Academic literature on the topic 'Video Game consoles'
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Journal articles on the topic "Video Game consoles"
Aditya, Christian. "The Development Of Visual Aspects In Video Games Over The Years." ULTIMART Jurnal Komunikasi Visual 7, no. 2 (November 12, 2016): 18–22. http://dx.doi.org/10.31937/ultimart.v7i2.385.
Full textCassidy, Ryan, and Matthew McEniry. "How the new generation of video game consoles have accelerated the need to preserve digital content – part 1." Library Hi Tech News 31, no. 9 (October 28, 2014): 17–20. http://dx.doi.org/10.1108/lhtn-08-2014-0066.
Full textAnfinogenov, M. V., and I. S. Antyasov. "EVOLUTION OF INFORMATION SECURITY SYSTEMS IN VIDEO GAMES." Journal of the Ural Federal District. Information security 20, no. 3 (2020): 59–68. http://dx.doi.org/10.14529/secur200307.
Full textMattioli, Michael, Atte Lahtiranta, and Michael Mattioli. "Hidden Potential Within Video Game Consoles." IEEE Micro 41, no. 2 (March 1, 2021): 72–77. http://dx.doi.org/10.1109/mm.2021.3055681.
Full textMcEniry, Matthew, and Ryan Cassidy. "How the new generation of consoles have accelerated the need to preserve digital content – part 2." Library Hi Tech News 32, no. 2 (April 7, 2015): 10–13. http://dx.doi.org/10.1108/lhtn-09-2014-0081.
Full textBuller, Ryan. "Lending Video Game Consoles in an Academic Library." portal: Libraries and the Academy 17, no. 2 (2017): 337–46. http://dx.doi.org/10.1353/pla.2017.0020.
Full textCOLLINS, KAREN. "In the Loop: Creativity and Constraint in 8-bit Video Game Audio." Twentieth-Century Music 4, no. 2 (September 2007): 209–27. http://dx.doi.org/10.1017/s1478572208000510.
Full textShay, Ronen, and Anthony Palomba. "First-Party Success or First-Party Failure? A Case Study on Audience Perceptions of the Nintendo Brand During the Wii U’s Product Life Cycle." Games and Culture 15, no. 5 (November 29, 2018): 475–500. http://dx.doi.org/10.1177/1555412018813666.
Full textPintado-Izquierdo, Silvia, Roberto Cano-de-la-Cuerda, and Rosa María Ortiz-Gutiérrez. "Video Game-Based Therapy on Balance and Gait of Patients with Stroke: A Systematic Review." Applied Sciences 10, no. 18 (September 15, 2020): 6426. http://dx.doi.org/10.3390/app10186426.
Full textDowns, Edward. "Driving Home the Message." International Journal of Gaming and Computer-Mediated Simulations 6, no. 1 (January 2014): 50–63. http://dx.doi.org/10.4018/ijgcms.2014010104.
Full textDissertations / Theses on the topic "Video Game consoles"
Ernberg, John. "The internal workings of video game consoles: The GameBoy." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-12849.
Full textSantesson, Peder. "A Study of Greenpeace Campaigns : Environmental Communication of Video Game Console Developers." Thesis, Södertörns högskola, Institutionen för livsvetenskaper, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-10887.
Full textLebduška, Martin. "Analýza světového trhu elektronické zábavy." Master's thesis, Vysoká škola ekonomická v Praze, 2014. http://www.nusl.cz/ntk/nusl-264512.
Full textReynolds, Katherine J. "Narrative, Body and gaze; Representations of Action Heroines in Console Video Games and Gamer Subjectivity." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1363616108.
Full textVollbach, Alexander Michael. "Diversity and Inclusivity in Video Game Advertisements: An Exploration of Video Game Console Commercials from 2003 to 2017." Bowling Green State University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1522968361672216.
Full textCayres, Victor de Morais. "Jogando com o drama: análise das possibilidades dramatúrgicas em vídeo games diante do desenvolvimento tecnológico dos consoles." reponame:Repositório Institucional da UFBA, 2010. http://www.repositorio.ufba.br/ri/handle/ri/9634.
