Journal articles on the topic 'Video Game books'
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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.
Full textEcenbarger, 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.
Full textMuratet, 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.
Full textGenovesi, 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.
Full textFrome, Jonathan. "Interactive Works and Gameplay Emotions." Games and Culture 14, no. 7-8 (2019): 856–74. http://dx.doi.org/10.1177/1555412019847907.
Full textEveleth, 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.
Full textChoi, 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.
Full textFree, David. "News from the Field." College & Research Libraries News 81, no. 8 (2020): 370. http://dx.doi.org/10.5860/crln.81.8.370.
Full textAnggraini, 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.
Full textFadeeva, 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.
Full textŻaglewski, Tomasz. "Superhero as transmedium. The stylistic and narrative strategies of remediation in Batman: The Telltale Series." Tekstualia 3, no. 58 (2019): 93–110. http://dx.doi.org/10.5604/01.3001.0013.6425.
Full textMeier, Cecile, Jose Saorín, Jorge de la Torre-Cantero, and Manuel Díaz-Alemán. "Alternative Divulgation of the Local Sculptural Heritage: Construction of Paper Toys and Use of the Minecraft Video Game." Sustainability 10, no. 11 (2018): 4262. http://dx.doi.org/10.3390/su10114262.
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 (2020): 38–54. http://dx.doi.org/10.21827/tvs.37.1.36929.
Full textWilson, Virginia. "Boys are Reading, but their Choices are not Valued by Teachers and Librarians." Evidence Based Library and Information Practice 4, no. 3 (2009): 46. http://dx.doi.org/10.18438/b8h91w.
Full textAL-Madani, Feras Mohammed. "Student Perception of Traditional English Teaching Methods (CLT approach) and Comparison to Modern Methods (Using Technology)." International Journal of Education and Information Technologies 15 (March 12, 2021): 35–43. http://dx.doi.org/10.46300/9109.2021.15.5.
Full textMischenko, Elena V., Maxim S. Fabrikov, Elena V. Martynenko, et al. "Young People Leisure Activities Transformation during Quarantine Self-Isolation: Characteristics and Regulation Problem." Cuestiones Políticas 37, no. 65 (2020): 457–69. http://dx.doi.org/10.46398/cuestpol.3865.30.
Full textSetiyadi, Didik, Mutia Khoirunnisa, and Syahbaniar Rofiah. "Pembelajaran Interaktif Dasar Pengelompokan Hewan Dengan Metode Computer Based Intruction." PIKSEL : Penelitian Ilmu Komputer Sistem Embedded and Logic 7, no. 1 (2019): 13–22. http://dx.doi.org/10.33558/piksel.v7i1.1665.
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 (2019): 295. http://dx.doi.org/10.24114/gr.v8i2.14700.
Full textVasylieva, Maryna, Inna Romanova, and Irina Sheplyakova. "GAMIFICATION IN TRAINING OF SOCIAL WORKERS." Educological discourse, no. 4 (2020): 97–114. http://dx.doi.org/10.28925/2312-5829.2020.4.7.
Full textBrown, Alan S. "Rocket-Hammer Man." Mechanical Engineering 142, no. 05 (2020): 42–47. http://dx.doi.org/10.1115/1.2020-may3.
Full textRydzewski, Rafał. "Market-to-Book Ratio and Creative Industries– Example of Polish Video Games Developers." Economics and Culture 16, no. 1 (2019): 137–47. http://dx.doi.org/10.2478/jec-2019-0015.
Full textFebriani, Alvi Sufiyanti, Edi Hendri Mulyana, and Taopik Rahman. "PENGEMBANGAN EDUCATIVE GAME BERBASIS APLIKASI ANDROID UNTUK MEMFASILITASI KETERAMPILAN MEMBACA ANAK USIA 5-6 TAHUN." JURNAL PAUD AGAPEDIA 2, no. 2 (2020): 187–96. http://dx.doi.org/10.17509/jpa.v2i2.24544.
