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Journal articles on the topic 'Video game fiction'

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1

Maza, Antonio José Planells de la. "The expressive power of the Possible Worlds Theory in video games: when narratives become interactive and fictional spaces." Comunicação e Sociedade 27 (June 29, 2015): 289–302. http://dx.doi.org/10.17231/comsoc.27(2015).2102.

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The philosophical concept of possible worlds (Lenzen, 2004; Lewis, 1986) has been used in literary studies and narratology (Dolezel, 1998; Eco, 1979) to define the way in which we conceive different narrative possibilities inside the fictional world. In Game Studies, some authors have used this concept to explore the relationship between game design and game experience (Kücklich, 2003; Maietti, 2004; Ryan, 2006), while Jesper Juul (2005) has studied the fictional world evoked by the connection between rules and fiction. In this paper we propose a new approach to video games as ludofictional wo
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Milburn, Colin, Katherine Buse, Ranjodh Singh Dhaliwal, et al. "Join the Fold: Video Games, Science Fiction, and the Refolding of Citizen Science." Design Issues 39, no. 1 (2023): 70–87. http://dx.doi.org/10.1162/desi_a_00707.

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Abstract This article explores the value of science fiction narratives in games for citizen science. Focusing on the protein-folding game Foldit, it describes the process of modifying and redesigning the game to feature a framing narrative and other alterations to the main tutorial campaign. The campaign narrative, Foldit: First Contact, situates the practices of citizen science in an expanded context of meanings and ethical implications, promoting critical self-reflection on the relations of science and civic values. A study of player responses to Foldit: First Contact suggests the significan
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Krasulia, Alla, and Vladyslav Kravchenko. "Translation and Localization Features of English Video Games (Based on the Subnautica Franchise)." Vìsnik Marìupolʹsʹkogo deržavnogo unìversitetu Serìâ Fìlologìâ 14, no. 25 (2021): 176–82. http://dx.doi.org/10.34079/2226-3055-2021-14-25-176-182.

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Video games are continuously growing in popularity with every year. As the video game market is growing, more games get localized into other languages including Ukrainian. There is still not enough research on translation aspects of video game localization although translation scholars and localization experts have created a solid theoretical framework for such studies. The article deals with the translation and localization features of English video games. It is important to differentiate between translation and localization. The former refers to the entire process of adapting digital product
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Bissell, Blake, Mo Morris, Emily Shaffer, Michael Tetzlaff, and Seth Berrier. "Vessel: A Cultural Heritage Game for Entertainment." Archiving Conference 2021, no. 1 (2021): 1–6. http://dx.doi.org/10.2352/issn.2168-3204.2021.1.0.2.

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Museums are digitizing their collections of 3D objects. Video games provide the technology to interact with these objects, but the educational goals of a museum are often at odds with the creative forces in a traditional game for entertainment. Efforts to bridge this gap have either settled on serious games with diminished entertainment value or have relied on historical fictions that blur the line between reality and fantasy. The Vessel project is a 3D game designed around puzzle mechanics that remains a game for entertainment while realizing the benefits of incorporating digitized artifacts
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Guttenbrunner, Mark, Christoph Becker, and Andreas Rauber. "Keeping the Game Alive: Evaluating Strategies for the Preservation of Console Video Games." International Journal of Digital Curation 5, no. 1 (2010): 64–90. http://dx.doi.org/10.2218/ijdc.v5i1.144.

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Interactive fiction and video games are part of our cultural heritage. As original systems cease to work because of hardware and media failures, methods to preserve obsolete video games for future generations have to be developed. The public interest in early video games is high, as exhibitions, regular magazines on the topic and newspaper articles demonstrate. Moreover, games considered to be classic are rereleased for new generations of gaming hardware. However, with the rapid development of new computer systems, the way games look and are played changes constantly. When trying to preserve c
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Jatmiko, 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.

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Assassin’s Creed is a historical fiction video game developed and published by Ubisoft. This video game has been so far considered as one of the most violent video games. Assassin’s Creed III is the third sequel of which plot is set in a fictional history of real world events and follows the centuries-old conflict between the Assassins and the Templars. Based on this study, the plot, characters, characterization, and scenes in Assassin’s Creed III are deemed to be able to give positive teachings to the young generation, despite the fact that there are violent and sadistic scenes in the story.
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Yu, Kuiqian. "An Analysis of Cultural Adaptation in Video Game Localization --A Case Study of Cyberpunk 2077: Phantom Liberty." Lecture Notes in Education Psychology and Public Media 37, no. 1 (2024): 242–52. http://dx.doi.org/10.54254/2753-7048/37/20240556.

