Journal articles on the topic 'Video Game Production'
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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 textBiercewicz, Konrad, Mariusz Borawski, and Jarosław Duda. "Method for Selecting an Engagement Index for a Specific Type of Game Using Cognitive Neuroscience." International Journal of Computer Games Technology 2020 (August 18, 2020): 1–19. http://dx.doi.org/10.1155/2020/2450651.
Full textTorres-Toukoumidis, Angel, Juan Pablo Salgado Guerrero, Sheila Peñalva, and Paola Carrera. "Global Game Jam in Latin-America, a Collaborative Videogame Learning Experience." Social Sciences 9, no. 3 (March 11, 2020): 28. http://dx.doi.org/10.3390/socsci9030028.
Full textMcDaniel, Rudy, and Peter Telep. "Game Design Tactics for Teaching Technical Communication in Online Courses." Journal of Technical Writing and Communication 51, no. 1 (December 11, 2020): 70–92. http://dx.doi.org/10.1177/0047281620977163.
Full textJohnson, Mark R., and Jamie Woodcock. "The impacts of live streaming and Twitch.tv on the video game industry." Media, Culture & Society 41, no. 5 (December 20, 2018): 670–88. http://dx.doi.org/10.1177/0163443718818363.
Full textO'Donnell, Casey. "The Nintendo Entertainment System and the 10NES Chip: Carving the Video Game Industry in Silicon." Games and Culture 6, no. 1 (August 11, 2010): 83–100. http://dx.doi.org/10.1177/1555412010377319.
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 textAleman, Ezequiel, and Larysa Nadolny. "Integration of Video Games To Support the FCS Education Food Production Standards." Journal of Family & Consumer Sciences 113, no. 2 (April 1, 2021): 46–49. http://dx.doi.org/10.14307/jfcs113.2.46.
Full textMurphy, Christian, Sudhir Mudur, Daniel Holden, Marc-André Carbonneau, Donya Ghafourzadeh, and Andre Beauchamp. "Artist guided generation of video game production quality face textures." Computers & Graphics 98 (August 2021): 268–79. http://dx.doi.org/10.1016/j.cag.2021.06.004.
Full textRetnowati, Nurcahyani Dewi, Yenni Astuti, and Supri Ermanto. "ANIMASI 3D PENDUKUNG SIMULASI FUNGSI FLIGHT CONTROLS DAN LANDING GEARS SUPRI SUKHOI SUPERJET 100." Conference SENATIK STT Adisutjipto Yogyakarta 1 (December 1, 2013): 93. http://dx.doi.org/10.28989/senatik.v1i0.43.
Full textOzimek, Anna M. "Outsourcing Digital Game Production: The Case of Polish Testers." Television & New Media 20, no. 8 (May 29, 2019): 824–35. http://dx.doi.org/10.1177/1527476419851088.
Full textVenegas Ramos, Alberto. "Aesthetic uses of the past and limits in the reconstruction of historical spaces inside a videogame." Culture & History Digital Journal 9, no. 1 (September 11, 2020): 004. http://dx.doi.org/10.3989/chdj.2020.004.
Full textCover, Rob. "Digital Addiction: The Cultural Production of Online and Video Game Junkies." Media International Australia 113, no. 1 (November 2004): 110–23. http://dx.doi.org/10.1177/1329878x0411300113.
Full textSmith, Anthony N. "The backer–developer connection: Exploring crowdfunding’s influence on video game production." New Media & Society 17, no. 2 (November 24, 2014): 198–214. http://dx.doi.org/10.1177/1461444814558910.
Full textHorodyski, John. "Making metadata work in digital asset management and video game production." Journal of Digital Asset Management 2, no. 5 (September 2006): 255–61. http://dx.doi.org/10.1057/palgrave.dam.3650041.
Full textRydzewski, Rafał. "Assessment of the Financial Condition of Knowledge Based Economy Entities – an Example of Polish Video Game Sector." Studia Humana 10, no. 3 (June 1, 2021): 19–29. http://dx.doi.org/10.2478/sh-2021-0015.
Full textLolli, Dario. "‘The fate of Shenmue is in your hands now!’: Kickstarter, video games and the financialization of crowdfunding." Convergence: The International Journal of Research into New Media Technologies 25, no. 5-6 (June 13, 2018): 985–99. http://dx.doi.org/10.1177/1354856518780478.
Full textBodenhorn, Barbara, and Olga Ulturgasheva. "Envisioning Arctic Futures: Digital and Otherwise." Museum Anthropology Review 12, no. 2 (August 11, 2018): 100–119. http://dx.doi.org/10.14434/mar.v12i2.23184.
Full textAraújo, Naiara Sales. "VIDEO GAMES E LITERATURA: Do Nimrod à Neuromancer." Revista Observatório 3, no. 3 (May 1, 2017): 164. http://dx.doi.org/10.20873/uft.2447-4266.2017v3n3p164.
Full textSherry, John L. "Formative Research for STEM Educational Games." Zeitschrift für Psychologie 221, no. 2 (January 2013): 90–97. http://dx.doi.org/10.1027/2151-2604/a000134.
Full textSimon, Bart, and Darren Wershler. "Childhood’s End (or, We Have Never Been Modern, Except in Minecraft)." Cultural Politics 14, no. 3 (November 1, 2018): 289–303. http://dx.doi.org/10.1215/17432197-7093310.
Full textMiner, Joshua D. "Biased Render." Screen Bodies 4, no. 1 (June 1, 2019): 48–71. http://dx.doi.org/10.3167/screen.2019.040105.
