Journal articles on the topic 'Video game developers'
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ANGELIA, JUANDA MARIA, ANNISA AYU MULIA, and DETANTI ASMANINGAYU PRAMESTI. "Copyright Protection of Video Game for Game Developer in Indonesia." Notaire 2, no. 2 (August 8, 2019): 213. http://dx.doi.org/10.20473/ntr.v2i2.13097.
Full textWIKHAMN, BJÖRN REMNELAND, ALEXANDER STYHRE, JAN LJUNGBERG, and ANNA MARIA SZCZEPANSKA. "EXPLORATION VS. EXPLOITATION AND HOW VIDEO GAME DEVELOPERS ARE ABLE TO COMBINE THE TWO." International Journal of Innovation Management 20, no. 06 (July 13, 2016): 1650045. http://dx.doi.org/10.1142/s1363919616500456.
Full textKristanto, Damar. "The Impact of Game Avatar Customization in Improving User Experience and Gamer Loyalty: Experiment in Role Playing Game (RPG) Based Video Game." TIJAB (The International Journal of Applied Business) 2, no. 2 (February 26, 2019): 86. http://dx.doi.org/10.20473/tijab.v2.i2.2018.86-106.
Full textRoy, Nandita. "Applying Kant’s Ethics to Video Game Business Models." Business and Professional Ethics Journal 40, no. 1 (2021): 109–27. http://dx.doi.org/10.5840/bpej202115106.
Full textStyhre, Alexander, and Björn Remneland-Wikhamn. "The ambiguities of money-making." Qualitative Research in Organizations and Management: An International Journal 15, no. 3 (October 18, 2019): 215–34. http://dx.doi.org/10.1108/qrom-02-2019-1733.
Full textWeststar, Johanna. "Understanding video game developers as an occupational community." Information, Communication & Society 18, no. 10 (April 20, 2015): 1238–52. http://dx.doi.org/10.1080/1369118x.2015.1036094.
Full textCapasso-Ballesteros, Italo Felipe, and Fernando De la Rosa-Rosero. "Semi-automatic construction of video game design prototypes with MaruGen." Revista Facultad de Ingeniería Universidad de Antioquia, no. 99 (March 27, 2020): 9–20. http://dx.doi.org/10.17533/udea.redin.20200369.
Full textKlimas, Patrycja. "Key Resources in Game Developers’ Business Models." Journal of Management and Financial Sciences, no. 31 (July 29, 2019): 135–49. http://dx.doi.org/10.33119/jmfs.2018.31.11.
Full textPerks, Matthew E. "How Does Games Critique Impact Game Design Decisions? A Case Study of Monetization and Loot Boxes." Games and Culture 15, no. 8 (August 1, 2019): 1004–25. http://dx.doi.org/10.1177/1555412019865848.
Full textSafadi, Firas, Raphael Fonteneau, and Damien Ernst. "Artificial Intelligence in Video Games: Towards a Unified Framework." International Journal of Computer Games Technology 2015 (2015): 1–30. http://dx.doi.org/10.1155/2015/271296.
Full textBettivia, Rhiannon. "Enrolling Heterogeneous Partners in Video Game Preservation." International Journal of Digital Curation 11, no. 1 (October 5, 2016): 17–32. http://dx.doi.org/10.2218/ijdc.v11i1.339.
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 (March 15, 2021): 61–87. http://dx.doi.org/10.7206/cemj.2658-0845.41.
Full textKopaniecki, Jakub. "Walking the streets of a virtual metropolis. The audiosphere of the game Grand Theft Auto IV." Interdisciplinary Studies in Musicology, no. 19 (December 31, 2019): 173–84. http://dx.doi.org/10.14746/ism.2019.19.12.
Full textChaichitwanidchakol, Pitsanu, and Witcha Feungchan. "Exploring Mobile Game Interactions." International Journal of Electrical and Computer Engineering (IJECE) 8, no. 5 (October 1, 2018): 3954. http://dx.doi.org/10.11591/ijece.v8i5.pp3954-3965.
Full textMirowski, Alexander, and Brian P. Harper. "Elements of Infrastructure Demand in Multiplayer Video Games." Media and Communication 7, no. 4 (December 20, 2019): 237–46. http://dx.doi.org/10.17645/mac.v7i4.2337.
Full textPhan, Mikki H., Joseph R. Keebler, and Barbara S. Chaparro. "The Development and Validation of the Game User Experience Satisfaction Scale (GUESS)." Human Factors: The Journal of the Human Factors and Ergonomics Society 58, no. 8 (September 27, 2016): 1217–47. http://dx.doi.org/10.1177/0018720816669646.
