Academic literature on the topic 'Video game culture'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Video game culture.'

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.

Journal articles on the topic "Video game culture"

1

Genovesi, Matteo. "Choices and Consequences: The Role of Players in The Walking Dead: A Telltale Game Series." Open Cultural Studies 1, no. 1 (December 20, 2017): 350–58. http://dx.doi.org/10.1515/culture-2017-0032.

Full text
Abstract:
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 will discuss a specific video game, based on the famous franchise of The Walking Dead. This brand, which appears in comic books, novels, TV series, Web episodes and video games, is analysable not only as an exemplary case of transmedia storytelling, where every ramification of the franchise published in different media is both autonomous and synergistic with the others, but also by focusing on the choice excitement of users in the first season of the video game The Walking Dead: A Telltale Game Series.
APA, Harvard, Vancouver, ISO, and other styles
2

de Wildt, Lars, Thomas H. Apperley, Justin Clemens, Robbie Fordyce, and Souvik Mukherjee. "(Re-)Orienting the Video Game Avatar." Games and Culture 15, no. 8 (July 17, 2019): 962–81. http://dx.doi.org/10.1177/1555412019858890.

Full text
Abstract:
This article explores the cultural appropriation of the term avatar by Western tech culture and what this implies for scholarship of digital games, virtual worlds, social media, and digital cultures. The term has roots in the religious tradition of the Indian subcontinent and was subsequently imported into video game terminology during a period of widespread appropriation of Eastern culture by Californian tech industries. We argue that the use of the term was not a case of happenstance but a signaling of the potential for computing to offer a mystical or enchanted perspective within an otherwise secular world. This suggests that the concept is useful in game cultures precisely because it plays with the “otherness” of the term's original meaning. We argue that this indicates a fundamental hybridity to gaming cultures that highlight the need to add postcolonial perspectives to how issues of diversity and power in gaming cultures are understood.
APA, Harvard, Vancouver, ISO, and other styles
3

Lavigne, Francis. "La culture vidéoludique au Québec." Le jeu vidéo au Québec 14, no. 23 (July 8, 2021): 133–58. http://dx.doi.org/10.7202/1078732ar.

Full text
Abstract:
How are video games discussed through time in the Belle Province? Do Quebecers share a common and specific video game culture? We try to answer those two questions in this paper through an analysis of Bibliothèque and Archives nationales du Québec (BAnQ) catalogue. We compiled and analyzed a variety of discourses created and presented by (and for) Quebecers between 1978 and 2018. As we talk about different trends animating discourses on video games, we also discuss the limitations of BAnQ’s catalogue and the state of video game preservation in Quebec. We focus on a few key items pinpointed during our research at the Collection nationale.
APA, Harvard, Vancouver, ISO, and other styles
4

Cade, Rochelle, and Jasper Gates. "Gamers and Video Game Culture." Family Journal 25, no. 1 (November 25, 2016): 70–75. http://dx.doi.org/10.1177/1066480716679809.

Full text
Abstract:
Gamers are a growing population and video game culture remains unfamiliar to the majority of counselors. Little scholarship exits that would aid counselors in gaining awareness and knowledge about gamers and video game culture. Such information has implications for counselors to better meet the needs of gamers, their partners, and families seeking counseling. The authors discuss elements of gaming culture including a brief history, population characteristics, terminology, healthy and unhealthy gaming, and implications for counselors.
APA, Harvard, Vancouver, ISO, and other styles
5

Ruberg, Bonnie, and Amanda L. L. Cullen. "Feeling for an Audience." Digital Culture & Society 5, no. 2 (December 1, 2019): 85–102. http://dx.doi.org/10.14361/dcs-2019-0206.