Full textFawcett, Christina, and Steven Kohm. "Carceral violence at the intersection of madness and crime in Batman: Arkham Asylum and Batman: Arkham City." Crime, Media, Culture: An International Journal 16, no. 2 (2019): 265–85. http://dx.doi.org/10.1177/1741659019865298.
Full textCollins, Victoria E., and Dianne C. Carmody. "Deadly Love." Affilia 26, no. 4 (2011): 382–94. http://dx.doi.org/10.1177/0886109911428425.
Full textSchneider, Edward Francis. "A Survey of Graphic Novel Collection and Use in American Public Libraries." Evidence Based Library and Information Practice 9, no. 3 (2014): 68. http://dx.doi.org/10.18438/b83s44.
Full textLang, Patrick J. "Ideology and the Virtual City: Video games, Power Fantasies and Neoliberalism, Jon Bailes (2018)." Journal of Gaming & Virtual Worlds 12, no. 3 (2020): 329–32. http://dx.doi.org/10.1386/jgvw_00024_5.
Full textShelton, James. "Ideology and the Virtual City: Video games, Power Fantasies and Neoliberalism, Jon Bailes (2018)." Journal of Gaming & Virtual Worlds 12, no. 3 (2020): 325–28. http://dx.doi.org/10.1386/jgvw_00023_5.
Full textBabaee, Ruzbeh. "Realities of Graphic Novels: An Interview with Frederick Aldama." International Journal of Comparative Literature and Translation Studies 5, no. 3 (2017): 1. http://dx.doi.org/10.7575/aiac.ijclts.v.5n.3p.1.
Full textKhalid, M., S. Shah, S. Bala, and M. Luterman. "MP24: Contagion: An innovative approach to learning the Orange Book and Choosing Wisely Canada guidelines around antimicrobial treatment." CJEM 22, S1 (2020): S50—S51. http://dx.doi.org/10.1017/cem.2020.172.
Full textSetyawan, Kurnia Azis, and Ria Lumintuarso. "MODEL PENGENALAN PERMAINAN DALAM PEMBELAJARAN LOMPAT JAUH PADA SISWA KELAS ATAS SEKOLAH DASAR." Jurnal Keolahragaan 3, no. 2 (2015): 208–17. http://dx.doi.org/10.21831/jk.v3i2.6245.
Full textSiebers, Tobin. "Words Stare like a Glass Eye: From Literary to Visual to Disability Studies and Back Again." PMLA/Publications of the Modern Language Association of America 119, no. 5 (2004): 1315–24. http://dx.doi.org/10.1632/s0030812900101774.
Full textAnna Sarapuk. "Réflexions sur la traduction du jeu vidéo en tant que nouveau média de représentation littéraire." Między Oryginałem a Przekładem 25, no. 46 (2019): 61–78. http://dx.doi.org/10.12797/moap.25.2019.46.04.
Full textHarris, Christopher. "Fact or fiction? Libraries can thrive in the Digital Age." Phi Delta Kappan 96, no. 3 (2014): 20–25. http://dx.doi.org/10.1177/0031721714557448.
Full textLi, Hongshuang (Alice), Sanjay Jain, and P. K. Kannan. "Optimal Design of Free Samples for Digital Products and Services." Journal of Marketing Research 56, no. 3 (2019): 419–38. http://dx.doi.org/10.1177/0022243718823169.
Full textBridges, Emma, and Henry Stead. "Reception." Greece and Rome 67, no. 2 (2020): 287–92. http://dx.doi.org/10.1017/s0017383520000145.
Full textRogers, Ryan, and Carol Liebler. "Jubblies, mammaries and boobs: Discourses of breast physics in video games." Journal of Gaming & Virtual Worlds 9, no. 3 (2017): 257–78. http://dx.doi.org/10.1386/jgvw.9.3.257_1.
