Academic literature on the topic 'Video Game Production'
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Journal articles on the topic "Video Game Production"
Charrieras, Damien, and Nevena Ivanova. "Emergence in video game production: Video game engines as technical individuals." Social Science Information 55, no. 3 (July 9, 2016): 337–56. http://dx.doi.org/10.1177/0539018416642056.
Full textRoinioti, Elina. "Caught in the war against gambling: A critical analysis of law history and policy making in video games in Greece." Journal of Greek Media & Culture 6, no. 2 (October 1, 2020): 261–78. http://dx.doi.org/10.1386/jgmc_00016_1.
Full textYuwono, Ardian Indro, Gabriel Roosmargo Lono Lastoro Simatupang, and Aprinus Salam. "The Unconscious Self in Role Playing Video Game’s Avatar." Jurnal Ilmu Komunikasi 16, no. 2 (May 1, 2019): 115. http://dx.doi.org/10.31315/jik.v16i2.2687.
Full textChądzyńska, Dominika, and Dariusz Gotlib. "Maps in video games – range of applications." Polish Cartographical Review 47, no. 3 (September 1, 2015): 137–45. http://dx.doi.org/10.1515/pcr-2015-0011.
Full textCotton, James, Daniel Mayes, Florian Jentsch, and Valerie Sims. "The Relationship between Video Game Characteristics and Player Ability." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 45, no. 13 (October 2001): 945–47. http://dx.doi.org/10.1177/154193120104501310.
Full textHayot, Eric. "Video Games & the Novel." Daedalus 150, no. 01 (October 2020): 178–87. http://dx.doi.org/10.1162/daed_a_01841.
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 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 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 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 textDissertations / Theses on the topic "Video Game Production"
Thayer, Alisha Lynn. "High Noon : a video game production pipeline for Chico State Game Studios /." [Chico, Calif. : California State University, Chico], 2009. http://hdl.handle.net/10211.4/105.
Full textWarden, James. "Senses, Perception, and Video Gaming: Design of a College for Video Game Design and Production." Cincinnati, Ohio : University of Cincinnati, 2005. http://www.ohiolink.edu/etd/view.cgi?acc%5Fnum=ucin1116113863.
Full textBetts, Thomas. "An investigation of the digital sublime in video game production." Thesis, University of Huddersfield, 2014. http://eprints.hud.ac.uk/id/eprint/25020/.
Full textMimoun, Arnaud. "What are the pressures affecting game students during a game production course? : A qualitative research conducted over a small population of undergraduate international game students." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-420948.
Full textGançarski, Pierre. "Le controle de l'interactivite et du temps dans la production d'animation." Université Louis Pasteur (Strasbourg) (1971-2008), 1988. http://www.theses.fr/1988STR13217.
Full textNichols, Randall James. "The games people play : a political economic analysis of video games and their production /." view abstract or download file of text, 2005. http://wwwlib.umi.com/cr/uoregon/fullcit?p3201695.
Full textTypescript. Includes vita and abstract. Includes bibliographical references (leaves 225-252). Also available for download via the World Wide Web; free to University of Oregon users.
Schweizer, Bobby. "Representations of the city in video games." Thesis, Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/28251.
Full textCommittee Chair: Pearce, Celia; Committee Member: Do, Ellen Yi-Luen; Committee Member: Knoespel, Kenneth; Committee Member: Nitsche, Michael.
Vinçotte, Edouard. "Serious Games, une analyse par les scripts de coproduction de service. Le cas des activités de soins dans les hôpitaux." Thesis, Paris Sciences et Lettres (ComUE), 2018. http://www.theses.fr/2018PSLED081.