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This thesis examines the localization of the DLC "Phantom Liberty" in the video game "Cyberpunk 2077" using Yang Shizhang's cultural adaptation strategy. It explores four sub-strategies: cultural assimilation, cultural weakening, cultural transformation, and cultural beautification. The localization process faces challenges due to the extensive volume of game text and the inclusion of science fiction terminology and cultural references. Previous research on game localization and cultural adaptation strategies is reviewed, highlighting the significance of cultural adaptation in game translation
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Galanina, Ekaterina V., and Elena O. Samoylova. "“GAME-RELATED PHENOMENA” AS MODERN MYTHMAKING." Vestnik Tomskogo gosudarstvennogo universiteta. Kul'turologiya i iskusstvovedenie, no. 40 (2020): 5–19. http://dx.doi.org/10.17223/22220836/40/1.

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The relevance of the subject “game-related phenomena” is associated with the increasing importance of new cultural phenomena in modern culture (cosplay, let’s play, video blogging, fan art, fan fiction), which nonetheless rarely become the subject of cultural and philosophical reflection. We suggest exploring “game-related phenomena” from the standpoint of modern mythmaking. The concept of “game-related phenomena” is proposed to denote a number of sociocultural phenomena related to video games, but which are not their immediate part (cosplay, let’s play, fan fiction, fan art, e-sports, etc.).
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Falkenhayner, Nicole. "Futurity as an Effect of Playing Horizon: Zero Dawn (2017)." Humanities 10, no. 2 (2021): 72. http://dx.doi.org/10.3390/h10020072.

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Futurity denotes the quality or state of being in the future. This article explores futurity as an effect of response, as an aesthetic experience of playing a narrative video game. In recent years, there has been a growing interest in the ways in which video games are engaged in ecocriticism as an aspect of cultural work invested in the future. In the presented reading of the 2017 video game Horizon: Zero Dawn, it is argued that the combination of the affect creating process of play, in combination with a posthumanist and postnatural plot, creates an experience of futurity, which challenges ge
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Thabet, Tamer. "A mente e a máquina: desempenho, design de jogos e humanidades." Boitatá 8, no. 15 (2013): 22. http://dx.doi.org/10.5433/boitata.2013v8.e31544.

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This article argues in favor of teaching video game design as a humanistic discipline. In The Art of Videogames (2009), Grant Tavinor defines video games as a form of fiction and art. Based on some of the ideas that Tavinor highlights, Chris Crawford’s standpoint on game designers’ preparation in Chris Crawford on Game Design (2003), and Huizinga’s description of the functions of play in Homo Ludens (1964), I will reason for the approach of housing the undergraduate game studies and design in the faculty of humanities as one discipline. The rationale of why the art and technology of games shou
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Xiong, Ruoyan. "The Use of Game Elements in Hollywood Science Fiction Films, Taking Ready Player One and Free Guy as Examples." Communications in Humanities Research 3, no. 1 (2023): 435–42. http://dx.doi.org/10.54254/2753-7064/3/20220398.

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Film and game integration is a new phenomenon in today's multimedia era, and Hollywood science fiction films become a good carrier for the use of game elements with advanced production technology and virtual visual presentation. Based on current research, this paper uses the method of image analysis to explore the use of game rule elements and goal elements in two representative science fiction films, namely, Ready Player One and Free Guy. It looks into the formulaic effect of the rule elements on films world construction and their innovativeness in terms of humanistic worldviews. Furthermore,
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Steinkuehler, 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.

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The claim that video games are replacing literacy activities that is bandied about in the American mainstream press is based not only on unspecified definitions of both ‘games' and ‘literacy’ but also on a surprising lack of research on what children actually do when they play video games. In this article, the author examines some of the practices that comprise game play in the context of one genre of video games in particular — massively multiplayer online games (MMOGs). Based on data culled from a two-year online cognitive ethnography of the MMOG Lineage (both I and II), the author argues th
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Shalamay, Anastasia. "The Functioning of Communicative Units in the In-game Text of Video Games." Studia Philologica, no. 22 (2024): 215–26. http://dx.doi.org/10.28925/2412-2491.2024.2215.

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This article describes the results of a pragmatic analysis of communicative units that were selected from different types of in-game text (spoken and written game plot-related text and interface text) taken from six video games of various game genres (action-shooter, action-adventure, role-playing game, simulator etc.) and narrative genres (fantasy, science fiction, horror, military, medieval, western). It further offers a model for classification of the abovementioned units based on the pragmatic aim of the utterance, i.e. to assist the player during gameplay or to express the artistic aspect
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Loewen, Georgia, Karen Anne Cochrane, and Audrey Girouard. "From Imagination to Innovation: Using Participatory Design Fiction to Envision the Future of Accessible Gaming Wearables for Players with Upper Limb Motor Disabilities." Proceedings of the ACM on Human-Computer Interaction 8, CHI PLAY (2024): 1–30. http://dx.doi.org/10.1145/3677073.

