Journal articles on the topic 'Video game narration'
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Beyvers, Sarah E. "The game of narrative authority: Subversive wandering and unreliable narration in The Stanley Parable." Journal of Gaming & Virtual Worlds 12, no. 1 (March 1, 2020): 7–21. http://dx.doi.org/10.1386/jgvw_00002_1.
Full textAnagnostou, Kostas, and Anastasia Pappa. "Video Game Genre Affordances for Physics Education." International Journal of Game-Based Learning 1, no. 1 (January 2011): 59–74. http://dx.doi.org/10.4018/ijgbl.2011010105.
Full textKerttula, Tero. "“What an Eccentric Performance”: Storytelling in Online Let’s Plays." Games and Culture 14, no. 3 (November 21, 2016): 236–55. http://dx.doi.org/10.1177/1555412016678724.
Full textColăcel, Onoriu. "Speech Acts in Post-Apocalyptic Games: The Last of Us (2014)." Messages, Sages, and Ages 4, no. 1 (August 1, 2017): 41–50. http://dx.doi.org/10.1515/msas-2017-0004.
Full textHadaegh, Bahee, and Venus Torabi. "Borges’s “The Intruder” Remediated: Adaptation to Silver/Cyber Screens." Khazar Journal of Humanities and Social Sciences 21, no. 3 (November 2018): 136–53. http://dx.doi.org/10.5782/2223-2621.2018.21.3.136.
Full textGanzha, Anhelina. "Polyphonizm of narrative in documentary film (On the case of films about P. Tychyna, M. Rylskyi, V. Sosiura)." Culture of the Word, no. 90 (2019): 150–64. http://dx.doi.org/10.37919/0201-419x-2019.90.13.
Full textSzewerniak, Magdalena. "Nostalgiczny wymiar muzeów gier wideo." Prace Kulturoznawcze 21, no. 4 (October 30, 2018): 119–34. http://dx.doi.org/10.19195/0860-6668.21.4.7.
Full textAlidini, Stefan. "To be or not to be: Shakespeare and video games." Kultura, no. 168 (2020): 281–302. http://dx.doi.org/10.5937/kultura2068281a.
Full textPurnama, SF Lukfianka Sanjaya, SF Luthfie Arguby Purnomo, and Dyah Nugrahani. "Let the Game Begin: Ergodic as an Approach for Video Game Translation." Register Journal 9, no. 2 (December 1, 2016): 107. http://dx.doi.org/10.18326/rgt.v9i2.107-123.
Full textPurnama, SF Lukfianka Sanjaya, SF Luthfie Arguby Purnomo, and Dyah Nugrahani. "Let the Game Begin: Ergodic as an Approach for Video Game Translation." Register Journal 9, no. 2 (December 1, 2016): 107. http://dx.doi.org/10.18326/rgt.v9i2.1148.
Full textSf. Luthfie Arguby Purnomo, Dyah Nugrahani, Sf Lukfianka Sanjaya Purnama,, SF Luthfie Arguby Purnomo, and Dyah Nugrahani. "Let the Game Begin: Ergodic as an Approach for Video Game Translation." Register Journal 9, no. 2 (January 30, 2017): 107. http://dx.doi.org/10.18326/rgt.v9i2.696.
Full textCarpita, Barbara, Dario Muti, Benedetta Nardi, Francesca Benedetti, Andrea Cappelli, Ivan Mirko Cremone, Claudia Carmassi, and Liliana Dell’Osso. "Biochemical Correlates of Video Game Use: From Physiology to Pathology. A Narrative Review." Life 11, no. 8 (July 30, 2021): 775. http://dx.doi.org/10.3390/life11080775.
Full textKjeldgaard-Christiansen, Jens. "Narrative video game aesthetics and egocentric ethics." MedieKultur: Journal of media and communication research 36, no. 68 (October 1, 2020): 088–106. http://dx.doi.org/10.7146/mediekultur.v36i68.118777.
Full textBelyaev, Dmitriy A., and Ulyana P. Belyaeva. "Video games as a screen-interactive platform of historical media education: educational potential and risks of politicization." Perspectives of Science and Education 52, no. 4 (September 1, 2021): 478–91. http://dx.doi.org/10.32744/pse.2021.4.32.
Full textRuberg, Bonnie. "The Precarious Labor of Queer Indie Game-making: Who Benefits from Making Video Games “Better”?" Television & New Media 20, no. 8 (May 29, 2019): 778–88. http://dx.doi.org/10.1177/1527476419851090.
