Journal articles on the topic 'Video game characters in art'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the top 50 journal articles for your research on the topic 'Video game characters in art.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.
Shedko, I. I. "Pictorial Sources of the Images of Mythological Creatures in the Video Game Nioh." Art & Culture Studies, no. 4 (December 2022): 502–27. http://dx.doi.org/10.51678/2226-0072-2022-4-502-527.
Full textErgen, İsmail. "Generating video game characters using StyleGAN2." JOURNAL OF AWARENESS 8, no. 1 (February 3, 2023): 57–61. http://dx.doi.org/10.26809/joa.1974.
Full textMiletic, Philip. "Avatar 'n' Andy." Loading 13, no. 21 (September 14, 2020): 34–54. http://dx.doi.org/10.7202/1071450ar.
Full textKirkland, Ewan. "Masculinity in Video Games: The Gendered Gameplay of Silent Hill." Camera Obscura: Feminism, Culture, and Media Studies 24, no. 2 (September 1, 2009): 161–83. http://dx.doi.org/10.1215/02705346-2009-006.
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 textChien, Irene. "Deviation / Red vs. Blue: The Blood Gulch Chronicles." Film Quarterly 60, no. 4 (2007): 24–29. http://dx.doi.org/10.1525/fq.2007.60.4.24.
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 textFarmaki, Despoina. "Copyright protection of video games: a comparative study." Interactive Entertainment Law Review 5, no. 2 (December 30, 2022): 107–21. http://dx.doi.org/10.4337/ielr.2022.02.04.
Full textShimada, Makoto. "Nintendo v. MariCar: is street kart rental business free riding on the popular video game characters prohibited in Japan?" Interactive Entertainment Law Review 2, no. 1 (June 2019): 50–54. http://dx.doi.org/10.4337/ielr.2019.01.05.
Full textCote, Amanda C. "Writing “Gamers”." Games and Culture 13, no. 5 (December 31, 2015): 479–503. http://dx.doi.org/10.1177/1555412015624742.
Full textPackard, Brandon, and Santiago Ontanon. "A User Study on Learning from Human Demonstration." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 14, no. 1 (September 25, 2018): 208–14. http://dx.doi.org/10.1609/aiide.v14i1.13032.
Full textD’Errico, Francesca, Paolo Giovanni Cicirelli, Concetta Papapicco, and Rosa Scardigno. "Scare-Away Risks: The Effects of a Serious Game on Adolescents’ Awareness of Health and Security Risks in an Italian Sample." Multimodal Technologies and Interaction 6, no. 10 (October 18, 2022): 93. http://dx.doi.org/10.3390/mti6100093.
Full textGreenberg, Raz. "The Animation of Gamers and the Gamers as Animators in Sierra On-Line’s Adventure Games." Animation 16, no. 1-2 (July 2021): 83–95. http://dx.doi.org/10.1177/17468477211025665.
Full textKim, Soung-Su. "A Confusion of Virtual Reality and Reality in the VR Video Game-based Film 《Avalon》: With a Focus on the Notions of Self, Make-believe, and Legend." Academic Association of Global Cultural Contents 52 (August 31, 2022): 93–117. http://dx.doi.org/10.32611/jgcc.2022.8.52.93.
Full textWhaley, Ben. "Who Will Play Terebi Gēmu When No Japanese Children Remain?" Games and Culture 13, no. 1 (September 24, 2015): 92–114. http://dx.doi.org/10.1177/1555412015606533.
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 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 (August 6, 2019): 265–85. http://dx.doi.org/10.1177/1741659019865298.
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 textHofman-Kohlmeyer, Magdalena. "CREATING AND MODIFYING THE GAME CONTENT BY PLAYERS AS AN ACT OF PROSUMERISM." Zeszyty Naukowe Wyższej Szkoły Humanitas Zarządzanie 21, no. 1 (March 31, 2020): 145–62. http://dx.doi.org/10.5604/01.3001.0014.1243.
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 textNear, Christopher E. "Selling Gender: Associations of Box Art Representation of Female Characters With Sales for Teen- and Mature-rated Video Games." Sex Roles 68, no. 3-4 (October 26, 2012): 252–69. http://dx.doi.org/10.1007/s11199-012-0231-6.