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The interest in enhancing video game interactions through wearable technology has grown, yet accessible gaming with wearables remains underexplored. This study employs participatory design fiction, enabling disabled gamers to envision a future with tailored gaming wearables while critiquing technology. We conducted a two-phase study. Phase one involved in-depth interviews with upper limb motor disability participants; we developed a fictitious gaming wearable by analyzing the data using reflexive thematic analysis. A smaller group iterated on the wearable in phase two to ideate on ideal future
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Haggis, Mata. "Creator’s discussion of the growing focus on, and potential of, storytelling in video game design." Persona Studies 2, no. 1 (2016): 20–25. http://dx.doi.org/10.21153/ps2016vol2no1art532.

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The video game industry, by its wider reputation, is not commonly regarded for its deep and thoughtful experiences. In its common media presence it is represented as frequently dealing with content that is excessively violent and usually expressing themes and genres that are otherworldly: science-fiction, horror, or fantasy. However, the broad reputation of video games’ reputation is not wholly deserved, partly due to an arthouse-esque movement growing rapidly alongside the larger, traditional releases. In the last decade, and five years especially, there have been an increasing number of game
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Aarseth, Espen. "Game or Supernovel? Playing and Reading Massive Game Novels." European Review 31, S1 (2023): S66—S76. http://dx.doi.org/10.1017/s1062798723000443.

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For half a century, digital machines have lent their computational power to mediate text-based, diegetic worlds, in the shape of software that we call games, video games, or sometimes interactive fiction. Perhaps the first such was Gregory Yob’s simple labyrinth-monster game Hunt the Wumpus (1973), but ever since then the games (if that is what they should be called) have become larger and far more complex, and, in recent decades, a single such work can contain more text than, say, Shakespeare’s collected plays. Given this massive textual content, as well as the often experimental and innovati
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Yosugandi, Evan Marchel, and Hendra Kaprisma. "Historical figures in “Fate/Grand Order”: adapting Anastasia Romanova." RUDN Journal of Studies in Literature and Journalism 28, no. 4 (2023): 712–23. http://dx.doi.org/10.22363/2312-9220-2023-28-4-712-723.

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Historical events and figures tend to escape people’s memory as time goes by. In some cases, they are replaced by popular culture adaptations, e.g., video games, fiction, films, etc. Such adaptations may be beneficial to historical memory, preserving their historical models for posterity. Sometimes, adaptation become part of fictional history. “Fate/Grand Order” is a game released by Type-Moon in 2015 (Japan). Its fictional universe makes an active use of various characters of folklore and history, e.g., Joan of Arc, King Arthur, etc. The aim of the study is to examine the adaptation of Anasta
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Jerreat-Poole, Adan. "Virtual Reality, Disability, and Futurity Cripping Technologies in Half-Life: Alyx." Journal of Literary & Cultural Disability Studies 16, no. 1 (2022): 59–75. http://dx.doi.org/10.3828/jlcds.2022.4.

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The article takes up Valve’s 2020 science fiction virtual reality (VR) game Half-Life: Alyx as a site through which to explore the complex relationship between bodies, technology, and disability. It discusses the way that VR inadvertently challenges both the fantasy of hyperable-bodiedness found in action-adventure, first-person shooter, and science fiction video games, and the myth of digital disembodiment—the idea that we can (and perhaps should desire to) transcend the physical body through digital avatars. Technology has an intimate relationship with pain, discomfort, and physicality, and
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Lind, Stephanie. "Music as temporal disruption in Assassin’s Creed." Soundtrack 11, no. 1 (2020): 57–73. http://dx.doi.org/10.1386/ts_00005_1.

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The Assassin’s Creed video game series incorporates real-world historical elements. While some historically derived musical elements are referenced from the time period and geographic setting of the game, in the first game of the series, Assassin’s Creed 1 (2007), these historical snippets are subsumed within a modern musical setting emphasizing digital sound. The effect is a bleeding-over of ancient with modern that mirrors the plot of the game. This new spin on the time travel narrative creates a disconnect for the player and invokes disruption in a number of ways: through plots, visual dist
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Dr., Mamta Srivastava. "Digital Literature: Its Relevance and Prospects." Criterion: An International Journal in English 15, no. 1 (2024): 288–300. https://doi.org/10.5281/zenodo.10795669.