Full textKulovitz, Kimberly L. "Extra Lives: Why Video Games Matter. Tom Bissell. New York: Vintage Books, 2010." Journal of Popular Culture 45, no. 1 (2012): 233–34. http://dx.doi.org/10.1111/j.1540-5931.2011.921_4.x.
Full textSiuda, Piotr, and Marek Troszynski. "Natives and tourists of prosumer capitalism: On the varied pro-prosumer activities of producers exemplified in the Polish pop culture industry." International Journal of Cultural Studies 20, no. 5 (2016): 545–63. http://dx.doi.org/10.1177/1367877916666117.
Full textFahrizal, Yanuar, Fahmi Irfanudin, and Syahruramdhani Syahruramdhani. "Edukasi Penanganan Adiksi Remaja di Sekolah Melalui Pendekatan Kesehatan dan Agama." Jurnal Pengabdian Pada Masyarakat 4, no. 3 (2019): 285–92. http://dx.doi.org/10.30653/002.201943.184.
Full textMurphy, Gillian. "Easily Distracted? Take a Load Off." Boolean: Snapshots of Doctoral Research at University College Cork, no. 2014 (January 1, 2014): 110–14. http://dx.doi.org/10.33178/boolean.2014.21.
Full textKuhns, Catherine L. "Links to Literature: Building Mathematical Connections with Village of Round and Square Houses." Teaching Children Mathematics 10, no. 2 (2003): 120–24. http://dx.doi.org/10.5951/tcm.10.2.0120.
Full textTreger, Stanislav, and James N. Masciale. "Domains of similarity and attraction in three types of relationships." Interpersona: An International Journal on Personal Relationships 12, no. 2 (2018): 254–66. http://dx.doi.org/10.5964/ijpr.v12i2.321.
Full textGleasure, Rob, Philip O'Reilly, and Michael Cahalane. "Inclusive Technologies, Selective Traditions: A Socio-material Case Study of Crowdfunded Book Publishing." Journal of Information Technology 32, no. 4 (2017): 326–43. http://dx.doi.org/10.1057/s41265-017-0041-y.
Full textBills, Orley. "Superheroes, Comic Books, and Video Games: The New Cultural Competence in Pediatric Palliative Care (SA516)." Journal of Pain and Symptom Management 47, no. 2 (2014): 456. http://dx.doi.org/10.1016/j.jpainsymman.2013.12.212.
Full textWhatley, Edward. "Book Review: Pop Culture in Asia and Oceania." Reference & User Services Quarterly 56, no. 3 (2017): 219. http://dx.doi.org/10.5860/rusq.56n3.219a.
Full textCheek, Leanne. "Book Review: Sex, Brains & Video Games: Information and Inspiration for Youth Services Librarians, 2nd ed." Reference & User Services Quarterly 57, no. 2 (2017): 148. http://dx.doi.org/10.5860/rusq.57.2.6537.
Full textGajek, Maja. "Me nem nesa: Investigating the reception of constructed languages in different age groups." Beyond Philology An International Journal of Linguistics, Literary Studies and English Language Teaching, no. 15/1 (December 18, 2018): 31–47. http://dx.doi.org/10.26881/bp.2018.1.02.
Full textGuarner, Jeannette, and Silvia M. Niño. "Microbiology Learning and Education Online." Journal of Clinical Microbiology 54, no. 5 (2016): 1203–8. http://dx.doi.org/10.1128/jcm.03176-15.
Full textSahlman, William A. "Leslie Berlin, Troublemakers: Silicon Valley's Coming of Age." Business History Review 92, no. 2 (2018): 343–53. http://dx.doi.org/10.1017/s0007680518000429.
Full textNAGY, Stephen Robert. "Japanese Martial Arts as Popular Culture: Teaching Opportunity and Challenge." Asian Studies 3, no. 1 (2015): 83–102. http://dx.doi.org/10.4312/as.2015.3.1.83-102.
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