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Journal articles on the topic 'Video Game books'

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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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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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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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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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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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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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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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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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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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Żaglewski, 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.

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The article analyzes the video game Batman: The Telltale Series and its „paratexts” such as comics through the lens of remediation as a basic tool of constructing a transmedia environment. Superheroes depend, to a great extent, on their „transmedia” superpowers as they constantly oscillate between various media iterations and theirs stylistic/narrative features. Superheroes should not be perceived as comic books-based inventions, but rather as entities organically connected with both transmedia visual styles and transmedia modes of storytelling.
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Meier, 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.

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At present it is easy to digitalize sculptural heritage in 3D. Three-dimensional models allow for visualization of the work from all angles. The result can be seen in three-dimensional visors, in virtual reality, or by means of 3D-printed replicas. However, the recipient continues to be, as is also the case in books and videos, a passive spectator of the cultural patrimony. In order to promote participation and to increase interest in local heritage, alternative methods for promotion of the digital patrimony have been developed. In this article, two means of publicizing local (less-known) heri
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Jiresch, 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.

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This article discusses the most recent (twenty-first century) development in reception and adaptation of Nordic mythology (particularly referring to the Prose and Poetic Edda) and the appropriating of Nordic identities (stereotypes) that is taking place in the so-called new media. In the last two decades the reception of Nordic mythology or Nordic 'themes' in different new media like film, comic books, heavy metal music and computer games has exploded. New media are generally considered expressions of 'popular' culture and have therefore not yet received much scholarly attention. However, sinc
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Wilson, 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.

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A Review of: 
 McKechnie, Lynne (E.F.). “ ‘Spiderman is not for Babies’ (Peter, 4 Years): The ‘Boys and Reading Problem’ from the Perspective of the Boys Themselves.” The Canadian Journal of Information and Library Science 30.1/2 (2006): 57-67. 
 
 Objective – This study looks at what constitutes legitimate reading material for boys and how this material is defined in light of assessed gender differences in reading, and is part of a larger, ongoing research project on the role of public libraries in the development of youth as readers.
 
 Design – Semi-structured, qual
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AL-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.

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This study aimed to assess the perception of students regarding traditionally used CLT approach for teaching English language and its comparison to modern teaching methods based on technology. Survey was carried out using a quantitative analysis on 200 students of English language teaching institutes that are currently using CLT approach. Pre and post responses survey was carried out wherein their perspectives were assessed before and after exposure to technology-based ELT methods. Analysis was carried out using Wilcoxin test which revealed the impact of modern technological tools used in lang
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Mischenko, 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.

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The objective of the research is to study the characteristics of leisure activities of young people in self-isolated conditions during the coronavirus pandemic. As a research method, the authors use an online survey that allowed them to more effectively visualize the features of leisure activities and the peculiarities of their regulation among self-isolated students. The article also considers the leisure strategies of young people in conditions of self-isolation and social fortune. The novelty of the research lies in the fact that the hierarchy of leisure preferences of young people was stud
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Setiyadi, 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.

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Abstract
 
 Children are more interested in playing mobile games than reading books. Therefore mobile devices can be utilized in the learning process and learning tools in the interactive learning applications based on Android mobile devices. Computer-based learning or often called Computer Based Instruction, provides a clearer and more understandable understanding of the material with a variety of appropriate simulations. In this study, an interactive learning application was designed by applying the Computer Based Instruction method, also this application can be used to learn the t
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Rizali, 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.

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AbstrakTujuan penelitian ini adalah untuk mengetahui pengaruh parsial dan simultan elemen gambar, elemen huruf, dan elemen warna DKV desain Box Art Game pada story line video game. Jenis penelitian ini adalah survey eksplanasi. Instrumen dalam penelitian ini menggunakan kuesioner dengan jumlah sampel sebanyak 151 responden gamer yang diperoleh secara on line melalui media sosial face book. Teknik pengambilan sampel menggunakan acak sederhana dengan cara mengupload kuesioner ke jaringan grup media sosial gamer face book. Teknik analisis data yang digunakan dalam penelitian ini adalah analisis r
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Vasylieva, 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.