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The literature exclusively created for digital devices like computers and mobile phones is acclaimed as Digital Literature. It became popular in last two decades, though video-games, devised in later part of 1970s, are considered the forerunners of Digital Literature. The first video game ‘Colossal Cave Adventure’ was created by a Programmer Will Crowther. It picturizes a story in which the character takes decision to explore the caves. In the same way, the other game Zork also had interactive fiction. It narrates a story, formed with hypertext links. In the same way, story, novell
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Bulitko, Vadim. "Effects of Self-Knowledge: Once Bitten Twice Shy." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 13, no. 2 (2021): 26–33. http://dx.doi.org/10.1609/aiide.v13i2.12969.

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Procedurally generating rich, naturally behaving AI-controlled video game characters is an important open problem. In this paper we focus on a particular aspect of non-playable character (NPC) behavior, long favored by science-fiction writers. Specifically, we study the effects of self-knowledge on NPC behavior. To do so we adopt the well-known framework of agent-centered real-time heuristic search applied to the standard pathfinding task on video-game maps. Such search agents normally use a heuristic function to guide them around a map to the goal state. Heuristic functions are inaccurate und
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Dodd, Kerry. "Narrative Archaeology: Excavating Object Encounter in Lovecraftian Video Games." Studies in Gothic Fiction 7 (November 15, 2021): 9–19. https://doi.org/10.18573/sgf.48.

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H. P. Lovecraft’s iconic Cosmic Horror tales frequently involve an encounter with a non-human incommensurability that strains human systems of representation. However, while current critical work often focuses on the materialistic disruption caused by such contact, there has been little focus on the objects within these stories. I argue that the representation of such items reflects upon the paradigms through which material worth is perceived and can consequently assist in further nuancing theoretical critiques of anthropocentric epistemology. Video games frequently place material assets to co
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Cusácovich Torres, Ainhoa. "To Hell with the Ugly, la adaptación del polar vianesco: ironía y humor made in USA." Çédille, no. 27 (2025): 265–81. https://doi.org/10.25145/j.cedille.2025.27.15.

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The adaptation of a novel into a video game is always a challenge, even more when it involves a work full of humorous elements like absurdity, irony, or sarcasm. This is the case with Et on tuera tous les affreux, by Boris Vian (1948) that the production company La Poule Noire has masterfully brought to life in the game. In this work, we will analyze how the creators have made use of the literary genre: noir fiction, which has provided a structure and character-istics very suitable for this type of transmedia storytelling. Additionally, we will examine how they have translated Vian’s humor int
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Basaraba, Nicole. "A communication model for non-fiction interactive digital narratives: A study of cultural heritage websites." Frontiers of Narrative Studies 4, s1 (2018): s48—s75. http://dx.doi.org/10.1515/fns-2018-0032.

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AbstractInteractive digital narrative (IDN) is an umbrella term used to encompass the various formats of digital narrative such as hypertext fiction, transmedia stories, and video games. The study of IDNs transverses the disciplines of narratology, game studies, and media studies. The main question this article addresses is how does the digital medium affect narrative in cultural heritage websites? This question is examined by proposing a new communication model that considers the role of digital media — the Creator-Produser Transaction Model — and adapting existing “tools” of narrative analys
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Estrada, Liliana Melgar, Michiel Hildebrand, Victor de Boer, and Jacco van Ossenbruggen. "Time-based tags for fiction movies: comparing experts to novices using a video labeling game." Journal of the Association for Information Science and Technology 68, no. 2 (2016): 348–64. http://dx.doi.org/10.1002/asi.23656.

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Waszkiewicz, Agata. "Roll for consent: Trigger warnings and consent negotiations in video games." Journal of Gaming & Virtual Worlds 17, no. 1 (2025): 39–55. https://doi.org/10.1386/jgvw_00117_1.

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Consent remains a misunderstood and often ill-defined concept, with discourses frequently centring solely on its sexual dimensions. This article looks at how consent negotiations are represented as a dynamic discussion between the player and non-player characters, as well as through accessibility settings and content notes used in the communication between the game and the player. Drawing from discussions about content notes’ function in fiction and their understanding as a form of informed consent, this article juxtaposes narrative consent negotiation in non-sexual, but still just as intimate
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Buongiorno, Steph, Lawrence Klinkert, Zixin Zhuang, Tanishq Chawla, and Corey Clark. "PANGeA: Procedural Artificial Narrative Using Generative AI for Turn-Based, Role-Playing Video Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 20, no. 1 (2024): 156–66. http://dx.doi.org/10.1609/aiide.v20i1.31876.

