Journal articles on the topic 'Video game characters'
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Kou, Yue. "An Analysis of Character Design in Video Games." Communications in Humanities Research 14, no. 1 (2023): 186–91. http://dx.doi.org/10.54254/2753-7064/14/20230455.
Full textBurgess, Jacqueline, and Christian Jones. "The Female Video Game Player-character Persona and Emotional Attachment." Persona Studies 6, no. 2 (2021): 7–21. http://dx.doi.org/10.21153/psj2020vol6no2art963.
Full textJosslyn Amelie and Elda Franzia Jasjfi. "ANALISIS VISUAL SPLASH ART KARAKTER LUX PADA GAME “LEAGUE OF LEGENDS”." Jurnal Dimensi DKV: Seni Rupa dan Desain 8, no. 2 (2023): 223–38. http://dx.doi.org/10.25105/jdd.v8i2.18398.
Full textBrahmana, Ariel Marsha Luana, and Banung Grahita. "Analyzing the Adaptation of Ramayana Wayang Characters in Code Atma Video Game." Ultimart: Jurnal Komunikasi Visual 16, no. 1 (2023): 114–24. http://dx.doi.org/10.31937/ultimart.v16i1.3230.
Full textErgen, İsmail. "Generating video game characters using StyleGAN2." JOURNAL OF AWARENESS 8, no. 1 (2023): 57–61. http://dx.doi.org/10.26809/joa.1974.
Full textShedko, 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 textBykhanova, Maria A. "MEDIATIZATION METHODS OF FOLKLORE CHARACTERS IN VIDEO GAMES. THE CASE OF “YAGA” GAME." Folklore: structure, typology, semiotics 6, no. 2 (2023): 97–111. http://dx.doi.org/10.28995/2658-5294-2023-6-2-97-111.
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 (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 (2004): 177–85. http://dx.doi.org/10.1016/j.robot.2004.03.012.
Full textDesai, Neesha, and Duane Szafron. "Enhancing the Believability of Character Behaviors Using Non-Verbal Cues." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 8, no. 1 (2021): 130–35. http://dx.doi.org/10.1609/aiide.v8i1.12514.
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 (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 (2021): 165–80. http://dx.doi.org/10.2478/ausfm-2021-0020.
Full textXie, Yuchen. "Performance of NeRF and its optimized models on generating images from 2D to 3D of animation or game character." Applied and Computational Engineering 6, no. 1 (2023): 910–18. http://dx.doi.org/10.54254/2755-2721/6/20230957.
Full textBurgess, Jacqueline, and Christian M. Jones. "“Is It Too Much to Ask That We’re Allowed to Win the Game?”: Character Attachment and Agency in the Mass Effect 3 Ending Controversy." Bulletin of Science, Technology & Society 37, no. 3 (2017): 146–58. http://dx.doi.org/10.1177/0270467618819685.
Full textChen, Zeyuan, and Josh McCoy. "Augmenting Character Path Planning with Layered Social Influences." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 15, no. 1 (2019): 123–29. http://dx.doi.org/10.1609/aiide.v15i1.5234.
Full textBudiman, Arief, and Ardy Aprilian Anwar. "KONSTRUKSI IKON, INDEK, DAN SIMBOL DALAM MEMBANGUN VISUALISASI KARAKTER VIDEO GAME HARVEST MOON BACK TO NATURE." Jurnal Bahasa Rupa 4, no. 1 (2020): 1–9. http://dx.doi.org/10.31598/bahasarupa.v4i1.566.
Full textLull, Robert B., Bryan Gibson, Carlos Cruz, and Brad J. Bushman. "Killing characters in video games kills memory for in-game ads." Psychology of Popular Media Culture 7, no. 1 (2018): 87–97. http://dx.doi.org/10.1037/ppm0000108.
Full textKleinsmith, Andrea, and Marco Gillies. "Customizing by doing for responsive video game characters." International Journal of Human-Computer Studies 71, no. 7-8 (2013): 775–84. http://dx.doi.org/10.1016/j.ijhcs.2013.03.005.