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The article analyzes the meaning of the concept of "gamification". It is determined that since 2011 the number of specialized conferences, books and research on the topic of gamification has increased, but its content is interpreted differently by scientists: both as a process and as a set of techniques or techniques. It is characterized that gamification in education is used in two meanings: in a broad sense - the game shell (attributes, techniques, elements) is used without the use of ICT; in the narrow - gamification is based on the use of ICT (video games, specialized programs, etc.). The
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Brown, Alan S. "Rocket-Hammer Man." Mechanical Engineering 142, no. 05 (2020): 42–47. http://dx.doi.org/10.1115/1.2020-may3.

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Abstract James Hobson, a mechanical engineer better known as The Hacksmith, has fashioned a YouTube career from building real-world versions of video game and comic book gadgets—Make It Real videos. Like every inventor, Hobson has a garage packed with tools. These range from laser cutters to 3D printers. Sometimes, they provide cosmetic packaging for his concoctions. Other times, like his metal printed 20-kilowatt heat saber, they are highly functional. This article charts his career journey.
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Rydzewski, 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.

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Abstract Research purpose. There are many reasons for which a growing interest in research and analysis of video game developers is observed. First, it results from attractive high rates of return on investment in this sector. Second, video games developers, in the author’s opinion, constitute a good combination of business and culture which is a ground for development of creative industry. A capital-intensive process of production and the intangibility of video games cause a problem in valuation of developers. Market participants who value future cash flows are in conflict with a historical c
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Febriani, 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.

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ABSTRACTThis research is based on the magnitude of children's interest in smartphone until they ignore to study. Most children who play smartphone are only for watching videos and playing games which are attractive to them. Therefore, the researcher designed an educative game Android-based application so they can play smartphone by not ignoring the development of reading skill. The purpose of this research is to describe the design of development, appropriateness, and product testing.This research uses the Design Based Research (DBR) method developed by Reeves. Data collection is done by obser
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Fawcett, 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.

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The action-adventure video games Batman: Arkham Asylum (2009) and Batman: Arkham City (2011) draw on familiar comic book narratives, themes and characters to situate players in a world of participatory violence, crime and madness. In the first game, the player-as-Batman is situated in Arkham Asylum, a high-security facility for the criminally insane and supervillains that also temporarily houses a general population of prisoners from Blackgate Penitentiary. The elision of criminality and mental illness becomes amplified in the second game with the establishment of Arkham City, a combined facil
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Collins, Victoria E., and Dianne C. Carmody. "Deadly Love." Affilia 26, no. 4 (2011): 382–94. http://dx.doi.org/10.1177/0886109911428425.

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It has been well established that adolescents face a high risk of dating violence in the United States. One explanation links these behaviors to attitudes and behaviors that are reflected in the media, such as books, movies, and video games that target a teenage audience. In the study presented here, a content analysis of the popular four-book Twilight series provided evidence of behaviors and attitudes that are conducive to dating violence. Cases of physical and sexual abuse, stalking, threats, and intimidation were identified in the text. Given that this book series has been praised for its
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Schneider, 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.

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Abstract
 
 Objective – The objective of this study was to survey American public libraries about their collection and use of graphic novels and compare their use to similar data collected about video games. 
 
 Methods – Public libraries were identified and contacted electronically for participation through an open US government database of public library systems. The libraries contacted were asked to participate voluntarily.
 
 Results – The results indicated that both graphic novels and video games have become a common part of library collections, and both medi
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Lang, 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.

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Shelton, 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.

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Babaee, 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.

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The trend about producing and reading graphic novels has grown since the late twentieth century. These books with comic backgrounds seem to have a miraculous energy. They have been even appealing to unenthusiastic readers. They tempt people of different age groups, races and genders. They are also used for teaching ESL courses, e-learning activities, designing reality games, and teaching creative writing. If you talk to its followers, you may get the feedback that graphic novels can fulfil your demands and dreams from writing your assignments to taking you to the moon. Although many researcher
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Khalid, 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.

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Innovation Concept: The Orange Book (OB) identifies drugs approved on the basis of safety and effectiveness by the FDA and serves as the gold standard reference for correct pharmacological therapies. It ties in closely with Choosing Wisely Canada (CWC) modelling good stewardship in antimicrobial prescriptions. The book focuses on passive didactic learning instead of active learning, which was shown to have a greater influence on prescribing behaviour. Educational video games, a form of active learning, have been shown to improve clinical skills in medical training. Contagion is a role-playing
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Setyawan, 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.

