Academic literature on the topic 'Video game journalism'
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Journal articles on the topic "Video game journalism"
Dowling, David O. "Documentary games for social change: Recasting violence in the latest generation of i-docs." Catalan Journal of Communication & Cultural Studies 12, no. 2 (October 1, 2020): 287–99. http://dx.doi.org/10.1386/cjcs_00033_1.
Full textShaffer, David Williamson. "Epistemic Games as Career Preparatory Experiences for Students with Disabilities." Journal of Special Education Technology 22, no. 3 (September 2007): 57–69. http://dx.doi.org/10.1177/016264340702200306.
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 textSalor, Enrinc. "Neutrality in the Face of Reckless Hate : Wikipedia and GamerGate." Nordisk Tidsskrift for Informationsvidenskab og Kulturformidling 5, no. 1 (March 13, 2016): 23–29. http://dx.doi.org/10.7146/ntik.v5i1.25880.
Full textFisher, Howard D., and Sufyan Mohammed-Baksh. "Video Game Journalism and the Ideology of Anxiety: Implications for Effective Reporting in Niche Industries and Oligopolies." Journal of Media Ethics 35, no. 1 (January 2, 2020): 45–59. http://dx.doi.org/10.1080/23736992.2020.1731312.
Full textPh.D., Fabrizio Pezzani,. "The “Media” System and the Hidden Truth: Journalism Betrayed." Journal of Business Theory and Practice 5, no. 3 (July 11, 2017): 217. http://dx.doi.org/10.22158/jbtp.v5n3p217.
Full textOrtiz, Luz, Héctor Tillerias, Christian Chimbo, and Veronica Toaza. "Impact on the video game industry during the COVID-19 pandemic." Athenea 1, no. 1 (September 25, 2020): 5–13. http://dx.doi.org/10.47460/athenea.v1i1.1.
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 textOrder, Simon, Leo Murray, Jon Prince, Julia Hobson, and Sara de Freitas. "Remixing Creativity in Learning and Learning of Creativity: A Case Study of Audio Remix Practice with Undergraduate Students." Asia Pacific Media Educator 27, no. 2 (October 20, 2017): 298–310. http://dx.doi.org/10.1177/1326365x17728827.
Full textWilson, Jason. "Indie Rocks! Mapping Independent Video Game Design." Media International Australia 115, no. 1 (May 2005): 109–22. http://dx.doi.org/10.1177/1329878x0511500111.
Full textDissertations / Theses on the topic "Video game journalism"
Cameron, David John. "Giving games a day job developing a digital game-based resource for journalism training /." Access electronically, 2004. http://www.library.uow.edu.au/adt-NWU/public/adt-NWU20041220.144608/index.html.
Full textJohansson, Emil, and Johan Kindmark. "Att spela ett yrke : En kvantitativ studie om svenska speljournalister och deras professionalisering." Thesis, Linnéuniversitetet, Institutionen för samhällsvetenskaper, SV, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-10584.
Full textSoler, 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 textHumienny, Raymond Tyler. "Content Analysis of Video Game Loot Boxes in the Media." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1546434312362585.
Full textShiflet, Matthew. "Viral Marketing: Concept Explication and Case Studies in the Video Game and Esports Industries." Ohio University Honors Tutorial College / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1555957153106043.
Full textAlmén, Peter, Iman Hazheer, and Sandra Schöld. "”Känsliga tittare varnas” : En uppsats om medier, makt och moralpanik." Thesis, University of Kalmar, School of Communication and Design, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hik:diva-2775.
Full textSweden. 1980. The term ‘video violence’ becomes public through the debates show Studio S. The show urges and obligates politicians to stop, regulate and ban video films with violent content from the market. 29 years later, the debates show Debatt raises concerns regarding a similar topic, ‘video game violence’. Both shows were produced and aired by the Public Service channels of Sveriges Television in Sweden.
The purpose of this thesis was to study and examine if the media encourages and nourishes moral panics to the general public through debates shows. How does the host/journalist interact to steer the debate to the media agenda and how has the power structure changed in the debate genre over the years? Do the media nurture the root of moral panics?
