Journal articles on the topic 'Video game creation'
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Trepte, Sabine, and Leonard Reinecke. "Avatar Creation and Video Game Enjoyment." Journal of Media Psychology 22, no. 4 (2010): 171–84. http://dx.doi.org/10.1027/1864-1105/a000022.
Full textShubin, Aleksey Vitalevich, Gulnara Faritovna Sahibgareeva, and Vlada Vladimirovna Kugurakova. "The Concept of Automatic Creation Tool for Computer Game Scenario Prototype." Russian Digital Libraries Journal 25, no. 5 (2022): 533–52. http://dx.doi.org/10.26907/1562-5419-2022-25-5-533-552.
Full textRoth, Martin E. "At the Edge of a ‘Digital Area’ – Locating Small-Scale Game Creation." Asiascape: Digital Asia 2, no. 3 (2015): 183–212. http://dx.doi.org/10.1163/22142312-12340030.
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 textBaimuratov, O. A. "DEVELOPMENT AND OPTIMAZATION OF VIDEO GAME MECHANICS IN UNITY 3D." Bulletin of the Korkyt Ata Kyzylorda University 59, no. 4 (2021): 204–10. http://dx.doi.org/10.52081/bkaku.2021.v59.i4.113.
Full textWerning, Stefan. "Disrupting video game distribution." Nordic Journal of Media Studies 1, no. 1 (2019): 103–24. http://dx.doi.org/10.2478/njms-2019-0007.
Full textReid, Darren. "Video Game Development as Public History." Public Historian 46, no. 1 (2024): 74–107. http://dx.doi.org/10.1525/tph.2024.46.1.74.
Full textKabát, Marián. "Pár poznámok k terminológii a neologizmom v lokalizácii videohier." Nová filologická revue 14, no. 1 (2022): 28–40. http://dx.doi.org/10.24040/nfr.2022.14.1.28-40.
Full textCatton, Anthony Michael. "Mere play or authorial creation? Assessing copyright and ownership of in-game player creations (Part 1)." Interactive Entertainment Law Review 2, no. 2 (2019): 57–66. http://dx.doi.org/10.4337/ielr.2019.02.01.
Full textAfi, Fouad El, and Smail Ouiddad. "Consumer engagement in value co-creation within virtual video game communities." Management & Marketing. Challenges for the Knowledge Society 16, no. 4 (2021): 370–86. http://dx.doi.org/10.2478/mmcks-2021-0022.
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 (2019): 115. http://dx.doi.org/10.31315/jik.v16i2.2687.
Full textOlivares-Rodríguez, Cristian, Paula Villagra, Rodolfo E. Mardones, Luis Cárcamo-Ulloa, and Nicolás Jaramillo. "Costa Resiliente: A Serious Game Co-Designed to Foster Resilience Thinking." Sustainability 14, no. 24 (2022): 16760. http://dx.doi.org/10.3390/su142416760.
Full textMeier, Cecile, Jose Luis Saorín, Alejandro Bonnet de León, and Alberto Guerrero Cobos. "Using the Roblox Video Game Engine for Creating Virtual tours and Learning about the Sculptural Heritage." International Journal of Emerging Technologies in Learning (iJET) 15, no. 20 (2020): 268. http://dx.doi.org/10.3991/ijet.v15i20.16535.
Full textGidhagen, Mikael, Oscar Persson Ridell, and David Sörhammar. "The orchestrating firm: value creation in the video game industry." Managing Service Quality: An International Journal 21, no. 4 (2011): 392–409. http://dx.doi.org/10.1108/09604521111146261.
Full textBaltezarević, Borivoje, and Vesna Baltezarević. "Mythological narrative in video games as a form of media promotion of culture." Bastina, no. 59 (2023): 211–18. http://dx.doi.org/10.5937/bastina33-42476.
Full textSTIE Indonesia Banking School, Fajrian Angelo, Santi Rimadias STIE Indonesia Banking School, and Bani Saad STIE Indonesia Banking School. "JUMPA Vol. 7 No. 1 Februari 2020 Peran Ewom Sebagai Pendorong Penciptaan Value Co-Creation Dan Implikasinya Pada Purchase Intention." Jurnal Manajemen dan Perbankan (JUMPA) 7, no. 1 (2020): 40–51. http://dx.doi.org/10.55963/jumpa.v7i1.391.
Full textBontchev, Boyan, Desislava Paneva-Marinova, and Lubomil Draganov. "An Educational 3D Maze Game for Bulgarian Orthodox Iconography." Digital Presentation and Preservation of Cultural and Scientific Heritage 6 (September 30, 2016): 283–84. http://dx.doi.org/10.55630/dipp.2016.6.31.