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A pesquisa investiga as relações entre drama e jogo nos video games desenvolvidos para consoles domésticos, analisando a maneira que o desenvolvimento tecnológico impacta no uso de procedimentos dramatúrgicos em tais jogos. O pesquisador adotou uma metodologia calcada em pesquisa bibliográfica de caráter interdisciplinar e no estudo analítico de jogos, considerando a implicação de aspectos subjetivos e a experiência do autor como gamer e levando em conta as especificidades do mercado e da indústria brasileira. A primeira etapa da pesquisa bibliográfica concentrou-se em referenciais acerca do drama, recorrendo a autores da filosofia, teoria da literatura e, sobretudo, das artes cênicas para delimitar o uso de tal termo na presente dissertação além de levantar ferramentas de análise da teoria do drama para aplicá-las ao estudo de video games. Em seguida, realizou-se um estudo acerca da ideia de jogo, a fim de delimitar também esta noção e reconhecer seus aspectos formais, visto que, o presente trabalho compreende os video games, em primeiro lugar, como jogos e leva em consideração suas idiossincrasias enquanto tal. Posteriormente, consultou-se bibliografia acerca dos video games, na qual estão inseridas obras teóricas, historiográficas, revistas e reportagens destinadas ao público gamer e referências mais abrangentes sobre o meio digital. O cruzamento dos dados levantados na pesquisa bibliográfica com as informações subjetivas relacionadas à trajetória do pesquisador enquanto jogador estabeleceu os critérios para a seleção dos jogos analisados. O pesquisador jogou todos os games mencionados na dissertação e/ou assistiu a ação de outros jogadores através de vídeos disponibilizados na internet e, a partir de tal experiência, elencou uma série de procedimentos dramatúrgicos utilizados pelos desenvolvedores de video games ao longo das sete gerações de consoles, estas definidas pela crítica especializada, observando o impacto do desenvolvimento tecnológico na relação entre o drama e o jogo. Por fim, os dados coletados na análise dos jogos são cruzados com os resultados de uma discussão teórica acerca da delimitação da noção de drama e sobre os aspectos formais da Dramática. Com viés sincrônico-diacrônico, a presente dissertação contribui com a produção historiográfica e reflexiva sobre a dramaturgia para video games, esta ainda escassa no meio acadêmico. Oferece, assim, um repertório de estratégias a serem utilizadas, recicladas e/ou reelaboradas por dramaturgos ou game designers. E apresenta ainda como resultado a perspectiva de compreensão dos video games enquanto interfaces entre drama e jogo, sem desconsiderar as idiossincrasias do meio digital.
Salvador
Alley, Timothy Dodd. "Gamers and Gorehounds: The Influence of Video Games on the Contemporary Horror Film." Ohio University / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1180049224.
Full textAlexander, Joseph R. "An Interpretive Phenomenological Inquiry Into Fulfillment Of Choice Theory's Four Basic Psychological Needs Through Console Video Game Engagement." Kent State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=kent1425243488.
Full textChow, Samuel W. "Can Nintendo get its crown back? : examining the dynamics of the U.S. video game console market." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/42380.
Full textIncludes bibliographical references (p. 121-125).
Several generations of video game consoles have competed in the market since 1972. Overall, the entire market shares many similar characteristics, such as network effects and switching cost, which are found in other network-based markets. However, on closer examination, the video game console industry experienced several generations of technological change with each generation bringing a different competitive environment and different set of competitors from the previous one. Consistent with the Schumpeterian market model, both new and later entrants have competed successfully with their strong portfolios of technological innovations. Yet, some firms with dominant market position and strong complementary assets were not able to extend their advantage to the next generation. The dynamic cause and effect relationships associated with the multi-generation video game console industry makes an intriguing subject for economic research. This thesis provides a conceptual framework for analyzing the elements and dynamics of the competitive video game console market. Using qualitative findings and empirical data found in recent research literature on market competition and innovation, a historical analysis of the video game console market was performed. In addition, a system dynamics model was created to validate and support the analysis of the industry. The results from the simulation of the model under various competitive scenarios not only confirm some of the findings from established studies done in this area but also provide us with new qualitative insights into the dynamics operating in the market.
by Samuel W. Chow.
S.M.
Lange, Andreas. "Der Computer schlägt zurück." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-139247.
Full textBooks on the topic "Video Game consoles"
Heckendorn, Benjamin. Hacking Video Game Consoles. New York: John Wiley & Sons, Ltd., 2005.
Find full textThe Encyclopedia of Game Machines: Consoles, Handhelds & Home Computers 1972-2005. Utting, Germany: GamePlan Books, 2006.
Find full textOpening the Xbox: Inside Microsoft's plan to unleash an entertainment revolution. Roseville, Calif.: Prima, 2002.
Find full text(Firm), Prima Games. The ultimate gamers codebook: 27,000 codes, 2,500 games : covers all consoles. Roseville, CA: Prima Games, 2003.
Find full textJennifer, Sims, and BradyGames (Firm), eds. Tales of Vesperia. Indianapolis, IN: BradyGames, 2008.
Find full textThe 100 greatest console video games, 1977-1987. Atglen, PA: Schiffer Publishing, Ltd., 2014.
Find full textFarkas, Bart. The Xbox 360 pocket guide: All the secrets of the Xbox 360, pocket sized. Berkeley, CA: Peachpit Press, 2008.
Find full textFarkas, Bart. The Xbox 360 pocket guide: All the secrets of the Xbox 360, pocket sized. Berkeley, CA: Peachpit Press, 2008.
Find full textUnderdahl, Brian. Xbox: Blow the lid off! Berkeley, Calif: McGraw-Hill/Osborne, 2002.