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Large language models (LLMs) offer unprecedented flexibility in procedural generation, enabling the creation of dynamic video game storylines that evolve with user input. A critical aspect of realizing this potential is allowing players and developers to provide dynamic or free-form text to drive generation. Ingesting free-form text for a video game poses challenges, however, as it can prompt the LLM to generate content beyond the intended narrative scope. In response to this challenge, this research introduces Procedural Artificial Narrative using Generative AI (PANGeA) for leveraging LLMs to
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Bowden, Sara. "Not suitable for the easily disturbed: Sonic nonlinearity and disruptive horror in Doki Doki Literature Club!" Soundtrack 11, no. 1 (2020): 7–22. http://dx.doi.org/10.1386/ts_00002_1.

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The extent to which disturbing video games incite real-world violence has been a source of intense debate since the late 1990s following school shootings across the United States. In 2017, the release of Team Salvato’s Doki Doki Literature Club! (DDLC!) signified a major shift in independent game developers’ approaches to creating a violent horror gaming experience: the developers include the use of nonlinear sound (e.g. frequency jumps, non-standard harmony, noise/chaos) and local-level melodic transformations to complicate player immersion. In this article, I argue that the game’s music is o
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Novikov, Vasily N. "Aesthetics of Interactivity: Between Game and Film. To Watch or to Play?" Journal of Flm Arts and Film Studies 10, no. 1 (2018): 54–63. http://dx.doi.org/10.17816/vgik10154-63.

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Abstract: According to recent research, video games are recognized as a new kind of art in the 21st century. Is it possible to distinguish the concepts of "entertainment" and "art" when dealing with this phenomenon? The purpose of this article is to analyze the significance of the game in contemporary society, to characterize the dominant features of "personal management" of a work of art, and to consider the influence of game aesthetics on the language of up-to-date cinema. The digital age, new technologies, computer modeling, and virtual aesthetics modernized the classical thesis of "life as
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Kita, Barbara. "O kilku związkach Chrisa Markera z kulturą popularną." Literatura i Kultura Popularna 26 (September 17, 2021): 369–82. http://dx.doi.org/10.19195/0867-7441.26.25.

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In the French avant-garde artist’s and new technology experimentalist’s rich output, one may find interesting references to popular culture, though the latter is not usually commensurate with niche, experimental works. Marker was not always an active author of such pop cultural experiences but even his famous photo-novel created in the 1960s — Jetty was adapted into a science-fiction film 12 Monkeys (1995) by Terry Gilliam. Moreover, Marker — an artist constantly searching for new forms of expression — was often inspired by technical novelties and new media were used in his works — evolving fr
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Atmaja, Liana, Denny Tri Ardianto, and Paulus Benny Setyawan. "Perancangan Video Game Sebagai Media Edukasi Tentang Pandangan Kontra dari Amnesty International Terhadap Pelaksanaan Hukuman Mati." Nirmana 21, no. 2 (2022): 68–77. http://dx.doi.org/10.9744/nirmana.21.2.68-77.

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Perubahan paradigma manusia secara kolektif di berbagai aspek kehidupan, seperti moralitas, filosofi, dan ilmu pengetahuan terjadi sebagai bagian dari perkembangan sejarah dunia, salah satunya dalam bidang hukum. Hukum yang pada mulanya bersifat retributif, di masa ini mulai mengalami pergeseran ke arah restoratif, yang mana tercermin dalam pandangan masyarakat dunia terhadap hukuman mati, di mana konsep dari hukuman mati menjadi cenderung semakin dikritisi. Indonesia mengalami ketertinggalan dalam hal itu. Dengan demikian, perancangan ini dilaksanakan sebagai respon terhadap fakta tersebut. P
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Atmaja, Liana, Denny Tri Ardianto, and Paulus Benny Setyawan. "Perancangan Video Game Sebagai Media Edukasi Tentang Pandangan Kontra dari Amnesty International Terhadap Pelaksanaan Hukuman Mati." Nirmana 21, no. 2 (2022): 63–72. http://dx.doi.org/10.9744/nirmana.21.2.63-72.

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Perubahan paradigma manusia secara kolektif di berbagai aspek kehidupan, seperti moralitas, filosofi, dan ilmu pengetahuan terjadi sebagai bagian dari perkembangan sejarah dunia, salah satunya dalam bidang hukum. Hukum yang pada mulanya bersifat retributif, di masa ini mulai mengalami pergeseran ke arah restoratif, yang mana tercermin dalam pandangan masyarakat dunia terhadap hukuman mati, di mana konsep dari hukuman mati menjadi cenderung semakin dikritisi. Indonesia mengalami ketertinggalan dalam hal itu. Dengan demikian, perancangan ini dilaksanakan sebagai respon terhadap fakta tersebut. P
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Colder Carras, Michelle, Matthew Carras, and Alain B. Labrique. "Stakeholders’ Consensus on Strategies for Self- and Other-Regulation of Video Game Play: A Mixed Methods Study." International Journal of Environmental Research and Public Health 17, no. 11 (2020): 3846. http://dx.doi.org/10.3390/ijerph17113846.