Full textCostello, Robert, and Jodie Donovan. "How Game Designers Can Account for Those With Autism Spectrum Disorder (ASD) When Designing Game Experiences." International Journal of End-User Computing and Development 8, no. 2 (July 2019): 29–55. http://dx.doi.org/10.4018/ijeucd.20190701.oa1.
Full textKlimas, Patrycja, and Wojciech Czakon. "Organizational innovativeness and coopetition: a study of video game developers." Review of Managerial Science 12, no. 2 (December 11, 2017): 469–97. http://dx.doi.org/10.1007/s11846-017-0269-5.
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 textTie, Anna-Lisa. "Copyright law issues in the context of video game Let's Plays and livestreams." Interactive Entertainment Law Review 3, no. 2 (December 23, 2020): 121–30. http://dx.doi.org/10.4337/ielr.2020.02.04.
Full textTie, Anna-Lisa. "Copyright law issues in the context of video game Let's Plays and livestreams." Interactive Entertainment Law Review 3, no. 2 (December 23, 2020): 121–30. http://dx.doi.org/10.4337/ielr.2020.02.04.
Full textPeticca-Harris, Amanda, Johanna Weststar, and Steve McKenna. "The perils of project-based work: Attempting resistance to extreme work practices in video game development." Organization 22, no. 4 (June 29, 2015): 570–87. http://dx.doi.org/10.1177/1350508415572509.
Full textGrieman, Keri. "Lakitu's world: proactive and reactive regulation in video games." Interactive Entertainment Law Review 2, no. 2 (December 2019): 67–77. http://dx.doi.org/10.4337/ielr.2019.02.02.
Full textCrawford, Garry, Daniel Muriel, and Steven Conway. "A feel for the game: Exploring gaming ‘experience’ through the case of sports-themed video games." Convergence: The International Journal of Research into New Media Technologies 25, no. 5-6 (May 10, 2018): 937–52. http://dx.doi.org/10.1177/1354856518772027.
Full textWaszkiewicz, Agata, and Martyna Bakun. "Towards the aesthetics of cozy video games." Journal of Gaming & Virtual Worlds 12, no. 3 (October 1, 2020): 225–40. http://dx.doi.org/10.1386/jgvw_00017_1.
Full textBosman, Frank G. "The Sacred and the Digital. Critical Depictions of Religions in Digital Games." Religions 10, no. 2 (February 22, 2019): 130. http://dx.doi.org/10.3390/rel10020130.
Full textDannenberg, Ross, and Josh Davenport. "Top 10 video game cases (US): how video game litigation in the US has evolved since the advent of Pong." Interactive Entertainment Law Review 1, no. 2 (December 2018): 89–102. http://dx.doi.org/10.4337/ielr.2018.02.02.
Full textStatham, Nataska. "Use of Photogrammetry in Video Games: A Historical Overview." Games and Culture 15, no. 3 (July 3, 2018): 289–307. http://dx.doi.org/10.1177/1555412018786415.
Full textAtmaja, Pratama Wirya, Daniel Oranova Siahaan, and Imam Kuswardayan. "Game Design Document Format For Video Games With Passive Dynamic Difficulty Adjustment." Register: Jurnal Ilmiah Teknologi Sistem Informasi 2, no. 2 (July 1, 2016): 86. http://dx.doi.org/10.26594/r.v2i2.551.
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 (October 2012): 1–23. http://dx.doi.org/10.4018/ijcee.2012100101.
Full textJankowski, Filip. "The Presence of Female Designers in French Video Game Industry, 1985–1993." Games and Culture 15, no. 6 (April 15, 2019): 670–84. http://dx.doi.org/10.1177/1555412019841954.
Full textHarviainen, J. Tuomas, Janne Paavilainen, and Elina Koskinen. "Ayn Rand’s Objectivist Ethics Applied to Video Game Business." Journal of Business Ethics 167, no. 4 (April 16, 2019): 761–74. http://dx.doi.org/10.1007/s10551-019-04159-y.
Full textO'Donnell, Casey. "The Nintendo Entertainment System and the 10NES Chip: Carving the Video Game Industry in Silicon." Games and Culture 6, no. 1 (August 11, 2010): 83–100. http://dx.doi.org/10.1177/1555412010377319.