Full textde Miranda, Luis. "Life Is Strange and “Games Are Made”: A Philosophical Interpretation of a Multiple-Choice Existential Simulator With Copilot Sartre." Games and Culture 13, no. 8 (November 23, 2016): 825–42. http://dx.doi.org/10.1177/1555412016678713.
Full textYuwono, Ardian Indro, Gabriel Roosmargo Lono Lastoro Simatupang, and Aprinus Salam. "The Unconscious Self in Role Playing Video Game’s Avatar." Jurnal Ilmu Komunikasi 16, no. 2 (May 1, 2019): 115. http://dx.doi.org/10.31315/jik.v16i2.2687.
Full textPramaggiore, Maria, and Páraic Kerrigan. "Queer media temporalities." Alphaville: Journal of Film and Screen Media, no. 16 (January 30, 2019): 1–8. http://dx.doi.org/10.33178/alpha.16.00.
Full textBlack, Daniel. "Why Can I See My Avatar? Embodied Visual Engagement in the Third-Person Video Game." Games and Culture 12, no. 2 (May 22, 2016): 179–99. http://dx.doi.org/10.1177/1555412015589175.
Full textPlothe, Theo. "Bearded Dragons at Play." Exchanges: The Interdisciplinary Research Journal 7, no. 3 (June 24, 2020): 1–13. http://dx.doi.org/10.31273/eirj.v7i3.523.
Full textWardani, Winny Gunarti Widya, Syahid Syahid, and Taufiq Akbar. "PEMBINGKAIAN RUANG VISUAL DALAM DESAIN VIDEO MUSIK ANIMASI SABDA ALAM SEBAGAI SENI MENYAMPAIKAN PESAN KAMPANYE." Gorga : Jurnal Seni Rupa 11, no. 2 (December 19, 2022): 402. http://dx.doi.org/10.24114/gr.v11i2.39919.
Full textFerguson, Christopher J., and Stephanie M. Rueda. "The Hitman Study." European Psychologist 15, no. 2 (January 1, 2010): 99–108. http://dx.doi.org/10.1027/1016-9040/a000010.
Full textHernandez, Carlos, and Jorge Baier. "Fast Subgoaling for Pathfinding via Real-Time Search." Proceedings of the International Conference on Automated Planning and Scheduling 21 (March 22, 2011): 327–30. http://dx.doi.org/10.1609/icaps.v21i1.13488.
Full textSong, Bing, Meng Li, and Liping Lou. "Pose Estimation under Visual Sensing Technology and Its Application in Art Design." Journal of Sensors 2021 (November 22, 2021): 1–14. http://dx.doi.org/10.1155/2021/2255730.
Full textEnsslin, Astrid, and Tejasvi Goorimoorthee. "TransmediatingBildung: Video Games as Life Formation Narratives." Games and Culture 15, no. 4 (August 30, 2018): 372–93. http://dx.doi.org/10.1177/1555412018796948.
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 textMelki, Henry. "Stage-directing the Virtual Reality Experience: Developing a Theoretical Framework for Immersive Literacy." International Journal of Film and Media Arts 6, no. 2 (December 17, 2021): 129–47. http://dx.doi.org/10.24140/ijfma.v6.n2.08.
Full textGonzález Torres, Javier. "El villano es hoy el héroe. Apuntes iconográficos sobre el protagonismo del mal en los medios audiovisuales actuales / Villains are heroes today: iconographic notes on the prominence of evil in current media." Revista Internacional de Cultura Visual 4, no. 2 (December 12, 2017): 63–74. http://dx.doi.org/10.37467/gka-revvisual.v4.1546.
Full textPermadi, Benny Angga. "Pengaruh Kecintaan Siswa Pada Al-Qur’an Terhadap Perilaku Sosial di Sekolah Dasar Al Islam Plus Kabupaten Sidoarjo." Attadrib: Jurnal Pendidikan Guru Madrasah Ibtidaiyah 4, no. 1 (May 22, 2021): 35–38. http://dx.doi.org/10.54069/attadrib.v4i1.128.