Full text
Abstract:
Abstract The practice of live streaming video games is becoming increasingly popular worldwide (Taylor 2018). Live streaming represents more than entertainment; it is expanding the practice of turning play into work. Though it is commonly misconstrued as “just playing video games,” live streaming requires a great deal of behind-the-scenes labor, especially for women, who often face additional challenges as professionals within video game culture (AnyKey 2015). In this article, we shed light on one important aspect of the gendered work of video game live streaming: emotional labor. To do so, we present observations and insights drawn from our analysis of instructional videos created by women live streamers and posted to YouTube. These videos focus on “tips and tricks” for how aspiring streamers can become successful on Twitch. Building from these videos, we articulate the various forms that emotional labor takes for video game live streamers and the gendered implications of this labor. Within these videos, we identify key recurring topics, such as how streamers work to cultivate feelings in viewers, perform feelings, manage their own feelings, and use feelings to build personal brands and communities for their streams. Drawing from existing work on video games and labor, we move this scholarly conversation in important new directions by highlighting the role of emotional labor as a key facet of video game live streaming and insisting on the importance of attending to how the intersection of play and work is tied to identity.
APA, Harvard, Vancouver, ISO, and other styles
6

Johnson, Mark R., and Yinyi Luo. "Gaming-value and culture-value: Understanding how players account for video game purchases." Convergence: The International Journal of Research into New Media Technologies 25, no. 5-6 (November 28, 2017): 868–83. http://dx.doi.org/10.1177/1354856517743667.

Full text
Abstract:
In most writing on video games, whether within or beyond the academy, the availability of gaming media is implicitly taken for granted. However, we propose that the act of video game purchase should be seen as an important aspect of the player–video game relationship. Drawing on original interview data, this work explores two types of video game purchasing that are common in contemporary Western gaming culture – the ‘pre-order’ (paying for a game before its release), and what we term ‘backlog purchasing’ (buying a cheap game unlikely to ever be played). Through Marx and Adorno’s theorizations of value, specifically exchange-value and use-value, we argue that, according to players, the meaningful aspects of those purchases are more than simply obtaining the entertainment value realized through gaming. Instead, different kinds of purchases activities are themselves imbued with varied and powerful values, by both players and the industry. We call these ‘gaming-value’ and ‘culture-value’. Furthermore, drawing on Lewis’ conceptualization of consumer capitalism, this article also traces the ideological root of, and the flow of power beneath, these two particular types of consumption. Through analysing video game purchases, we aim to shed light upon a crucial element of the audience–media relationship, as well as other theoretical issues, most notably adapting and updating Marxist concepts for the purpose of researching modern video games.
APA, Harvard, Vancouver, ISO, and other styles
7

Eklund, Lina, Björn Sjöblom, and Patrick Prax. "Lost in Translation: Video Games Becoming Cultural Heritage?" Cultural Sociology 13, no. 4 (June 27, 2019): 444–60. http://dx.doi.org/10.1177/1749975519852501.

Full text
Abstract:
Recent attention to the question of preservation and exhibition of video games in cultural institutions such as museums indicates that this media form is moving from being seen as contentious consumer object to cultural heritage. This empirical study examines two recent museum exhibitions of digital games: GameOn 2.0 at the National Museum of Science and Technology in Stockholm (TM), and Women in Game Development at the Museum of Art and Digital Entertainment, Oakland (MADE). The aim is to explore how games are appropriated within such institutions, and thereby how they are configured as cultural heritage and exhibitable culture. The study uses actor-network theory in order to analyse heterogeneous actors working in conjunction in such processes, specifically focusing on translation of games and game culture as they are repositioned within museums. The study explores how games are selectively recruited at both institutions and thereby translated in order to fit exhibition networks, in both cases leading to a glossing over of contentious issues in games and game culture. In turn, this has led to a more palatable but less nuanced transformation of video games into cultural heritage. While translating video games into cultural heritage, the process of making games exhibitable lost track of games as culture by focusing on physical artefacts and interactive, playable fun. It also lost track of them as situated in our culture by skimming over or ignoring the current contentious nature of digital games, and finally, it lost track of games as being produced and experienced in a particular context, or games of culture.
APA, Harvard, Vancouver, ISO, and other styles
8

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.