Find full textBook chapters on the topic "Video Game consoles"
Berger, Arthur Asa. "Video Game Consoles and Video Games: Everyone’s a Hero." In Gizmos or: The Electronic Imperative: How Digital Devices have Transformed American Character and Culture, 65–74. New York: Palgrave Macmillan US, 2015. http://dx.doi.org/10.1007/978-1-137-56545-7_7.
Full textMarco, Javier, Eva Cerezo, and Sandra Baldassarri. "Evaluating a Tangible Game Video Console for Kids." In Human-Computer Interaction – INTERACT 2009, 141–44. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-03655-2_17.
Full textSmith, Anthony N. "Super Mario Seriality: Nintendo’s Narratives and Audience Targeting within the Video Game Console Industry." In Storytelling in the Media Convergence Age, 21–39. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137388155_2.
Full textAlfargani, Asma, and Ahamed Altaboli. "Empirical Comparison of the Effects of Symmetrical and Asymmetrical Video Game Console Controllers on Players Performance." In Proceedings of the 21st Congress of the International Ergonomics Association (IEA 2021), 569–76. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-74614-8_70.
Full textCharlton, Kathryn G. "Keeping It Real: Applying Realistic Periods of Gameplay to the Study of Recall and Recognition of In-Game Advertising in a Console Video Game." In Advances in Advertising Research IX, 101–13. Wiesbaden: Springer Fachmedien Wiesbaden, 2018. http://dx.doi.org/10.1007/978-3-658-22681-7_8.
Full text"Video Game Consoles." In Advances in Business Strategy and Competitive Advantage, 269–95. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-6513-2.ch010.
Full textDaidj, Nabyla. "Video Game Consoles." In Gamification, 883–907. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch044.
Full textLiboriussen, Bjarke, Andrew White, and Dan Wang. "The Ban on Gaming Consoles in China." In Video Game Policy, 230–43. Routledge, 2015. http://dx.doi.org/10.4324/9781315748825-17.
Full textPayne, Matthew Thomas. "“Now They’re Playing with Power!”: Nintendo’s Classics and Franchise Legacy Management." In The Franchise Era, 105–18. Edinburgh University Press, 2019. http://dx.doi.org/10.3366/edinburgh/9781474419222.003.0005.
Full textHemovich, Vanessa. "From Princess to Protagonist." In Gender and the Superhero Narrative, 205–20. University Press of Mississippi, 2018. http://dx.doi.org/10.14325/mississippi/9781496818805.003.0009.
Full textConference papers on the topic "Video Game consoles"
Ionescu, Dan, Viorel Suse, Cristian Gadea, Bogdan Solomon, Bogdan Ionescu, Shahidul Islam, and Marius Cordea. "A 3D NIR camera for gesture control of video game consoles." In 2014 IEEE International Conference on Computational Intelligence and Virtual Environments for Measurement Systems and Applications (CIVEMSA). IEEE, 2014. http://dx.doi.org/10.1109/civemsa.2014.6841429.
Full textYadav, Darshan, Daniel Long, Beshoy Morkos, and Scott Ferguson. "Estimating the Value of Excess: A Case Study of Gaming Computers, Consoles and the Video Game Industry." In ASME 2019 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/detc2019-98428.
Full textIrmler, Frank, and Reiner Creutzburg. "Possibilities for retracing of copyright violations on current video game consoles by optical disk analysis." In IS&T/SPIE Electronic Imaging, edited by Reiner Creutzburg and David Akopian. SPIE, 2014. http://dx.doi.org/10.1117/12.2044933.
Full textChang, KyuSik, GyuBeom Kim, and TaeYong Kim. "Video Game Console Audio: Evolution and Future Trends." In Computer Graphics, Imaging and Visualisation (CGIV 2007). IEEE, 2007. http://dx.doi.org/10.1109/cgiv.2007.87.
Full textLong, Daniel, Beshoy Morkos, and Scott Ferguson. "Forecasting the Value of Excess in Personal Gaming Desktops." In ASME 2020 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2020. http://dx.doi.org/10.1115/detc2020-22248.
Full textChen, Lei, Narasimha Shashidhar, Danda Rawat, Ming Yang, and Christopher Kadlec. "Investigating the security and digital forensics of video games and gaming systems: A study of PC games and PS4 console." In 2016 International Conference on Computing, Networking and Communications (ICNC). IEEE, 2016. http://dx.doi.org/10.1109/iccnc.2016.7440557.
Full textReports on the topic "Video Game consoles"
Desroches, Louis-Benoit, Jeffery Greenblatt, Stacy Pratt, Henry Willem, Erin Claybaugh, Bereket Beraki, Mythri Nagaraju, Sarah Price, and Scott Young. Video game console usage and national energy consumption: Results from a field-metering study. Office of Scientific and Technical Information (OSTI), May 2013. http://dx.doi.org/10.2172/1171536.
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