Full textGómez-Prada, Urbano, and Oscar Gómez-Sandoval. "SAMI: Serious videogame of bovine cattle farms in Unity supported in System Dynamics." Revista UIS Ingenierías 18, no. 4 (July 16, 2019): 15–22. http://dx.doi.org/10.18273/revuin.v18n4-2019001.
Full textBingham, Christopher M. "Talking about Twitch: Dropped Frames and a normative theory of new media production." Convergence: The International Journal of Research into New Media Technologies 26, no. 2 (November 15, 2017): 269–86. http://dx.doi.org/10.1177/1354856517736974.
Full textvan Ommen, Mattias. "Guild Wars 2, the Frankfurt School and Dialectical Fairy Scenes: A Critical Approach Towards Massively Multiplayer Online Video Games." Games and Culture 13, no. 6 (March 2, 2016): 547–67. http://dx.doi.org/10.1177/1555412015627392.
Full textBorissov, Borislav. "THE OPPORTUNITIES OF GAMIFICATION IN BUSINESS PLANNING TRAINING." Knowledge International Journal 28, no. 1 (December 10, 2018): 285–90. http://dx.doi.org/10.35120/kij2801285b.
Full textAllen, Robertson. "The Unreal Enemy of America’s Army." Games and Culture 6, no. 1 (August 11, 2010): 38–60. http://dx.doi.org/10.1177/1555412010377321.
Full textIwatani, Toru. "1-2. What Matters Most in Video Game Production, from the Educational Point of View." Journal of the Institute of Image Information and Television Engineers 67, no. 1 (2013): 9–11. http://dx.doi.org/10.3169/itej.67.9.
Full textNakajima, Nobutaka. "1-1. A Plan and the Production Spot of the Game; Several Issues on Development Side which Video Game Evolution Causes." Journal of the Institute of Image Information and Television Engineers 67, no. 1 (2013): 5–8. http://dx.doi.org/10.3169/itej.67.5.
Full textPhelps, Andrew M., Christopher A. Egert, and Mia Consalvo. "Hack, Slash & Backstab: A Post-Mortem of University Game Development at Scale." International Journal of Designs for Learning 12, no. 1 (April 12, 2021): 16–33. http://dx.doi.org/10.14434/ijdl.v12i1.31263.
Full textFreitas, Joana. "Kill the Orchestra." Journal of Sound and Music in Games 2, no. 2 (2021): 22–41. http://dx.doi.org/10.1525/jsmg.2021.2.2.22.
Full textAwagjan, A. R., A. A. Kalugin, and P. R. Kondrashov. "Labour and the Ecological Critique of Capitalism in Videogames: The Case of Stardew Valley." Sociology of Power 32, no. 3 (October 2020): 242–66. http://dx.doi.org/10.22394/2074-0492-2020-3-242-266.
Full textNegrão, Maryangela Drumond de Abreu, and Ana Maria Machado Toaldo. "Marketing Strategy Implementation Process in the Creative Industry of Video Games." Revista Ibero-Americana de Estratégia 12, no. 2 (June 1, 2013): 105–37. http://dx.doi.org/10.5585/ijsm.v12i2.1859.
Full textGómez Prada, Urbano Eliécer, Martha Lucía Orellana Hernández, and Jesús María Salinas Ibañez. "Systems Dynamics and Serious Video Games in an Appropriation Strategy of a Decision Support System for Small Livestock Farmers." International Journal of Interactive Mobile Technologies (iJIM) 14, no. 15 (September 11, 2020): 4. http://dx.doi.org/10.3991/ijim.v14i15.14597.
Full textWhitson, Jennifer R., and Bart Simon. "Game Studies meets Surveillance Studies at the Edge of Digital Culture: An Introduction to a special issue on Surveillance, Games and Play." Surveillance & Society 12, no. 3 (July 22, 2014): 309–19. http://dx.doi.org/10.24908/ss.v12i3.5334.
Full textSaunders, Rebecca. "Computer-generated pornography and convergence: Animation and algorithms as new digital desire." Convergence: The International Journal of Research into New Media Technologies 25, no. 2 (March 6, 2019): 241–59. http://dx.doi.org/10.1177/1354856519833591.
Full textBerg Marklund, Björn, Henrik Engström, Marcus Hellkvist, and Per Backlund. "What Empirically Based Research Tells Us About Game Development." Computer Games Journal 8, no. 3-4 (September 24, 2019): 179–98. http://dx.doi.org/10.1007/s40869-019-00085-1.
Full textViedge, C., and P. A. Taffinder. "An empirical evaluation of the use of video films in training: A behaviouristic analysis." South African Journal of Business Management 18, no. 3 (September 30, 1987): 163–67. http://dx.doi.org/10.4102/sajbm.v18i3.1013.
Full textRay, Jean-Charles. "Regarder la peur dans les yeux." Le jeu vidéo au Québec 14, no. 23 (July 8, 2021): 100–114. http://dx.doi.org/10.7202/1078730ar.
Full textCornfeld, Li, Victoria Simon, and Jonathan Sterne. "Legitimating Media: Shakespeare’s Awkward Travels Through Video Games and Twitter." Communication, Culture and Critique 11, no. 3 (July 27, 2018): 418–35. http://dx.doi.org/10.1093/ccc/tcy015.
Full textHu, Zhen Yu. "Simulation Research on Video Tracking Based on Computer Dynamic Capturing Technology." Applied Mechanics and Materials 513-517 (February 2014): 2389–93. http://dx.doi.org/10.4028/www.scientific.net/amm.513-517.2389.
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