We based the study on a qualitative content analysis. We analyzed one episode from each of the two debate shows Studio S and Debatt. The method of analysis we used was discourse analysis with emphasis on relations and power structures. We also analyzed the episodes by using Goode and Ben-Yehudas five criteria’s for creating moral panic.
The study shows that both debates shows fail to mention the problem in a larger societal context. They tend to only portray a scapegoat. Furthermore, they often show one-sided and violent sequences from the cultural phenomena. They use discourses to maintain the firm power in the debates to fulfill their pre-constructed bias agenda. We’ve also observed that it has become much more difficult for a moral panic to gain momentum compared with 1980, because of the medias decentralization.
Fisher, Howard D. "Don't Let the Girls Play: Gender Representation in Videogame Journalism and the Influence of Hegemonic Masculinity, Media Filters, and Message Mediation." Ohio University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1332372302.
Full textDiakopoulos, Nicholas A. "Collaborative annotation, analysis, and presentation interfaces for digital video." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/29680.
Full textCommittee Chair: Essa, Irfan; Committee Member: Abowd, Gregory; Committee Member: Bolter, Jay; Committee Member: Lampe, Cliff; Committee Member: Stasko, John. Part of the SMARTech Electronic Thesis and Dissertation Collection.
Kundus, Ian Michael. "Misadventures in Surreality." Kent State University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=kent1397818714.
Full textSampaio, Caio Ferraz. "What video games can teach to journalists about storytelling in the Post-Digital." Dissertação, 2020. https://hdl.handle.net/10216/129924.
Full textBooks on the topic "Video game journalism"
Simon, Ferrari, and Schweizer Bobby, eds. Newsgames: Journalism at play. Cambridge, Mass: MIT Press, 2010.
Find full textSimon, Ferrari, and Schweizer Bobby, eds. Newsgames: Journalism at play. Cambridge, Mass: The MIT Press, 2010.
Find full textCote, Amanda C. Gaming Sexism. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479838523.001.0001.
Full textMorgan, Winter. Discoveries in the Overworld: Lost Minecraft Journals, Book One. Skyhorse Publishing Company, Incorporated, 2016.
Find full textPublishing, Sunshine. I Would Rather Suffer with Video Game Than Be Senseless: Funny Notebook for Video Game Lovers, Cute Journal for Writing Journaling and Note Taking at Home Office Work School College,appreciation Birthday Christmas Gag Gift for Women Men Teen Friend. Independently Published, 2020.
Find full textBook chapters on the topic "Video game journalism"
Rune, Ottosen. "Video Games as War Propaganda." In Peace Journalism in Times of War, 93–110. Routledge, 2017. http://dx.doi.org/10.4324/9781315126173-6.
Full textCote, Amanda C. "Introduction." In Gaming Sexism, 1–22. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479838523.003.0001.
Full textDubbles, Brock. "Video Games, Reading, and Transmedial Comprehension." In Handbook of Research on Effective Electronic Gaming in Education, 251–76. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-59904-808-6.ch015.
Full textBippert, Kelli. "Popular Media and Grade 6-12 Literacy." In Advances in Early Childhood and K-12 Education, 1–23. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-5770-9.ch001.
Full textLloyd, John, and Cristina Marconi. "Video Games: The Challenges for TV Journalists and the Role of ‘Mass’ Media." In Reporting the EU. I.B.Tauris, 2014. http://dx.doi.org/10.5040/9780755695010.ch-007.
Full textCase, Steve, Phil Johnson, David Manlow, Roger Smith, and Kate Williams. "7. Crime and the media." In Criminology. Oxford University Press, 2017. http://dx.doi.org/10.1093/he/9780198736752.003.0007.
Full textKeats, Jonathon. "w00t." In Virtual Words. Oxford University Press, 2010. http://dx.doi.org/10.1093/oso/9780195398540.003.0029.
Full textAhlskog, J. Eric. "Benefits of Regular Exercise: Disease-Slowing?" In Dementia with Lewy Body and Parkinson's Disease Patients. Oxford University Press, 2013. http://dx.doi.org/10.1093/oso/9780199977567.003.0031.
Full textAmoretti, Francesco. "Community of Production." In Encyclopedia of Multimedia Technology and Networking, Second Edition, 224–29. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-014-1.ch031.
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