Full textService co-production is an essential aspect of service production theories, even more with the advent of mass customization and the notion of customer as a partial employee. One of the tools that allows organizations to influence the co-production of services are the scripts and more specifically the service’s scripts. Some of the researches carried out in the field of co-production of service focus on the client’s training so that the organization knows what it can expect from him and vice versa. This research is particularly carried out in the health sector and the co-production of care. Among the tools available to the organizations, we focus on the serious games, which are video games for informative and pedagogical purposes. Our work questions the properties and the contexts in which serious games can be vehicles for the scripts of care to the patients, before and during their nursing and treatment.To do so, we offer a comprehensive script-based analysis grid to show how serious games can translate and encapsulate managerial goals based on the study and analysis of 4 cases each representing a specific aspect of co-production of care
Grossard, Charline. "Evaluation et rééducation des expressions faciales émotionnelles chez l’enfant avec TSA : le projet JEMImE Serious games to teach social interactions and emotions to individuals with autism spectrum disorders (ASD) Children facial expression production : influence of age, gender, emotion subtype, elicitation condition and culture." Thesis, Sorbonne université, 2019. http://www.theses.fr/2019SORUS625.
Full textThe autism spectrum disorder (ASD) is characterized by difficulties in socials skills, as emotion recognition and production. Several studies focused on emotional facial expressions (EFE) recognition, but few worked on its production, either in typical children or in children with ASD. Nowadays, information and communication technologies are used to work on social skills in ASD but few studies using these technologies focus on EFE production. After a literature review, we found only 4 games regarding EFE production. Our final goal was to create the serious game JEMImE to work on EFE production with children with ASD using an automatic feedback. We first created a dataset of EFE of typical children and children with ASD to train an EFE recognition algorithm and to study their production skills. Several factors modulate them, such as age, type of emotion or culture. We observed that human judges and the algorithm assess the quality of the EFE of children with ASD as poorer than the EFE of typical children. Also, the EFE recognition algorithm needs more features to classify their EFE. We then integrated the algorithm in JEMImE to give the child a visual feedback in real time to correct his/her productions. A pilot study including 23 children with ASD showed that children are able to adapt their productions thanks to the feedback given by the algorithm and illustrated an overall good subjective experience with JEMImE. The beta version of JEMImE shows promising potential and encourages further development of the game in order to offer longer game exposure to children with ASD and so allow a reliable assessment of the effect of this training on their production of EFE
Pineault, Yann. "Créer ou produire un jeu vidéo? Étude ethnographique d’un milieu de production vidéoludique montréalais." Thèse, 2014. http://hdl.handle.net/1866/11652.
Full textThe video game is increasing in popularity as the ludic experience is diversi-fying. Within the last few years, it became the research field of many academics trying to understand the new media either by studying the game itself or its recep-tion. However, they put aside its creation or production which is an important part of the cultural product. Montreal is an ideal place to study the video game since it rapidly became one of the most valued sectors in Quebec’s industry, and because most of the studios are in Montreal. This research focus on Montreal’s game developers and their vision of the product and the industry by using a phenomenological approach. Data were collected through an ethnographical fieldwork where many developers were ob-served and interviewed. This study inserts in an anthropology of work and focus on the complexity that emerges when creative work encounters productive work. We elaborate a paradigm opposing creativity and productivity in a workplace that is seen to be essentially creative for a youth wanting to be creative. The video game’s nature can explain this situation since it is directly influenced, as Kline, Dyer-Witheford et De Peuter (2003) argued, by culture, technology and marketing. Developers occupy a space that is primarily influenced, on the one hand, by their culture, practices, and the developers’ community but, on the other hand, they need to subscribe to the industry’s constraints and way to do a game that dimin-ishes their creative potential.
Books on the topic "Video Game Production"
Sotamaa, Olli, and Jan Svelch, eds. Game Production Studies. NL Amsterdam: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463725439.
Full textLavroff, Nicholas. Behind the Scenes at Sega: The Making of a Video Game. Rocklin, CA: Prima Publishing, 1994.
Find full textCase, Stevie. Daikatana. Roseville, California, United States of America: Prima Games, 2000.
Find full textMaura, Kennedy, ed. Make your own music videos with Adobe Premiere. New York: Hungry Minds, 2002.
