Journal articles on the topic 'Video game fiction'
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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.
Full textMilburn, 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.
Full textKrasulia, 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.
Full textBissell, 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.
Full textGuttenbrunner, 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.
Full textJatmiko, 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.
Full textYu, 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.
Full textGalanina, 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.
Full textFalkenhayner, Nicole. "Futurity as an Effect of Playing Horizon: Zero Dawn (2017)." Humanities 10, no. 2 (2021): 72. http://dx.doi.org/10.3390/h10020072.
Full textThabet, 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.
Full textXiong, 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.
Full textSteinkuehler, Constance. "Massively Multiplayer Online Gaming as a Constellation of Literacy Practices." E-Learning and Digital Media 4, no. 3 (2007): 297–318. http://dx.doi.org/10.2304/elea.2007.4.3.297.
Full textShalamay, 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.
Full textLoewen, 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.
Full textHaggis, 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.
Full textAarseth, Espen. "Game or Supernovel? Playing and Reading Massive Game Novels." European Review 31, S1 (2023): S66—S76. http://dx.doi.org/10.1017/s1062798723000443.
Full textYosugandi, 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.
Full textJerreat-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.
Full textLind, 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.
Full textDr., 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.
Full textBulitko, 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.
Full textDodd, 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.
Full textCusácovich 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.
Full textBasaraba, 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.
Full textEstrada, 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.
Full textWaszkiewicz, 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.
Full textBuongiorno, 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.
Full textBowden, 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.
Full textNovikov, 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.
Full textKita, 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.
Full textAtmaja, 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.
Full textAtmaja, 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.
Full textColder 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.
Full textConnell, Jasmyn, Christopher Moore, and Reneé Middlemost. "V's Virtual Afterlife." Persona Studies 10, no. 2 (2025): 82–103. https://doi.org/10.21153/psj2024vol10no2art2078.
Full textCUADRADO, 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.
Full textCaracciolo, 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.
Full textZaborowski, 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.
Full textWulansari, 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.
Full textKizzire, 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.
Full textSihra, 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.
Full textHilgard, 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.
Full textLu, 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.
Full textPape, 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.
Full textXidakis, Ioannis. "Neomythology: A New Religious Mythology." Religions 13, no. 6 (2022): 536. http://dx.doi.org/10.3390/rel13060536.
Full textNezhyva, 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.
Full textLuhova, 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.
Full textCiancia, 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.
Full textPereira, 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.
Full textLee, 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.
Full textChen, 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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