Full textNyman, Elizabeth, and Ryan Lee Teten. "Lost and Found and Lost Again." Games and Culture 13, no. 4 (November 20, 2015): 370–84. http://dx.doi.org/10.1177/1555412015616510.
Full textK., Anupama, and G. K. Chithra. "Of Castration Anxiety and Hypersexualized Female Bodies: A Critical Assessment of the Objectifying Gaze in Batman: Arkham Video Game Series." Theory and Practice in Language Studies 12, no. 9 (September 1, 2022): 1921–29. http://dx.doi.org/10.17507/tpls.1209.26.
Full textLe Hy, Ronan, Anthony Arrigoni, Pierre Bessière, and Olivier Lebeltel. "Teaching Bayesian behaviours to video game characters." Robotics and Autonomous Systems 47, no. 2-3 (June 2004): 177–85. http://dx.doi.org/10.1016/j.robot.2004.03.012.
Full textVASILYEV, A. V. "Design in video game concept art." Декоративное искусство и предметно-пространственная среда. Вестник МГХПА, no. 1-2 (2022): 128–43. http://dx.doi.org/10.37485/1997-4663_2022_1_2_128_143.
Full textNiu, Gengfeng, Siyu Jin, Fang Xu, Shanyan Lin, Zongkui Zhou, and Claudio Longobardi. "Relational Victimization and Video Game Addiction among Female College Students during COVID-19 Pandemic: The Roles of Social Anxiety and Parasocial Relationship." International Journal of Environmental Research and Public Health 19, no. 24 (December 16, 2022): 16909. http://dx.doi.org/10.3390/ijerph192416909.
Full textWaszkiewicz, Agata. "Non-Normative Gender Performances Fat Video Game Characters." Acta Universitatis Sapientiae, Film and Media Studies 20, no. 1 (November 1, 2021): 165–80. http://dx.doi.org/10.2478/ausfm-2021-0020.
Full textKleinsmith, Andrea, and Marco Gillies. "Customizing by doing for responsive video game characters." International Journal of Human-Computer Studies 71, no. 7-8 (July 2013): 775–84. http://dx.doi.org/10.1016/j.ijhcs.2013.03.005.
Full textMitchell, Liam. "Damsels Who Distress." Camera Obscura: Feminism, Culture, and Media Studies 35, no. 2 (September 1, 2020): 63–93. http://dx.doi.org/10.1215/02705346-8359518.
Full textVargas-Iglesias, Juan J. "Making Sense of Genre: The Logic of Video Game Genre Organization." Games and Culture 15, no. 2 (February 7, 2018): 158–78. http://dx.doi.org/10.1177/1555412017751803.
Full textDurusoy, 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 textMiller, Monica K., and Alicia Summers. "Gender Differences in Video Game Characters’ Roles, Appearances, and Attire as Portrayed in Video Game Magazines." Sex Roles 57, no. 9-10 (September 18, 2007): 733–42. http://dx.doi.org/10.1007/s11199-007-9307-0.
Full textBurgess, Jacqueline, and Christian Jones. "The Female Video Game Player-character Persona and Emotional Attachment." Persona Studies 6, no. 2 (March 16, 2021): 7–21. http://dx.doi.org/10.21153/psj2020vol6no2art963.
Full textCox, Ashley D., Cassie A. Eno, and Rosanna E. Guadagno. "Beauty in the Background." International Journal of Interactive Communication Systems and Technologies 2, no. 2 (July 2012): 49–62. http://dx.doi.org/10.4018/ijicst.2012070104.
Full textDietrich, David R. "Avatars of Whiteness: Racial Expression in Video Game Characters." Sociological Inquiry 83, no. 1 (January 16, 2013): 82–105. http://dx.doi.org/10.1111/soin.12001.
Full textBreves, Priska. "Reducing Outgroup Bias through Intergroup Contact with Non-Playable Video Game Characters in VR." PRESENCE: Virtual and Augmented Reality 27, no. 3 (July 2020): 257–73. http://dx.doi.org/10.1162/pres_a_00330.
Full text