Find full textGuynes, Sean, and Dan Hassler-Forest, eds. Star Wars and the History of Transmedia Storytelling. NL Amsterdam: Amsterdam University Press, 2017. http://dx.doi.org/10.5117/9789462986213.
Full textbbt. Diary of a Wimpy Kid : Double Down: To jeff,. Diary of a Wimpy Kid Virtually Live Event.: puffin bokks, 2016.
Find full textBook chapters on the topic "Video Game Production"
Styhre, Alexander. "Passionate Production in the Shadow of the Market: The Prospects of Innovation-Led Growth." In Indie Video Game Development Work, 219–43. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-45545-3_8.
Full textJohnson, Robin. "Technomasculinity and Its Influence in Video Game Production." In Masculinities in Play, 249–62. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-90581-5_14.
Full textNichols, Randy. "Who Plays, Who Pays? Mapping Video Game Production and Consumption Globally." In Gaming Globally, 19–39. New York: Palgrave Macmillan US, 2013. http://dx.doi.org/10.1057/9781137006332_2.
Full textSchoenau-Fog, Henrik, Lise Busk Kofoed, Nanna Svarre Kristensen, and Lars Reng. "Developing Production-Oriented, Problem-Based and Project-Work Courses - The Case of Game Development in a Video Conference Setting." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 363–73. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-06134-0_40.
Full textSobociński, Maciej D. "QUALITY OF VIDEO GAMES: INTRODUCTION TO A COMPLEX ISSUE." In Quality Production Improvement - QPI, edited by Robert Ulewicz, 487–94. Warsaw, Poland: Sciendo, 2019. http://dx.doi.org/10.2478/9783110680591-066.
Full textSánchez, Raquel Echeandía, Nelson Zagalo, and Sara Cortés Gómez. "Creative Process of Pre-production of Video Games." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 198–211. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-73426-8_11.
Full textHuntemann, Nina B. "Women in Video Games: The Case of Hardware Production and Promotion." In Gaming Globally, 41–57. New York: Palgrave Macmillan US, 2013. http://dx.doi.org/10.1057/9781137006332_3.
Full textSotamaa, Olli, and Jan Švelch. "Introduction: Why Game Production Matters?" In Game Production Studies. Nieuwe Prinsengracht 89 1018 VR Amsterdam Nederland: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463725439_intro.
Full textKerr, Aphra. "Before and After: Towards Inclusive Production Studies, Theories, and Methods." In Game Production Studies. Nieuwe Prinsengracht 89 1018 VR Amsterdam Nederland: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463725439_after.
Full textTer Minassian, Hovig, and Vinciane Zabban. "Should I Stay or Should I Go? The Circulations and Biographies of French Game Workers in a ‘Global Games’ Era." In Game Production Studies. Nieuwe Prinsengracht 89 1018 VR Amsterdam Nederland: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463725439_ch03.
Full textConference papers on the topic "Video Game Production"
Quiroga, Julian, Henry Carrillo, Edisson Maldonado, John Ruiz, and Luis M. Zapata. "As Seen on TV: Automatic Basketball Video Production using Gaussian-based Actionness and Game States Recognition." In 2020 IEEE/CVF Conference on Computer Vision and Pattern Recognition Workshops (CVPRW). IEEE, 2020. http://dx.doi.org/10.1109/cvprw50498.2020.00455.
Full textHonda, Jason, Harry H. Cheng, and Donna D. Djordjevich. "Mobile Agents and Related Features for Real Time First Responder Training Systems." In ASME 2009 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2009. http://dx.doi.org/10.1115/detc2009-87450.
Full textVeeder, Jane, Paul D. Lewis, Bob Zigado, Robert Stein, and Craig Upson. "New developments in animation production for video games (panel session)." In the 22nd annual conference. New York, New York, USA: ACM Press, 1995. http://dx.doi.org/10.1145/218380.218523.
Full text"The use of Visualisations and Video Productions in Online Game-Based Learning." In 18th European Conference on e-Learning. ACPI, 2019. http://dx.doi.org/10.34190/eel.19.094.
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