Full text
Abstract:
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 teaching features to video game characteristics, we define a teaching organisation to experiment if a serious game can be adapted to learn programming.
APA, Harvard, Vancouver, ISO, and other styles
9

Shaw, Adrienne. "What Is Video Game Culture? Cultural Studies and Game Studies." Games and Culture 5, no. 4 (October 2010): 403–24. http://dx.doi.org/10.1177/1555412009360414.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Oliva, Mercè, Óliver Pérez-Latorre, and Reinald Besalú. "‘Choose, collect, manage, win!’: Neoliberalism, enterprising culture and risk society in video game covers." Convergence: The International Journal of Research into New Media Technologies 24, no. 6 (November 24, 2016): 607–22. http://dx.doi.org/10.1177/1354856516680324.

Full text
Abstract:
This article aims to identify the relationship between video games and neoliberal values. To fulfil this aim, it analyses the covers of the 20 top-selling video games in the United States each year from 2010 to 2014 (a total of 80 different games). Video game covers are a type of paratext, that is, texts that accompany another text to promote it and to guide its reading. Thus, video game covers choose and highlight some of the games’ features over others, and by doing that they construct a discourse. In this article, it is argued that regardless of genre, the covers analysed convey and promote neoliberal values, such as freedom and choice, entrepreneurship, consumption and accumulation of goods, customization, novelty, individualism and meritocracy. This promotion of neoliberal values is combined with an appeal to the concerns of ‘risk society’. Thus, the covers of the top-selling video games play on fears linked to the new context created by the economic crisis while at the same time legitimizing the neoliberal ideal of the ‘enterprising self’ as a model for dealing with it.
APA, Harvard, Vancouver, ISO, and other styles
More sources

Dissertations / Theses on the topic "Video game culture"

1

Woo, Tack. "video game culture and interactivity; An exploration of digital interactive media through a metaphorical approach to video game culture." Thesis, University of Dundee, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.510624.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Ruffino, Paolo. "Gamers' games : narratives of conflict, independence and engagement in video game culture." Thesis, Goldsmiths College (University of London), 2015. http://research.gold.ac.uk/16594/.

Full text
Abstract:
In this dissertation I look at various ways in which the relation between gamers and games has been discussed in video game culture in recent years. Gamers and games are currently being positioned by many scholars and industry experts as experiencing a series of major changes. From one perspective, gamers are said to be getting more and more access to the means of production of video games. Video games, in turn, are frequently analysed in terms of the effects they can have on their users. I argue that the discourses surrounding these phenomena have the effect of reinforcing the separation between gamers and games, considering both terms as separate and distinct entities. Throughout this dissertation I offer a series of readings of the relationship between the two, of how this relationship is currently being discussed by various actors and of how it could be narrated otherwise. I look at the narratives about the historical origins of both gamers and games, the conflicts between consumers and publishers, the production of independent games and the use of games for doing things. Drawing on deconstruction (Derrida 1976, 1980, 1985, 1988) and cultural and media studies scholarship, I interrogate the mechanisms behind many of the stories surrounding the contaminated and parasitical relations (Serres 1982) between gamers and games, whereby both categories are seen as emerging from the process of boxing consumers and products into discrete entities. I offer a reading of contemporary video game culture through a study that aims to encourage all of us who study and play (with) games to raise ethical questions for our own role in shaping the objects of research and for our involvement in the discourses we produce, as both gamers and scholars. What is ultimately at stake in this project is the possibility of outlining an alternative mode of thinking about the medium of the video game, one that blurs the distinction between studying, playing, making and living with video games through the invention of narratives about the unresolved relations (Laclau and Mouffe 1985) between gamers and games.
APA, Harvard, Vancouver, ISO, and other styles
3

Lucena, Jesiel Lyncoln. "In a Haystack: A Video Game About Discrimination and Privilege in American Culture." Digital WPI, 2016. https://digitalcommons.wpi.edu/etd-theses/387.