Full textÁlvarez, Ricardo, and Fábio Duarte. "Spatial Design and Placemaking: Learning From Video Games." Space and Culture 21, no. 3 (November 10, 2017): 208–32. http://dx.doi.org/10.1177/1206331217736746.
Full textBachell, Alasdair, and Matthew Barr. "Video Game Preservation in the UK: A Survey of Records Management Practices." International Journal of Digital Curation 9, no. 2 (October 29, 2014): 139–70. http://dx.doi.org/10.2218/ijdc.v9i2.294.
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 (December 20, 2018): 670–88. http://dx.doi.org/10.1177/0163443718818363.
Full textJEDWILLAT, LUISA, and NATALIA NOWACK. "A GAME WITH MUSIC OR MUSIC WITH A GAME? ABOUT THE VIDEO GAME KARMAFLOW." Art and Science of Television 16, no. 4 (2020): 85–108. http://dx.doi.org/10.30628/1994-9529-2020-16.4-85-108.
Full textIbrahim, Amer, Francisco Luis Gutiérrez Vela, Patricia Paderewski Rodríguez, José Luís González Sánchez, and Natalia Padilla Zea. "Playability Guidelines for Educational Video Games." International Journal of Game-Based Learning 2, no. 4 (October 2012): 18–40. http://dx.doi.org/10.4018/ijgbl.2012100102.
Full textKocurek, Carly. "Walter Benjamin on the Video Screen: Storytelling and Game Narratives." Arts 7, no. 4 (October 23, 2018): 69. http://dx.doi.org/10.3390/arts7040069.
Full textGolding, Dan. "Finding Untitled Goose Game’s Dynamic Music in the World of Silent Cinema." Journal of Sound and Music in Games 2, no. 1 (January 1, 2021): 1–16. http://dx.doi.org/10.1525/jsmg.2021.2.1.1.
Full textFreed, Sara, Briana Sprague, and Lesley Ross. "Feasibility and Enjoyment of Exercise Video Games in Older Adults." Innovation in Aging 4, Supplement_1 (December 1, 2020): 559. http://dx.doi.org/10.1093/geroni/igaa057.1838.
Full textRydzewski, Rafał. "Market-to-Book Ratio and Creative Industries– Example of Polish Video Games Developers." Economics and Culture 16, no. 1 (June 1, 2019): 137–47. http://dx.doi.org/10.2478/jec-2019-0015.
Full textBabb, Jeffry, Neil Terry, and Kareem Dana. "The Impact Of Platform On Global Video Game Sales." International Business & Economics Research Journal (IBER) 12, no. 10 (September 30, 2013): 1273. http://dx.doi.org/10.19030/iber.v12i10.8136.
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 (October 2017): 146–58. http://dx.doi.org/10.1177/0270467618819685.
Full textKhalid, Tooba, Syeda Hina Batool, Ayesha Khalid, Henna Saeed, and Syed Waqas Hussain Zaidi. "Pakistani students’ perceptions about their learning experience through video games." Library Hi Tech 38, no. 3 (November 15, 2019): 493–503. http://dx.doi.org/10.1108/lht-03-2019-0068.
Full textSeok, Soonhwa, and Boaventura DaCosta. "The Cyber Awareness of Online Video Game Players." International Journal of Cyber Research and Education 1, no. 1 (January 2019): 69–77. http://dx.doi.org/10.4018/ijcre.2019010108.
Full textBulut, Ergin. "One-Dimensional Creativity: A Marcusean Critique of Work and Play in the Video Game Industry." tripleC: Communication, Capitalism & Critique. Open Access Journal for a Global Sustainable Information Society 16, no. 2 (June 4, 2018): 757–71. http://dx.doi.org/10.31269/triplec.v16i2.930.
Full textMiner, Joshua D. "Biased Render." Screen Bodies 4, no. 1 (June 1, 2019): 48–71. http://dx.doi.org/10.3167/screen.2019.040105.
Full textBowden, Sara. "Not suitable for the easily disturbed: Sonic nonlinearity and disruptive horror in Doki Doki Literature Club!" Soundtrack 11, no. 1 (August 1, 2020): 7–22. http://dx.doi.org/10.1386/ts_00002_1.
Full textInstr. Angham T. Saleh J. "Using Wordscapes Game as a Tool to Develop EFL Learners’ Vocabulary Repertoire." journal of the college of basic education 25, no. 105 (December 1, 2019): 129–47. http://dx.doi.org/10.35950/cbej.v25i105.4793.
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