Full textSchenk, Kevin, Adel Lari, Matthew Church, et al. "ScriptEase II: Platform Independent Story Creation Using High-Level Patterns." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 9, no. 1 (2021): 170–76. http://dx.doi.org/10.1609/aiide.v9i1.12672.
Full textAlsaif, Khalil, and Ahmed Abdullah. "Alsaif Dataset Creation and Evaluation for Gymnastics Movement." International Journal of Computers and Informatics 3, no. 6 (2024): 9–23. http://dx.doi.org/10.59992/ijci.2024.v3n6p1.
Full textMaravić, Manojko. "Relacije umetnosti i video igara / Relations of Art and Video Games." AM Journal of Art and Media Studies, no. 1 (January 15, 2012): 93–104. http://dx.doi.org/10.25038/am.v0i1.12.
Full textDapšys, Liudvikas. "A MODEL FOR THE CREATION OF SCRIPTED SEQUENCES FOR SERIOUS GAME APPLICATIONS." Mokslas - Lietuvos ateitis 15 (June 16, 2023): 1–7. http://dx.doi.org/10.3846/mla.2023.19145.
Full textMerino-Cajaraville, Alba, Salvador Reyes-de-Cózar, and Pablo Navazo-Ostúa. "SCHEMA: A Process for the Creation and Evaluation of Serious Games—A Systematic Review towards Sustainability." Sustainability 15, no. 16 (2023): 12351. http://dx.doi.org/10.3390/su151612351.
Full textNebel, Steve, Sascha Schneider, Janine Schledjewski, and Günter Daniel Rey. "Goal-Setting in Educational Video Games." Simulation & Gaming 48, no. 1 (2016): 98–130. http://dx.doi.org/10.1177/1046878116680869.
Full textFEHN, C., C. WEISSIG, I. FELDMANN, et al. "CREATION OF HIGH-RESOLUTION VIDEO PANORAMAS FOR SPORT EVENTS." International Journal of Semantic Computing 01, no. 02 (2007): 171–84. http://dx.doi.org/10.1142/s1793351x07000135.
Full textTelang, Shree, Anirudh Patki, Anant Kale, Prathamesh Jadhav, and Gayatri Mujumdar. "Shooting Game Using Unreal Engine." International Journal for Research in Applied Science and Engineering Technology 11, no. 3 (2023): 398–403. http://dx.doi.org/10.22214/ijraset.2023.49425.
Full textKoç, Feden. "The Effect of Video Games and Video Game Playing Time on the Performance of Computerized Accounting Lesson." International Journal of Technology in Education 6, no. 3 (2023): 488–506. http://dx.doi.org/10.46328/ijte.525.
Full textNyman, Elizabeth, and Ryan Lee Teten. "Lost and Found and Lost Again." Games and Culture 13, no. 4 (2015): 370–84. http://dx.doi.org/10.1177/1555412015616510.
Full textAlshhre, Ali M. "قصص لم تُكتشف: توجيه تأثير الأدب على تطوير ألعاب الفيديو والإبداع". Kufa Journal of Arts 1, № 60 (2024): 365–91. http://dx.doi.org/10.36317/kja/2024/v1.i60.14727.
Full textBabanova, A. I. "The dialectic of freedom in the game space." Kazan Socially-Humanitarian Bulletin, no. 6 (63) (January 9, 2024): 138–45. http://dx.doi.org/10.26907/2079-5912.2023.6.138-145.
Full textNur Affandi, Amam. "Pembuatan Game 2D Melawan Virus Menggunakan Unity Engine." SEMINAR TEKNOLOGI MAJALENGKA (STIMA) 8 (October 1, 2024): 35–42. http://dx.doi.org/10.31949/stima.v8i0.1243.
Full textUSPENSKYI, M. S., M. S. USPENSKYI, and V. V. NESTERENKO. "NOTION “ARCHITECTURE” IN THE CONTEXT OF CONTEMPORARY VIRTUAL ART DEVELOPMENT (ON EXAMPLE OF A VIDEO GAME)." Ukrainian Journal of Civil Engineering and Architecture, no. 6 (January 14, 2023): 106–14. http://dx.doi.org/10.30838/j.bpsacea.2312.271222.106.917.
Full textHastings, Erin, Ratan Guha, and Kenneth Stanley. "Demonstrating Automatic Content Generation in the Galactic Arms Race Video Game." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 5, no. 1 (2009): 189–90. http://dx.doi.org/10.1609/aiide.v5i1.12345.