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Background: Little is known about strategies or mechanics to improve self-regulation of video game play that could be developed into novel interventions. This study used a participatory approach with the gaming community to uncover insider knowledge about techniques to promote healthy play and prevent gaming disorder. Methods: We used a pragmatic approach to conduct a convergent-design mixed-methods study with participants attending a science fiction and education convention. Six participants answered questions about gaming engagement and self- or game-based regulation of gaming which were the
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Connell, Jasmyn, Christopher Moore, and Reneé Middlemost. "V's Virtual Afterlife." Persona Studies 10, no. 2 (2025): 82–103. https://doi.org/10.21153/psj2024vol10no2art2078.

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Nonhuman Online Personas (NHOPs) are coherent digital assemblages not directly associated with the identities of individual humans. NHOPs encompass entities like brands, places, artificial intelligences, and, as we explore in this study, video game characters. This article examines the NHOP of V, the customisable protagonist from the video game Cyberpunk 2077, to consider how such characters attain a virtual afterlife beyond the original text through collective fan engagement. We propose ‘persona analysis’ as a novel qualitative case study methodology for researching NHOPs. Our approach integr
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CUADRADO, ALVARADO ALFONSO. "Arqueología de la interactividad: el libro móvil y pop-up como antecedente de los videojuegos." ARTNODES. Revista de Arte, Ciencia y Tecnología 21 (June 5, 2018): 119–26. https://doi.org/10.7238/a.v0i21.3183.

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This paper focuses on a scarcely explored field: the cultural background of the video game. Notwithstanding the relationship to traditional games, sports and board games, digital and even mechanical technologies which are shown as direct forerunners (computers or pinball games), the video game responds to a long tradition that has its roots in popular 18th- and 19th-century performances. Its birth as a medium with a great capacity for cultural hybridisation has a parallel with the pop-up book. The traditional book developed as a means to combine new forms of entertainment such as the panorama,
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Caracciolo, Marco. "Unknowable Protagonists and Narrative Delirium in American Psycho and Hotline Miami: A Case Study in Character Engagement Across the Media." Acta Universitatis Sapientiae, Film and Media Studies 9, no. 1 (2014): 189–207. http://dx.doi.org/10.1515/ausfm-2015-0010.

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Abstract Empathetic perspective-taking is one of the main psychological mechanisms behind audiences’ engagement with narrative (Coplan 2004; Eder 2006). What happens, however, when a story confronts with a character whose emotions, motivations, and beliefs we fail to understand? This paper examines the phenomenon of “unreadable minds” (Abbott 2008) from a transmedial perspective: how do audiences relate to a character who defies all attempts at making sense of his or her identity despite being the main focus of a narrative? My case studies - the novel American Psycho (1991) by Bret Easton Elli
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Zaborowski, Karol. "Postapokaliptyczne role ludzi i roślin w grze Cloud Gardens. Czym jest ogród?" Images. The International Journal of European Film, Performing Arts and Audiovisual Communication 31, no. 40 (2023): 137–45. http://dx.doi.org/10.14746/i.2022.40.08.

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 This article is concerned with the fate of trash and plants which grow on it. As an example of this, the video game Cloud Gardens was chosen, along with installation arts by Elżbieta Rajewska and Diana Lelonek. The paper analyzes the process of creating landscapes known from popular works of post-apocalyptic fiction; what in other titles is only a background to events and human tragedy is of greatest importance here. Later parts of the article discuss human responsibility for the unexpected development of other species, as well as plants’ indifference to the human apocaly
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Wulansari, Ossy Dwi Endah, Johanna Pirker, and Christian Guetl. "Analysis of Empathic Experiences in Video Games with Microblogging." International Journal of Emerging Technologies in Learning (iJET) 18, no. 03 (2023): 83–95. http://dx.doi.org/10.3991/ijet.v18i03.36291.