Full textJiang, Zixuan. "Emotional Simulation in Game AI and Its Impact on Player Experience." International Journal of Education and Humanities 13, no. 2 (2024): 11–13. http://dx.doi.org/10.54097/pbhsqy34.
Full textZakharova, Dina V., and Lyudmila M. Bondareva. "Semantic Peculiarities of Quasi-Anthroponyms in the Texts of English-Language Fantasy Video Games." Vestnik of Northern (Arctic) Federal University. Series Humanitarian and Social Sciences, no. 1 (March 1, 2024): 47–55. http://dx.doi.org/10.37482/2687-1505-v320.
Full textJatmiko, Rahmawan. "Fictional Characters’ Heroism in Assassin’s Creed III Video Game in the Perception of Indonesian Video Gamers." NOBEL: Journal of Literature and Language Teaching 8, no. 1 (2017): 35–48. http://dx.doi.org/10.15642/nobel.2017.8.1.35-48.
Full textJennings, Amanda Brooke, and Madeline Messer. "Paying to play: an economic experiment examining children’s avatar preferences and their willingness to pay for them." Young Consumers 20, no. 3 (2019): 219–35. http://dx.doi.org/10.1108/yc-12-2018-0910.
Full textBurdka, Łukasz, and Paweł Rohleder. "Applied inverse kinematics for bipedal characters moving on the diverse terrain." Machine Graphics and Vision 26, no. 1/4 (2017): 3–11. http://dx.doi.org/10.22630/mgv.2017.26.1.1.
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 (2007): 733–42. http://dx.doi.org/10.1007/s11199-007-9307-0.
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 (2012): 49–62. http://dx.doi.org/10.4018/ijicst.2012070104.
Full textEngland, Maureen. "Dickens's Afterlife: Character and Cultural Memory." Victoriographies 10, no. 3 (2020): 311–31. http://dx.doi.org/10.3366/vic.2020.0397.
Full textMaharditya, I. G. N. Adhimas. "Representation of Gender-Based Violence Words in Genshin Impact." Humanitatis : Journal of Language and Literature 9, no. 2 (2023): 389–96. http://dx.doi.org/10.30812/humanitatis.v9i2.2797.
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 (2020): 257–73. http://dx.doi.org/10.1162/pres_a_00330.
Full textDietrich, David R. "Avatars of Whiteness: Racial Expression in Video Game Characters." Sociological Inquiry 83, no. 1 (2013): 82–105. http://dx.doi.org/10.1111/soin.12001.
Full textBlass, Joseph, and Ian Horswill. "Implementing Injunctive Social Norms Using Defeasible Reasoning." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 11, no. 4 (2021): 75–81. http://dx.doi.org/10.1609/aiide.v11i4.12826.
Full textMihu, Catrina-Claudia. "Translating Identities: How Cultural Choices Shape Character Perception in Genshin Impact." East-West Cultural Passage 23, no. 2 (2023): 80–94. http://dx.doi.org/10.2478/ewcp-2023-0014.
Full textAnindya, Natasha Talitha, and Lastiko Endi Rahmantyo. "(DE)HUMANIZATION OF PHYSICALLY DISABLED BODIES IN BORDERLANDS 3." Paradigma: Jurnal Kajian Budaya 13, no. 3 (2023): 429–47. http://dx.doi.org/10.17510/paradigma.v13i3.1038.
Full textBurgess, Melinda C. R., Steven Paul Stermer, and Stephen R. Burgess. "Sex, Lies, and Video Games: The Portrayal of Male and Female Characters on Video Game Covers." Sex Roles 57, no. 5-6 (2007): 419–33. http://dx.doi.org/10.1007/s11199-007-9250-0.
Full textLuo, Lan. "The Evolution of Female Character Representations in Video Games from a Feminism Perspective." Lecture Notes in Education Psychology and Public Media 30, no. 1 (2023): 131–36. http://dx.doi.org/10.54254/2753-7048/30/20231605.
Full textPranselga, Argia, Iwan Rizal Setiawan, and Winda Apriandari. "Implementasi Finite State Machine Pada Karakter NPC Musuh Dalam Game Adventure In Java." Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi 10, no. 3 (2021): 391. http://dx.doi.org/10.35889/jutisi.v10i3.707.