Full textRochat, Shékina, and Jérôme Armengol. "Career Counseling Interventions for Video Game Players." Journal of Career Development 47, no. 2 (August 9, 2018): 207–19. http://dx.doi.org/10.1177/0894845318793537.
Full textJayemanne, Darshana. "Chronotypology: A Comparative Method for Analyzing Game Time." Games and Culture 15, no. 7 (May 13, 2019): 809–24. http://dx.doi.org/10.1177/1555412019845593.
Full textMaravić, Manojlo. "Media convergence of video games and films: Narrative, aesthetics and industrial synergy." Kultura, no. 168 (2020): 246–62. http://dx.doi.org/10.5937/kultura2068246m.
Full textYap, Christopher Michael, Youki Kadobayashi, and Suguru Yamaguchi. "Conceptualizing Player-Side Emergence in Interactive Games." International Journal of Gaming and Computer-Mediated Simulations 7, no. 3 (July 2015): 1–21. http://dx.doi.org/10.4018/ijgcms.2015070101.
Full textPérez-Latorre, Óliver, and Mercè Oliva. "Video Games, Dystopia, and Neoliberalism: The Case of BioShock Infinite." Games and Culture 14, no. 7-8 (October 10, 2017): 781–800. http://dx.doi.org/10.1177/1555412017727226.
Full textZúñiga-Reyes, Danghelly Giovanna. "Conjunción de géneros narrativos en Naruto." Neuróptica, no. 1 (March 24, 2020): 173–88. http://dx.doi.org/10.26754/ojs_neuroptica/neuroptica.201914326.
Full textd’Escriván, Julio, and Nick Collins. "Musical Goals, Graphical Lure and Narrative Drive: VisualAudio in Games." Journal of Visual Culture 10, no. 2 (August 2011): 238–46. http://dx.doi.org/10.1177/1470412911402896.
Full textChess, Shira. "The queer case of video games: orgasms, Heteronormativity, and video game narrative." Critical Studies in Media Communication 33, no. 1 (January 1, 2016): 84–94. http://dx.doi.org/10.1080/15295036.2015.1129066.
Full textHambleton, Elizabeth. "Gray Areas." Journal of Sound and Music in Games 1, no. 1 (January 1, 2020): 20–43. http://dx.doi.org/10.1525/jsmg.2020.1.1.20.
Full textSalamoon, Daniel Kurniawan, and Cindy Muljosumarto. "Analisis Visual Warna pada Game Post Apocalyptic (Studi Game The Last Of Us, Metro Exodus, dan Horizon Zero Dawn)." ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia 6, no. 1 (March 20, 2020): 18–31. http://dx.doi.org/10.33633/andharupa.v6i1.3232.
Full textHaggis, Mata. "Creator’s discussion of the growing focus on, and potential of, storytelling in video game design." Persona Studies 2, no. 1 (May 17, 2016): 20–25. http://dx.doi.org/10.21153/ps2016vol2no1art532.
Full textBudiman, Arief, and Ardy Aprilian Anwar. "KONSTRUKSI IKON, INDEK, DAN SIMBOL DALAM MEMBANGUN VISUALISASI KARAKTER VIDEO GAME HARVEST MOON BACK TO NATURE." Jurnal Bahasa Rupa 4, no. 1 (October 28, 2020): 1–9. http://dx.doi.org/10.31598/bahasarupa.v4i1.566.
Full textAnderson, Sky LaRell. "Portraying Mental Illness in Video Games." Loading 13, no. 21 (September 14, 2020): 20–33. http://dx.doi.org/10.7202/1071449ar.
Full textFalkenhayner, Nicole. "Futurity as an Effect of Playing Horizon: Zero Dawn (2017)." Humanities 10, no. 2 (April 27, 2021): 72. http://dx.doi.org/10.3390/h10020072.
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 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 textTrépanier-Jobin, Gabrielle. "Toward a Foucauldian Genealogy of Video Game (Pre)history." International Public History 4, no. 1 (June 1, 2021): 25–34. http://dx.doi.org/10.1515/iph-2021-2022.
Full textPérez-Latorre, Óliver, Víctor Navarro-Remesal, Antonio José Planells de la Maza, and Cristina Sánchez-Serradilla. "Recessionary games: Video games and the social imaginary of the Great Recession (2009–2015)." Convergence: The International Journal of Research into New Media Technologies 25, no. 5-6 (December 14, 2017): 884–900. http://dx.doi.org/10.1177/1354856517744489.
