Sunlight, and their nuanced treatment of player participation in service of effective storytelling. These games in particular test the limits of player agency by asking the player to make ethically and morally problematic decisions, such as killing the main character, en route to completing the narrative. Such unusual narrative methods allow Braid and Actual Sun
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Choi, William TH, Dan KS Yu, Terry Wong, Tella Lantta, Min Yang, and Maritta Välimäki. "Habits and Attitudes of Video Gaming and Information Technology Use in People with Schizophrenia: Cross-Sectional Survey." Journal of Medical Internet Research 22, no. 7 (2020): e14865. http://dx.doi.org/10.2196/14865.

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Background Information technology and video gaming have potential advantages in the treatment of schizophrenia. However, information regarding the habits and attitudes related to internet use and video gaming in people with schizophrenia is limited. Objective The aim of this study was to explore the habits and attitudes regarding video gaming and information technology usage and their associated factors in people with schizophrenia in Hong Kong. Methods In this cross-sectional survey, service users with schizophrenia were recruited from 6 halfway hostels and 7 integrated centers for mental wel
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8

Free, David. "News from the Field." College & Research Libraries News 81, no. 8 (2020): 370. http://dx.doi.org/10.5860/crln.81.8.370.

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Apply for ACRL 2021 scholarships by October 9SDSU acquires “game-changing” music collectionCLIR, Stanford Libraries announce Digital Library of the Middle EastGetty Publications joins Project MUSEProQuest adds audio descriptions to video collectionsGOBI Library Solutions from EBSCO partners with Books at JSTORThe MIT Press launches Rapid Reviews: COVID-19
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9

Anggraini, Trinita, and Erine Nur Maulidya. "Dampak Paparan Pornografi Pada Anak Usia Dini." Al-Athfaal: Jurnal Ilmiah Pendidikan Anak Usia Dini 3, no. 1 (2020): 45–55. http://dx.doi.org/10.24042/ajipaud.v3i1.6546.

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Pada abad 21, anak usia dini hingga manula sudah terbiasa dengan penggunaan teknologi, bahkan beberapa penelitian menjelaskan bahwa anak usia dua tahun saat ini sudah terbiasa menggunakan gadget untuk bermain game, membuka youtube atau membuka galeri video dengan sangat ahli. Oleh karena itu, artikel ini bertujuan untuk mengeksplorasi tentang kebiasaan penggunaan gadget pada anak usia dini dan kasus-kasus anak usia dini melihat video porno, mencari dampak anak melihat pornografi, dan penyebab anak usia dini terpapar video porno di era digital saat ini. Artikel ini menggunakan pendekatan kualit
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10

Fadeeva, Tatiana E., and Aleksandra D. Staruseva-Persheeva. "Experimental Narrative Strategies in Comics." Observatory of Culture 16, no. 5 (2019): 476–87. http://dx.doi.org/10.25281/2072-3156-2019-16-5-476-487.

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The article is devoted to modern comics, which are considered as a kind of “laboratory” for experiments in the field of visual narratives, focusing on the construction and dynamics of their spatial-temporal continuum. The entire perceptual “space” of comics is significative (Fresnault-Derruelle); all elements of this space constitute the narrative. It is not only about the “space” of a book or a magazine; contemporary comics are intensely exploring new media, a key feature of which is interactivity. The article examines both the “classic” way of presenting visual material (comics in the form o
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