Full textRennick, Stephanie, and Seán Roberts. "The Video Game Dialogue Corpus." Corpora 19, no. 1 (2024): 93–106. http://dx.doi.org/10.3366/cor.2024.0299.
Full textKirkland, Ewan. "Masculinity in Video Games: The Gendered Gameplay of Silent Hill." Camera Obscura: Feminism, Culture, and Media Studies 24, no. 2 (2009): 161–83. http://dx.doi.org/10.1215/02705346-2009-006.
Full textCannizzo, Alejandro, and Esmitt Ramírez. "Towards Procedural Map and Character Generation for the MOBA Game Genre." Ingeniería y Ciencia 11, no. 22 (2015): 95–119. http://dx.doi.org/10.17230/ingciencia.11.22.5.
Full textSmith, Jennifer. "Voices, Combat, and Music." Journal of Sound and Music in Games 2, no. 2 (2021): 42–62. http://dx.doi.org/10.1525/jsmg.2021.2.2.42.
Full textToksanbayeva, Aisha. "Game characters as a narrative tool: an analysis of the influence of visual design on the development of the storyline in the game." Рroblems of engineering and professional education 73, no. 2 (2024): 57–66. http://dx.doi.org/10.32523/2220-685x-2024-73-2-57-66.
Full textLópez-Arcos, J. R., N. Padilla-Zea, P. Paderewski, and F. L. Gutiérrez. "Designing Stories for Educational Video Games." International Journal of Web-Based Learning and Teaching Technologies 12, no. 4 (2017): 1–13. http://dx.doi.org/10.4018/ijwltt.2017100101.
Full textBeattie, Scott. "Fatness and Fable: Regulating the Interactive Body in Video Games." Somatechnics 1, no. 2 (2011): 357–71. http://dx.doi.org/10.3366/soma.2011.0024.
Full textMurray, Soraya. "“Raji's Burden”." CyberOrient 17, no. 1 (2023): 10–37. http://dx.doi.org/10.1002/cyo2.35.
Full textWilujeng, Panggio Restu, and Nurvita Wijayanti. "Religion Simulacrum in Open World Video Game." BELIEF: Sociology of Religion Journal 1, no. 2 (2023): 114. http://dx.doi.org/10.30983/belief.v1i2.7859.
Full textMartins, Nicole, Dmitri C. Williams, Rabindra A. Ratan, and Kristen Harrison. "Virtual muscularity: A content analysis of male video game characters." Body Image 8, no. 1 (2011): 43–51. http://dx.doi.org/10.1016/j.bodyim.2010.10.002.
Full textOktavanya, Ridanti, and Yasmine Anabel Panjaitan. "THE AMBIVALENCE OF LIFE IS STRANGE IN PORTRAYING ITS FEMALE CHARACTERS." International Journal of Humanity Studies (IJHS) 3, no. 1 (2019): 14–29. http://dx.doi.org/10.24071/ijhs.v3i1.2018.
Full textStansbury, Jessica A., Geoffrey D. Munro, and David R. Earnest. "Morality in Gaming: Observer Perceptions of Player versus Character Actions." Journal of Psychological Perspective 6, no. 1 (2024): 63–72. http://dx.doi.org/10.47679/jopp.617702024.
Full textYuwono, Ardian Indro. "PEREMPUAN DALAM VIDEO GIM : Representasi Perempuan Dalam Dead or Alive 6." Interaksi: Jurnal Ilmu Komunikasi 11, no. 1 (2022): 60–72. http://dx.doi.org/10.14710/interaksi.11.1.60-72.
Full textRobyananta Saputra, Bayu, and Rinawati Ciptaningrum. "Perancangan Game Kasual Pongo Tap Pixel Art 2D." Syntax Idea 5, no. 10 (2023): 1670–78. http://dx.doi.org/10.46799/syntax-idea.v5i10.2644.
Full textSchiffer, Sheldon. "How Actors Can Animate Game Characters: Integrating Performance Theory in the Emotion Model of a Game Character." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 15, no. 1 (2019): 227–29. http://dx.doi.org/10.1609/aiide.v15i1.5252.
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