Full text
Abstract:
This Post Mortem discusses the choices made during the design and development process of In a Haystack, a narrative based adventure video game that discusses Privilege and Discrimination in American Society. As a solo project, I created a polished interactive experience that I intend to turn into a published episodic video game series. This document goes over the methodology choices, technical and artistic difficulties, and challenges faced by in pursuit of this goal.
APA, Harvard, Vancouver, ISO, and other styles
4

Chapman, Gillentine Lacey Mencken Frederick Carson. "Do modern video games impact the cultural perceptions and acceptance of racial stereotypes? a qualitative assessment of video game usage /." Waco, Tex. : Baylor University, 2007. http://hdl.handle.net/2104/5053.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Herrera, Benjamin A. "The edge of reality: A contemporary analysis of the video game culture." Scholarly Commons, 2015. https://scholarlycommons.pacific.edu/uop_etds/200.

Full text
Abstract:
This thesis explores the contemporary world of video games and analyzes why people engage with single player and multiplayer video game experiences. Based on the uses and gratifications framework, this study examines how college students are engaging with video games and if they prefer single player or online multiplayer video games. Focus groups were conducted with college students to explore the video game culture. The results demonstrated that participants preferred single player video games due to less interruption from social interactions with online multiplayer games, but also to avoid harassment and negative criticisms that continue to plague online multiplayer experiences. Results also suggest that participants seek solitude while engaging with video games in order to become immersed within the game for a more relaxed and fun experience. Gratification dimensions were included from previous research including: arousal, challenge, competition, diversion, fantasy, and social interaction. Several new dimensions not matching previous research were discovered in the data that provided new perspectives on why players engage with single player video games. The participants discussed that single player video games could be played at their own pace, stopped at any time, and then continue their experience at their leisure. Participants were also researching and anticipating new game projects from their favorite developers. Additionally, participants suggest that if the developers made video games they enjoy playing, then the participants would continue to support and follow their future game projects.
APA, Harvard, Vancouver, ISO, and other styles
6

Soler, Alejandro. "Can We Save Video Game Journalism? : Can grass roots media contribute with a more critical perspective to contemporary video game coverage?" Thesis, Uppsala universitet, Institutionen för informatik och media, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-225392.

Full text
Abstract:
Video game journalism has been accused for lack in journalistic legitimacy for decades. The historical relation between video game journalists and video game publishers has always been problematic from an objective point of view, as publishers have the power to govern and dictate journalistic coverage by withdrawing financial funding and review material. This has consequently lead to lack in journalistic legitimacy when it comes to video game coverage. However, as the grass roots media movement gained popularity and attention in the mid 2000s, a new more direct and personal way of coverage became evident. Nowadays, grass roots media producers operate within the same field of practice as traditional journalists and the difference between entertainment and journalism has become harder than ever to distinguish. The aim of this master thesis is to discover if grass roots media is more critical than traditional video game journalism regarding industry coverage. The study combines Communication Power theory, Web 2.0 and Convergence Culture, as well as Alternative Media and Participatory Journalistic theory, to create an interdisciplinary theoretical framework. The theoretical framework also guides our choice in methodology as a grounded theory study, where the aim of analysis is to present or discover a new theory or present propositions grounded in our analysis. To reach this methodological goal, 10 different grass roots media producers were interviewed at 6 different occasions. The interviewees were asked about their opinions regarding grass roots media production, their own contribution, as well how they identified journalistic coverage. It was discovered that the grass roots media producers were not more critical than traditional video game journalists. This was because grass roots media producers operate under the rules of entertainment production. It was discovered that if grass roots media producers break out of the normative rules of entertainment production, they would either loose their autonomous freedom or funding, resulting in a catch-22 situation. Furthermore, it was found that grass roots media producers did not identify themselves as journalists; rather they identified themselves as game critics or reviewers. Thus, a video game journalist is categorised as an individual that report writes or edits video game news as an occupation, with formal journalistic training. However, since neither grass roots media producers nor industry veterans in general have journalistic training, it is still unclear who is a video game journalist. Lastly, we found that grass roots media producers have little possibility to influence traditional video game journalism. The only way to increase the status of journalistic legitimacy is by encouraging journalism itself, to engage in critical media coverage. As there is a public demand for industry coverage, and journalistic legitimacy is grounded on the normative democratic self-descriptions of the profession, video game journalism needs to move beyond entertainment and engage in democratically, constructive and critical coverage.
APA, Harvard, Vancouver, ISO, and other styles
7