Full textLessard, Jonathan, and Carl Therrien. "Indies de province." Le jeu vidéo au Québec 14, no. 23 (July 8, 2021): 15–35. http://dx.doi.org/10.7202/1078726ar.
Full textEveleth, Kyle. "When Players Feel Helpless: Agentic Decay and Participation in Narrative Games." Synthesis: an Anglophone Journal of Comparative Literary Studies, no. 6 (May 1, 2014): 50. http://dx.doi.org/10.12681/syn.16177.
Full textEcenbarger, Charlie. "Comic Books, Video Games, and Transmedia Storytelling." International Journal of Gaming and Computer-Mediated Simulations 8, no. 2 (April 2016): 34–42. http://dx.doi.org/10.4018/ijgcms.2016040103.
Full textBudiman, Arief. "KEBERADAAN KEBUTUHAN EXISTENCE, RELATEDNESS, GROWTH, DALAM VIDEO GAME HARVEST MOON BACK TO NATURE." Jurnal Bahasa Rupa 2, no. 2 (April 21, 2019): 126–35. http://dx.doi.org/10.31598/bahasarupa.v2i2.353.
Full textNae, Andrei. "Shakespeare and the Accumulation of Cultural Prestige in Video Games." Acta Universitatis Sapientiae, Film and Media Studies 17, no. 1 (October 1, 2019): 115–28. http://dx.doi.org/10.2478/ausfm-2019-0018.
Full textKronenberg, Felix Arnulf. "Selection Criteria for Commercial Off-the-Shelf (COTS) Video Games for Language Learning." IALLT Journal of Language Learning Technologies 42, no. 2 (October 15, 2012): 52–78. http://dx.doi.org/10.17161/iallt.v42i2.8512.
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 textGenovesi, 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 textGazzard, Alison, and Alan Peacock. "Repetition and Ritual Logic in Video Games." Games and Culture 6, no. 6 (November 2011): 499–512. http://dx.doi.org/10.1177/1555412011431359.
Full textFerguson, Christopher J. "Violent Video Games, Sexist Video Games, and the Law: Why Can't We Find Effects?" Annual Review of Law and Social Science 14, no. 1 (October 13, 2018): 411–26. http://dx.doi.org/10.1146/annurev-lawsocsci-101317-031036.
Full textWeiss, Alfred, and Sharon Tettegah. "World of Race War." International Journal of Gaming and Computer-Mediated Simulations 4, no. 4 (October 2012): 33–44. http://dx.doi.org/10.4018/jgcms.2012100103.
Full textGuribye, Frode, Jo Dugstad Wake, and Barbara Wasson. "The Practical Accomplishment of Location-Based Game-Play." International Journal of Mobile Human Computer Interaction 6, no. 3 (July 2014): 32–50. http://dx.doi.org/10.4018/ijmhci.2014070103.
Full textKubiński, Piotr. "Play It Again, Stanley: Mise en Abyme and Playing with Convention and Narrative in The Stanley Parable." Tekstualia 1, no. 3 (February 1, 2017): 45–59. http://dx.doi.org/10.5604/01.3001.0013.5929.
Full textBudiman, Arief. "KEBERADAAN KEBUTUHAN EXISTENCE, RELATEDNESS, GROWTH, DALAM VIDEO GAME HARVEST MOON BACK TO NATURE." Brikolase : Jurnal Kajian Teori, Praktik dan Wacana Seni Budaya Rupa 11, no. 1 (November 28, 2019): 15–25. http://dx.doi.org/10.33153/brikolase.v11i1.2678.
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 textGeslin, Erik, Olivier Olivier Bartheye, Colin Schmidt, Katy Tcha Tokey, Teerawat Kulsuwan, Salah Keziz, and Tanguy Belouin. "Bernardo Autonomous Emotional Agents Increase Perception of VR Stimuli." Network and Communication Technologies 5, no. 1 (January 6, 2020): 11. http://dx.doi.org/10.5539/nct.v5n1p11.
Full textMendonça, Carlos Magno Camargos, and Filipe Alves de Freitas. "Game as text as game: the communicative experience of digital games." Comunicação e Sociedade 27 (June 29, 2015): 253–72. http://dx.doi.org/10.17231/comsoc.27(2015).2100.
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