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Empathy refers to what people experience and feel. Experts believed that empathy is an emotional intelligence skill that can be trained and taught. Therefore, it is very important to explore ways to experience and teach emotional empathy. Empathy experiences can be stimulated by reading fiction and other narratives, storytelling, watching movies, and also playing computer games. In this work, our objective is to investigate the effect of video gaming on empathy using a microblogging tool designed to collect user experiences related to empathy. The aim of this research is to contribute by provi
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Kizzire, Jessica. "The Sound of Good and Evil in Final Fantasy VII." Journal of Sound and Music in Games 4, no. 4 (2023): 71–87. http://dx.doi.org/10.1525/jsmg.2023.4.4.71.

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Since its release in 1997, Square’s Final Fantasy VII has captivated audiences with its science fiction plot and rich characters. Like many video games, it presents a story about the forces of good and evil, played out through the protagonists and antagonists of the game. Throughout the story, musical character themes reinforce and enhance the struggle between good and evil taking place in the narrative. Drawing on Peter Brian Barry’s theory of evil known as the mirror thesis, this article views the character themes associated with Aerith and Sephiroth as representative of the moral extremes o
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Sihra, Jasmine. "She Falls for Ages and Imagines Future After Apocalypse." tba: Journal of Art, Media, and Visual Culture 3, no. 1 (2021): 226–38. http://dx.doi.org/10.5206/tba.v3i1.14177.

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What is an apocalypse anyways? Most consider it the end of the world, but as April Anson (2017) points out the word ‘apocalypse’ is derived from the Greek term “apokalypsis” meaning “something revealed or uncovered”. But what if apocalypse accounted for these histories and revealed something more than “an end”? What if the apocalypse signalled hope that there will be a future? By drawing on Indigenous knowledge, Skawennati’s machinima She Falls for Ages (2017) re-frames apocalypse as the beginning of time, rejecting the narratives in science fiction or climate-fiction (cli-fi) of apocalypse as
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Hilgard, Joseph, Christopher R. Engelhardt, and Bruce D. Bartholow. "Brief use of a specific gun in a violent game does not affect attitudes towards that gun." Royal Society Open Science 3, no. 11 (2016): 160310. http://dx.doi.org/10.1098/rsos.160310.

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Although much attention has been paid to the question of whether violent video games increase aggressive behaviour, little attention has been paid to how such games might encourage antecedents of gun violence. In this study, we examined how product placement, the attractive in-game presentation of certain real-world firearm brands, might encourage gun ownership, a necessary antecedent of gun violence. We sought to study how the virtual portrayal of a real-world firearm (the Bushmaster AR-15) could influence players' attitudes towards the AR-15 specifically and gun ownership in general. College
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Lu, Amy Shirong, Melanie C. Green, and Debbe Thompson. "Using Narrative Game Design to Increase Children’s Physical Activity: Exploratory Thematic Analysis." JMIR Serious Games 7, no. 4 (2019): e16031. http://dx.doi.org/10.2196/16031.

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Background Physical activity is crucial for child obesity prevention and intervention. Narratives embedded in active games can increase children’s physical activity. Objective Little is known about the narrative characteristics that would motivate children to exercise. We attempted to fill the gaps in understanding regarding narrative design for active video games. Methods In this exploratory study, four animated narratives of different genres were professionally generated. Children (N=41) between the ages of 8 and 12 years were interviewed to identify their preferences. Sessions were digitall
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Pape, Toni. "Moving in stealth: On the tracking shot as a technique for imperceptibility." Critical Studies in Television: The International Journal of Television Studies 14, no. 1 (2019): 40–54. http://dx.doi.org/10.1177/1749602018816876.

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This article explores recent uses of the tracking shot in various media. Examples drawn from television, video games and video art reveal that recent audiovisual media have frequently used a particular kind of tracking shot that follows an individual through a complex environment. This article argues that this tracking shot contributes to an aesthetic of stealth, that is, a perceptual attunement to notions of imperceptibility and secrecy. The stealth tracking shot can thus be seen as one of the aesthetic principles that articulate discourses of securitisation. The argument proceeds in three st
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Xidakis, Ioannis. "Neomythology: A New Religious Mythology." Religions 13, no. 6 (2022): 536. http://dx.doi.org/10.3390/rel13060536.

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The purpose of this paper was to present the link between the myths in the plots of modern entertainment products, such as science fiction novels, movies, comic books and video games, with the motifs of New Religiosity. The plots employed in these products are of a mythical nature. This re-emergence of myth is once more taking centre stage today. The social sciences and humanities concerned with this phenomenon call it “neomythology”. Neomythology, in whatever form, as a comic book, video game, etc., shows gods and supernatural heroes or villains interacting with one another in certain ways. T
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Nezhyva, Liudmyla, and Svitlana Palamar. "INNOVATIVE TECHNOLOGIES IN THE LITERARY EDUCATION OF FUTURE PRIMARY SCHOOL TEACHERS." Educological discourse, no. 4 (2020): 129–42. http://dx.doi.org/10.28925/2312-5829.2020.4.9.