Bullock, Katherine Mary. "The Reproduction of Hypermasculinity, Misogyny and Rape Culture in Online Video Game Interactions." Thesis, North Dakota State University, 2017. https://hdl.handle.net/10365/28667.

Full text
Abstract:
Playing video games is a popular past time for many, and the introduction of online gaming allows people of various backgrounds to interact with one another. Yet, it is clear in the wake of incidences such as Gamergate which saw threats directed towards women, that gaming is still considered a male space that is hostile towards women. Through content analysis of online spaces, this research sought to understand how violence towards femininity manifests in gaming. Through Louis Althusser?s (1972) concept of Ideological State Apparatuses (ISAs) I explore how hypermasculine and misogynistic ideologies are reproduced in online gaming culture. It was found that violence towards women, hypermasculinity, and misogyny were perpetuated through the expression of dominant ideologies that place men above women. That being said, there were a significant number of people who spoke out against these ideologies thus working to dismantle the dominant attitudes that contribute to violence towards women.
APA, Harvard, Vancouver, ISO, and other styles
8

Shur, Etelle. "Remixing Overwatch: A Case Study in Fan Interactions with Video Game Sound." Scholarship @ Claremont, 2017. http://scholarship.claremont.edu/scripps_theses/1076.

Full text
Abstract:
In the past, video game communities have been studied after they have already been well-established. Studying the Overwatch fandom now, less than a year after the game’s release, while its community is still growing, allows me to observe the way gamers bring prior fandom experiences to a new game and the way a new fan community establishes its own practices. Moreover, the Overwatch fandom is growing at a time when technology is rapidly changing the way fans share transformative works and the way media companies interact with fans. Studying Overwatch fan communities now can give a sense of what is and is not changing and how it might affect fandom.
APA, Harvard, Vancouver, ISO, and other styles
9

Vonderlind, Chris J. "Twitch TV Uncovered – Interactivity and Community in Video Game Live Streams." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1566367310448623.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Rogers, Katherine Linn. "The Sounds of "Pac-Man Fever": Intersections of Video Game Culture and Popular Music in America." Case Western Reserve University School of Graduate Studies / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=case1559848783170242.

Full text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Books on the topic "Video game culture"

1

Embrick, David G. Social exclusion, power and video game play: New research in digital media and technology /. Lanham, Md: Lexington Books, 2012.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

Embrick, David G. Social exclusion, power and video game play: New research in digital media and technology /. Lanham, Md: Lexington Books, 2012.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

Daniel, Muriel, and Crawford Garry. Video Games As Culture. Abingdon, Oxon; New York, NY: Routledge, 2018 | Series: Routledge advances in sociology ; 241: Routledge, 2018. http://dx.doi.org/10.4324/9781315622743.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Sotamaa, Olli, and Jan Svelch, eds. Game Production Studies. NL Amsterdam: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463725439.

Full text
Abstract:
Video games have entered the cultural mainstream and now rival established forms of entertainment such as film or television in terms of economic profits. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities within the industry. In Game Production Studies, an international group of researchers takes a closer look at the everyday realities of video game production, ranging from commercial studios to independent creators. Across sixteen chapters, the authors deal with issues related to labour, production routines, or monetization, as well as local specificities. As the first edited collection dedicated solely to video game production, this volume provides a timely resource for anyone interested in how games are made and at what cost.
APA, Harvard, Vancouver, ISO, and other styles
5