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Penelitian ini bertujuan untuk menghasilkan model pengenalan pembelajaran lompat jauh pada siswa sekolah dasar (SD) kelas atas tahun pelajaran 2013/2014 di Kecamatan Srumbung, Kabupaten Magelang. Model pembelajaran yang dikembangkan diharapkan untuk digunakan guru SD sebagai salah satu bentuk pembelajaran lompat jauh yang baik dan efektif. Penelitian pengembangan ini dilakukan dengan mengadaptasi langkah-langkah penelitian pengembangan sebagai berikut: (1) pengumpulan informasi di lapangan, (2) melakukan analisis terhadap informasi yang telah dikumpul-kan, (3) mengembangkan produk awal (draf m
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Siebers, 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.

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The students of the present generation are the first in a long time who will not take their cultural identities from books. Statistics reveal that film, museum, concert, and sports attendances are up but that fewer and fewer people are reading books. Those strange moments in nineteenth-century novels when young heroes strike poses, dress, coif, and woo by the book are gone, perhaps forever. Our students are more likely to take their models from television, films, glossy magazines, video games, or the Abercrombie and Fitch catalog. My colleagues in the profession report that, thanks to the expa
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Anna 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.

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Reflections on Video Games Translation as a Literary Representation in the New Media
 Large-scale development of video games can be considered as a somewhat new phenomena, even though video games have been gaining more and more adepts during the last few decades. Since the very beginning, videogames have sought for inspiration in literature, with games such as “The Hobbit” released in 1986 on Amstrad CPC. Back then, it was a raw media that didn’t offer much possibilities to the players as well as to the developers. Today, millions of people – not to say billions – play videogames in the e
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Harris, 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.

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Today’s school library uses an increasing number of digital resources to supplement a print collection that is moving more toward fiction and literary non-fiction. Supplemental resources, including streaming video, online resources, subscription databases, audiobooks, e-books, and even games, round out the new collections. Despite the best efforts of even the hardest-working librarians in the best-funded libraries, there are many challenges to going digital.
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Li, 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.

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Marketers of digital content such as books, news, video, music, and mobile games often provide free samples of the content for consumers to try out before buying the product or signing up for subscription. Similarly, firms selling software (such as software as a service), and cloud-based services may provide free limited-version products or a free-trial period for the service. In this article, the authors focus on how firms should design such free samples to maximize their revenue. They examine in an analytical setting how quality and other design parameters of the sample affect profit generat
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Bridges, Emma, and Henry Stead. "Reception." Greece and Rome 67, no. 2 (2020): 287–92. http://dx.doi.org/10.1017/s0017383520000145.

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Bloomsbury's Imagines series, edited by Filippo Carlà-Uhink and Martin Lindner, focuses on classical receptions in the visual and performing arts. It has blazed into 2020 with three edited volumes and one monograph. The monograph by Carlà-Uhink is on the reception of classical Greece in theme parks, and the edited volume that has landed on our desk is Classical Antiquity in Video Games. In this attractive volume, clad in the stylish graphics of Alientrap's Apotheon (2015), Christian Rollinger has assembled a vital collection of essays on the underexplored subject. As he emphatically proclaims,
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Rogers, 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.

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Kulovitz, 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.

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Siuda, 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.

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This article pertains to the concept of prosumer capitalism, a term which refers to practices among companies of using consumers’ unpaid work (prosumption refers to the mixing of consumption and production). In the literature, this type of capitalism has been treated generally; how pro-prosumer activities differ among producers has been overlooked. This article illustrates these differences by showing the ways in which Polish pop culture producers approach prosumption. The research was conducted through in-depth interviews with representatives from different Polish popular culture companies an
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Fahrizal, 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.

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EDUCATION OF ADOLESCENT ADDICTION TREATMENT WITH HEALTH AND RELIGIOUS EDUCATION APPROACHES AT SCHOOL. Smoking, drugs, pornography and video game addiction cases are iceberg mountain phenomenon which the cases are seen only as small part from fully part of the cases particularly in adolescent. This effects to health status of adolescent involve physics, mental, spiritual and social. Smoking, drugs, pornography and video game behaviour as abnormal behaviour on adolescent are an immature response from stress that happened in developing phase of adolescent. As the effort to prevent the incidence o
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Murphy, 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.