Full textPark, Sojeong, and Kyunghoon Han. "Analysis of Sound Montage in Video Game Cut Scenes." Korean Society of Culture and Convergence 45, no. 12 (2023): 1195–205. http://dx.doi.org/10.33645/cnc.2023.12.45.12.1195.
Full textSuciansyah, Ramadhani, Bartholomius Harpad, and Hanifah Ekawati. "Implementation of the Breadth First Search Algorithm in the Darkness Maze Game Based on Desktop Intelligent Agent." TEPIAN 2, no. 3 (2021): 125–29. http://dx.doi.org/10.51967/tepian.v2i3.346.
Full textCabrera Medina, Jaime Malqui, Irlesa Indira Sánchez Medina, and Boris Alberto Céspedes Muñoz. "inclusion engineer with STEAM in the educational institution." Ingeniería Solidaria 18, no. 3 (2022): 1–23. http://dx.doi.org/10.16925/2357-6014.2022.03.10.
Full textJohnson, Mark R., and Jamie Woodcock. "The impacts of live streaming and Twitch.tv on the video game industry." Media, Culture & Society 41, no. 5 (2018): 670–88. http://dx.doi.org/10.1177/0163443718818363.
Full textLekhnitskaya, Polina Alexandrovna. "The White Room as a Narrative-Psychological Concept in a VideoGame." Культура и искусство, no. 10 (October 2023): 36–50. http://dx.doi.org/10.7256/2454-0625.2023.10.39034.
Full textSteinkuehler, Constance. "Massively Multiplayer Online Gaming as a Constellation of Literacy Practices." E-Learning and Digital Media 4, no. 3 (2007): 297–318. http://dx.doi.org/10.2304/elea.2007.4.3.297.
Full textClay, Elonda. "These Gods Got Swagger." Bulletin for the Study of Religion 40, no. 3 (2011): 4–9. http://dx.doi.org/10.1558/bsor.v40i3.002.
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 textVvedenskaya, Anna. "Common features of video games and social networks: importance for international taxation." Interactive Entertainment Law Review 3, no. 2 (2020): 105–20. http://dx.doi.org/10.4337/ielr.2020.02.03.
Full textVvedenskaya, Anna. "Common features of video games and social networks: importance for international taxation." Interactive Entertainment Law Review 3, no. 2 (2020): 105–20. http://dx.doi.org/10.4337/ielr.2020.02.03.
Full textLessard, Jonathan, and Carl Therrien. "Indies de province." Le jeu vidéo au Québec 14, no. 23 (2021): 15–35. http://dx.doi.org/10.7202/1078726ar.
Full textHofman-Kohlmeyer, Magdalena. "Brand-Related User-Generated Content in Simulation Video Games: Qualitative Research Among Polish Players." Central European Management Journal 29, no. 1 (2021): 61–87. http://dx.doi.org/10.7206/cemj.2658-0845.41.
Full textSarassati, Renovita, Amrullah Amrullah, and Ahmad Saipullah. "Media Video Animasi 3D Sebagai Salah Satu Pembelajaran." CICES 4, no. 1 (2018): 113–24. http://dx.doi.org/10.33050/cices.v4i1.482.
Full textAndiloro, Andrea. "‘This must be the place’: Understanding video game placeness through atmosphere and the refrain in Dark Souls." Journal of Gaming & Virtual Worlds 14, no. 2 (2022): 207–23. http://dx.doi.org/10.1386/jgvw_00058_1.
Full textO’Hagan, Minako. "Putting Pleasure First: Localizing Japanese Video Games." TTR 22, no. 1 (2010): 147–65. http://dx.doi.org/10.7202/044785ar.
Full textNayak, Mohit Raj, and J. B. Simha. "Experiment of Fuzzy Logic on Game System." International Journal for Research in Applied Science and Engineering Technology 11, no. 10 (2023): 1837–45. http://dx.doi.org/10.22214/ijraset.2023.56329.
Full textMcDaniel, Rudy, and Stephen M. Fiore. "Best Practices for the Design and Development of Ethical Learning Video Games." International Journal of Cyber Ethics in Education 2, no. 4 (2012): 1–23. http://dx.doi.org/10.4018/ijcee.2012100101.
Full textStudley, Thomas, Jon Drummond, Nathan Scott, and Keith Nesbitt. "Can Competitive Digital Games Support Real-Time Music Creation?" Journal of Sound and Music in Games 3, no. 1 (2022): 1–35. http://dx.doi.org/10.1525/jsmg.2022.3.1.1.
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