Allison, DeBlasio, and Marsocci Joey, eds. 1000 incredible costume & cosplay ideas: A showcase of creative characters from anime, manga, video games, movies, comics and more! Beverly, MA: Quarry Books, 2013.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
6

Gandolfi, Enrico. Videogiochi indipendenti: Cultura, comunicazione e partecipazione. Milano: Edizioni Unicopli, 2015.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
7

Gómez, Mario Rubiales. Vídeo digital. Madrid: Anaya Multimedia, 2004.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
8

Gómez, Mario Rubiales. Vídeo digital. 2nd ed. Madrid: Anaya Multimedia, 2005.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
9

Videogame audiences: Local practices, global cultures. New York: P. Lang, 2009.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
10

Goldberg, Harold. All your base are belong to us: How 50 years of videogames conquered pop culture. New York: Three Rivers Press, 2011.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Book chapters on the topic "Video game culture"

1

Kirkpatrick, Graeme. "Approaching Video Game History." In The Formation of Gaming Culture, 5–26. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137305107_2.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

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 text
APA, Harvard, Vancouver, ISO, and other styles
3

Pettini, Silvia. "Culture-Specificity in Video Games." In The Translation of Realia and Irrealia in Game Localization, 59–101. New York: Routledge, 2021. http://dx.doi.org/10.4324/9781003001935-3.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Venter, Anja. "Video Game Culture in Cape Town, South Africa." In Encyclopedia of Computer Graphics and Games, 1–5. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-319-08234-9_390-1.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Barany, Amanda, and Aroutis Foster. "Examining Identity Exploration in a Video Game Participatory Culture." In Communications in Computer and Information Science, 3–13. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-33232-7_1.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Johnson, Mark R. "The Place of Culture, Society, and Politics in Video Game World-Building." In World-Builders on World-Building, 110–31. New York, NY : Routledge, 2020.: Routledge, 2020. http://dx.doi.org/10.4324/9780429242861-7.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Frelik, Paweł. "Video Games." In The Routledge Companion to Cyberpunk Culture, 184–92. London; New York : Routledge, 2020.: Routledge, 2019. http://dx.doi.org/10.4324/9781351139885-23.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Velez, John A., Melissa R. Gotlieb, Geoffrey Graybeal, Alan Abitbol, and Jonathan A. Villarreal. "Live Streams and Revenue Streams: Twitch as a Hybrid Gaming Culture." In Video Games, 193–207. New York, NY : Routledge, 2018. | Series: Electronic media research series: Routledge, 2018. http://dx.doi.org/10.4324/9781351235266-12.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Ruffino, Paolo. "A Theory of Non-existent Video Games: Semiotic and Video Game Theory." In Computer Games and New Media Cultures, 107–24. Dordrecht: Springer Netherlands, 2012. http://dx.doi.org/10.1007/978-94-007-2777-9_7.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Corona, Antonio. "Video games." In The Routledge Handbook to the Culture and Media of the Americas, 462–67. Abingdon, Oxon ; New York, NY : Routledge, 2020.: Routledge, 2020. http://dx.doi.org/10.4324/9781351064705-44.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Video game culture"

1

"Facet Analysis of Video Game Genres." In iConference 2014 Proceedings: Breaking Down Walls. Culture - Context - Computing. iSchools, 2014. http://dx.doi.org/10.9776/14057.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

An, Haeng-A., and Jinho Park. "A Lagrangian Approach on Video based Fluid Animation." In Art, Culture, Game, Graphics, Broadcasting and digital Contents 2015. Science & Engineering Research Support soCiety, 2015. http://dx.doi.org/10.14257/astl.2015.87.05.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Lee, Joohun, Haehyun Jung, and Jaejung Lee. "An User Interface of Live Video Mixing System Using Hand Gesture Recognition." In Art, Culture, Game, Graphics, Broadcasting and Digital Contents 2015. Science & Engineering Research Support soCiety, 2015. http://dx.doi.org/10.14257/astl.2015.101.02.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Kim, Byeong Jeong, and Seop Hyeong Park. "A Simple Video Up-Scaling and Segmentation Method for Tiled Display System with Heterogeneous Display Devices." In Art, Culture, Game, Graphics, Broadcasting and Digital Contents 2015. Science & Engineering Research Support soCiety, 2015. http://dx.doi.org/10.14257/astl.2015.101.05.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Shliakhovchuk, Elena, and Adolfo Muñoz García. "Digital game-based learning for D&I: conceptual design of an educational digital game Chuzme." In INNODOCT 2019. Valencia: Universitat Politècnica de València, 2019. http://dx.doi.org/10.4995/inn2019.2019.10561.