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In the words of the famous early psychologist William James, everyone knows what attention is. It is a part of everyday life and you have probably never given the processes involved much thought. You want to pay attention to one thing and ignore something else? No problem, right? In fact, directing attention is an effortful process, dependent on many factors, both internal and external. Just imagine the following situation: You’re attempting to read something important but have so far read the same paragraph a dozen times because you keep getting distracted. Sights, sounds, smells and thoughts
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Kuhns, 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.

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Can primary-grade children imagine life without video games, DVDs, soccer practice, juice boxes, or computers? The book Village of Round and Square Houses (Grifalconi 1986), told from a child's point of view, serves as a springboard for discussion about the joys of a simple life. The descriptive writing is informative and includes great examples of the use of imagery, similes, and descriptive words.
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Treger, 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.

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For decades, social scientists have observed that people greatly desire a partner who is similar to themselves. Less is known, however, about whether particular similarity domains (e.g., music preferences) may uniquely influence relationship formation. We address this gap by examining people’s preferences for 18 similarity domains in three types of relationships: friendships, casual/short-term, and long-term. The most important similarity domains, across the three relationship types, were political views, career goals, food preferences, travel desires, and music preferences. General similarity
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Gleasure, 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.

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The number and scale of crowdfunding platforms has increased dramatically in recent years, arguably more so than any other open phenomenon. This increase has allowed several crowdfunding websites to capture significant public attention, e.g. Kickstarter, Indiegogo. Yet, the growth of these specialist websites is only one aspect of the increasing popularity of crowdfunding technologies. Another, less-commonly discussed development is the propagation and integration of crowdfunding technologies into novel hybrid or proprietary production contexts, such as t-shirts (e.g. Threadless) or video game
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Bills, 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.

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Whatley, 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.

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Pop Culture in Asia and Oceania provides readers with a broad but surprisingly detailed overview of popular culture in Asia (excluding the Middle East), Australia, and New Zealand. Though the geographic focus of coverage may be somewhat narrow, the forms of pop culture covered in the single volume are quite varied and reveal a rich cultural tapestry that may be unfamiliar to many Western readers. Pop culture is of course intended for mass consumption, and the mediums and entertainments covered in Pop Culture in Asia and Oceania reflect that intent. They include: popular music, books and contem
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Cheek, 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.

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In this book, Jennifer Burek Pierce focuses on many aspects of young adult development, from their mental and emotional processes to the many influences that affect them in their day-to-day lives. She asserts the importance of making a place for this unique group in libraries’ spaces, programs, and staff, noting that adolescence is an incredibly difficult transitional period and that, in the words of Sari Feldman, libraries “are a lifeline for people at every key transition in their lives” (xii). This book does not contain step-by-step guides for serving this age group, but it presents clear r
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Gajek, 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.

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The concept of artificially created languages is not new, but, owing to pop culture, it has recently received more attention. Constructed languages, or conlangs, are present in books, movies and video games, aimed at recipients of all ages. Contrary to natural languages, which emerged without conscious planning, constructed languages are designed to serve a certain purpose.
 There are many motives triggering the creation of new languages, from linguistic experiments and language games to making communication easier. However, the most common reason behind the emergence of artificial langua
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Guarner, 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.

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The ubiquity of devices that connect to the Internet has exploded, allowing for easy dissemination of information. Many teachers from kindergarten to universities use the information obtained online or post material they want their students to access. Online media readily places articles, books, videos, and games at our fingertips. The public in general also gathers health information from the Internet. The following review will explore what has been published regarding microbiology education and learning online and the use of electronic media by microbiologists for scientific purposes.
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Sahlman, 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.

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Leslie Berlin's book Troublemakers is an engaging and insightful people-first exploration of the roots of Silicon Valley, from the late 1960s to the early 1980s. Berlin portrays seven individuals who played important roles at critical junctures in the development of technologies we now take for granted: the Internet; personal, connected computing and communications devices; genetic engineering; software as a service (SAAS); streaming video; massively multiplayer online games; and democratized access to the world's information. They helped lay the foundation for the economic powerhouse called S
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NAGY, 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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Japanese martial arts, here after Japanese budō, are popular cultural icons that are found in films, comics, video games and books. Teaching Japanese budō at university offers a novel way to teach about East Asian and in particular Japanese culture, history, and philosophy while including ideas about the globalization and the localization of culture. Question though remains as to how and what should we teach about the popular culture of Japanese budō at the university level? This paper found that a comprehensive approach to teaching about budō was effective. By using many kinds of materials an
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