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The article substantiates the need for the use of innovative technologies in teaching children’s literature to students majoring in “Primary Education”. The introduction of an integrated course “Native education: children’s literature with studying methods” in the training of future primary school teachers gives them the opportunity to navigate in current trends in children’s literature and model various algorithms of perception and interpretation of the texts. The study analyzes the introduction of interactive technology in literary education, which changes the vector of lectures to dialogic
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Luhova, Tetiana. "NARRATIVE AND STORYTELLING IN THE KNOWLEDGE STRUCTURE OF THE EDUCATIONAL BUSINESS VIDEO GAMES AS FACTORS OF THE SYNERGY OF INFORMATION TECHNOLOGIES AND SPIRITUALLY-ORIENTED PEDAGOGY." OPEN EDUCATIONAL E-ENVIRONMENT OF MODERN UNIVERSITY, no. 8 (2020): 42–59. http://dx.doi.org/10.28925/2414-0325.2020.8.6.

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The article touches on the issues of humanization of modern technologically advanced education, analyzes the synergy factors of information technology and spiritually-oriented pedagogy to prepare a new generation of humanist managers. For this, the role of narrative and storytelling in the process of creating educational computer games that form the competence of making managerial decisions is determined. An analysis of the knowledge structure of educational games on the basis of the proposed methodology for developing their plot shows the need to balance the processes of formalization of educ
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Ciancia, Mariana, and Giulio Interlandi. "Enactive Experience for Streaming Media Services." Interactive Film & Media Journal 2, no. 3 (2022): 142–57. http://dx.doi.org/10.32920/ifmj.v2i3.1514.

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Since the beginning of humankind, storytelling enabled people to understand and shape their impressions of reality. Depicted by Walter R. Fisher, the narrative paradigm encounters the ubiquitous computing dimension, as proposed by Mark Weiser (Fisher 1984, Weiser 1991), that results in the interdisciplinary field of Interactive Digital Narrative (IDN). Departing from the first text-based experimentation in the late 1970s, IDN can be considered a vibrant field wherein different forms of interactive artifacts derived such as Hypertext Fiction, Interactive Installations, Video Game Narrative (Koe
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Pereira, Teresa. "(Un)Making it in Rapture The Critique of the Myth of the Self-Made Man, of Ayn Rand, and of Objectivism in BioShock (2007) and in BioShock: Rapture (2011)." Via Panoramica: Revista de Estudos Anglo-Americanos 12, no. 1 (2023): 130–58. http://dx.doi.org/10.21747/2182-9934/via12_1a10.

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Thispaper attempts to prove that BioShock(2007), a science fiction video game set in 1960, and BioShock: Rapture(2011), the novel published in its wake which starts in 1945,present a powerful critique of the myth of the self-made man, conveyed via the depiction of the fall of Rapture. Rapture is the dystopian, underwater citycreated by Andrew Ryanin which boththe video game and the novel take place. Thecityisbuilt in an art deco style reminiscent of the1927 movie Metropolis. A Russian-born American tycoon, Ryan believed that nuclear annihilation was at hand and despisedanything resembling soci
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Lee, O.-Joun, Heelim Hong, Eun-Soon You, and Jin-Taek Kim. "Discovering Social Desires and Conflicts from Subculture Narrative Multimedia." Sustainability 12, no. 24 (2020): 10241. http://dx.doi.org/10.3390/su122410241.

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This study aims at discovering social desires and conflicts from subculture narrative multimedia. Since one of the primary purposes in the subculture consumption is vicarious satisfaction, the subculture works straightforwardly describe what their readers want to achieve and break down. The latent desires and conflicts are useful for understanding our society and realizing smart governance. To discover the social issues, we concentrate on that each subculture genre has a unique imaginary world that consists of inventive subjects. We suppose that the subjects correspond to individual social iss
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Chen, Hao. "Research on the Application of Deep Learning in Ball Games." Highlights in Science, Engineering and Technology 94 (April 26, 2024): 461–70. http://dx.doi.org/10.54097/2rjvyp23.

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Deep learning algorithms are widely used in image detection. Ball games, popular in sports, are amenable to data fiction due to their straightforward interaction models. With AI advancements, deep learning (DL) techniques like AlexNet, SSD, and DNN are increasingly applied in ball sports. These models have excelled in image and speech recognition, and their adaptation to ball sports research has led to advancements in ball classification/localization, trajectory tracking, game video analysis, and decision-making in multiplayer ball games. Deep learning models are able to learn complex features
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