Full text
Abstract:
There is a demand for tools facilitating intercultural, diversity and inclusion (D&I) education. Video games are one of the most advanced new media technologies, so it is only natural to suppose that they can offer remarkable possibilities for fostering learning in the area of intercultural, D&I education. This article explores theoretical guidelines in the design of Chuzme, a serious educational game that focuses on raising cultural self-awareness, the acknowledgement of cultural bias, and aims to generate positive attitudes towards migrants, refugees and expatriates amongst its players and to train to be an inclusive leader. It is hoped that this will serve as a useful reference to guide the development of similar titles in the future.
APA, Harvard, Vancouver, ISO, and other styles
6

Sayogo, Shandhi, Hafiz Aziz Ahmad, and Dianing Ratri. "Translating Crew Management Process Into a Simulation Video Game." In International Moving Image Cultures Conference. Film Department Universitas Multimedia Nusantara, 2019. http://dx.doi.org/10.31937/imov-20.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

SAYOGO, SHANDHI, HAFIZ AZIZ AHMAD, and DIANING RATRI. "Translating Crew Management Process Into a Simulation Video Game." In International Moving Image Cultures Conference. Film Department Universitas Multimedia Nusantara, 2019. http://dx.doi.org/10.31937/imoviccon-20.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Fava, Laura A., Claudia Banchoff, Luciano J. Nomdedeu, and Sofia Martin. "The native cultures through Raíces: A video game as a didactic-cognitive resource." In 2017 Twelfth Latin-American Conference on Learning Technologies (LACLO). IEEE, 2017. http://dx.doi.org/10.1109/laclo.2017.8120949.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Wartika, Enok. "Online Video Games of Indonesian Culture Content as One of the Creative Ways to Introduce Nation Culture Values." In 2nd International Conference on Arts and Design Education (ICADE 2019). Paris, France: Atlantis Press, 2020. http://dx.doi.org/10.2991/assehr.k.200321.014.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Matei, Stefania. "Digital Cultures of Commemoration: Learning and Unlearning History through Video Games." In 2015 20th International Conference on Control Systems and Computer Science (CSCS). IEEE, 2015. http://dx.doi.org/10.1109/cscs.2015.128.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Reports on the topic "Video game culture"

1

DeJaeghere, Joan, Vu Dao, Bich-Hang Duong, and Phuong Luong. Inequalities in Learning in Vietnam: Teachers’ Beliefs About and Classroom Practices for Ethnic Minorities. Research on Improving Systems of Education (RISE), February 2021. http://dx.doi.org/10.35489/bsg-rise-wp_2021/061.

Full text
Abstract:
Global and national education agendas are concerned with improving quality and equality of learning outcomes. This paper provides an analysis of the case of Vietnam, which is regarded as having high learning outcomes and less inequality in learning. But national data and international test outcomes may mask the hidden inequalities that exist between minoritized groups and majority (Kinh) students. Drawing on data from qualitative videos and interviews of secondary teachers across 10 provinces, we examine the role of teachers’ beliefs, curricular design and actions in the classroom (Gale et al., 2017). We show that teachers hold different beliefs and engage in curricular design – or the use of hegemonic curriculum and instructional practices that produce different learning outcomes for minoritized students compared to Kinh students. It suggests that policies need to focus on the social-cultural aspects of teaching in addition to the material and technical aspects.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography