Academic literature on the topic 'Video game/s'
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Journal articles on the topic "Video game/s"
Cler, Gabriel J., Talia Mittelman, Maia N. Braden, Geralyn Harvey Woodnorth, and Cara E. Stepp. "Video Game Rehabilitation of Velopharyngeal Dysfunction: A Case Series." Journal of Speech, Language, and Hearing Research 60, no. 6S (June 22, 2017): 1800–1809. http://dx.doi.org/10.1044/2017_jslhr-s-16-0231.
Full textAbraham, Benjamin. "Video Game Visions of Climate Futures." Games and Culture 13, no. 1 (September 21, 2015): 71–91. http://dx.doi.org/10.1177/1555412015603844.
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 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 textSax, Marijn, and Jef Ausloos. "Getting under your skin(s): a legal-ethical exploration of Fortnite's transformation into a content delivery platform and its manipulative potential*." Interactive Entertainment Law Review 4, no. 1 (August 2021): 3–26. http://dx.doi.org/10.4337/2021.0001.
Full textWajid, Abdul, Nasir Kamal, Muhammad Sharjeel, Raaez Muhammad Sheikh, Huzaifah Bin Wasim, Muhammad Hashir Ali, Wajahat Hussain, Syed Taha Ali, and Latif Anjum. "A First Look at Private Communications in Video Games using Visual Features." Proceedings on Privacy Enhancing Technologies 2021, no. 3 (April 27, 2021): 433–52. http://dx.doi.org/10.2478/popets-2021-0055.
Full textPallavicini, Federica, Alessandro Pepe, and Fabrizia Mantovani. "Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review." JMIR Mental Health 8, no. 8 (August 16, 2021): e28150. http://dx.doi.org/10.2196/28150.
Full textСапицька, О. М. "The role of video games in obtaining and disseminating historical knowledge." ВІСНИК СХІДНОУКРАЇНСЬКОГО НАЦІОНАЛЬНОГО УНІВЕРСИТЕТУ імені Володимира Даля, no. 3(259) (February 18, 2020): 62–70. http://dx.doi.org/10.33216/1998-7927-2020-259-3-62-70.
Full textKelshaw, P. M., A. E. Lincoln, L. H. Hepburn, D. C. Herman, H. K. Vincent, N. Cortes, and S. V. Caswell. "The Effect of Protective Headgear on Frequency and Magnitude of Impacts in Girls’ High School Varsity Lacrosse." Archives of Clinical Neuropsychology 34, no. 5 (July 2019): 742. http://dx.doi.org/10.1093/arclin/acz026.12.
Full textShelstad, William J., Barbara S. Chaparro, and Joseph R. Keebler. "Assessing the User Experience of Video Games: Relationships Between Three Scales." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63, no. 1 (November 2019): 1488–92. http://dx.doi.org/10.1177/1071181319631300.
Full textDissertations / Theses on the topic "Video game/s"
Habbari, Samia, Arreola Alfredo Hidalgo, and Petrova Antoniya Georgieva. "Business Dynamics and Innovation in the Home Video Game Industry." Thesis, Jönköping University, JIBS, EMM (Entrepreneurship, Marketing, Management), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-12836.
Full textThe purpose of this thesis is to present and analyze the innovations in the home video game industry and their impact on the competitive strategies of the companies in the indus-try. The existing literature about business cycles and business dynamics is scarce from busi-ness administrative perspective. This thesis contributes to fill the gap in the academic literature. The choice of the home video game industry has been done, due to its fast growing economic nature and the rapid changes that can be noticed, especially for the last decade. A qualitative research method with secondary qualitative and quantitative data and primary qualitative data through interviews has been used for this thesis. The home video game industry is highly driven by technological product innovations. Incremental innovations do not affect in a significant way the dynamics within the industry. Radical innovations create a competitive advantage through differentiation and they increase market share for the company which followed this strategy. Disruptive innovations open new markets, change the business environment for every firm and generate a shift in consumer preferences. Hence, the company which implements a disruptive innovation gains extensive market share. Innovations are possible due to the strategic orientation a company aims to pursue. If a company pursues a high market orientation and a low inno-vation orientation it manufactures an upgraded product to keep customers satisfied. When the firm pursues a high market and innovation orientation, the final product includes cha-racteristics that the customers desire. While at the same time the product created offers services and features hard to be matched by the competition. Finally, if a firm pursues a high innovation orientation and a low market orientation strategy, it creates an easier and more convenient alternative on the existing products while being cheaper. At the same time this strategic orientation disregards the established customers' desires.The purpose of this thesis is to present and analyze the innovations in the home video game industry and their impact on the competitive strategies of the companies in the indus-try. The existing literature about business cycles and business dynamics is scarce from busi-ness administrative perspective. This thesis contributes to fill the gap in the academic litera-ture. The choice of the home video game industry has been done, due to its fast growing economic nature and the rapid changes that can be noticed, especially for the last decade. A qualitative research method with secondary qualitative and quantitative data and primary qualitative data through interviews has been used for this thesis.The home video game industry is highly driven by technological product innovations. Incremental innovations do not affect in a significant way the dynamics within the industry. Radical innovations create a competitive advantage through differentiation and they increase market share for the company which followed this strategy. Disruptive innovations open new markets, change the business environment for every firm and generate a shift in consumer preferences. Hence, the company which implements a disruptive innovation gains extensive market share. Innovations are possible due to the strategic orientation a company aims to pursue. If a company pursues a high market orientation and a low inno-vation orientation it manufactures an upgraded product to keep customers satisfied. When the firm pursues a high market and innovation orientation, the final product includes cha-racteristics that the customers desire. While at the same time the product created offers services and features hard to be matched by the competition. Finally, if a firm pursues a high innovation orientation and a low market orientation strategy, it creates an easier and more convenient alternative on the existing products while being cheaper. At the same time this strategic orientation disregards the established customers' desires.
Smith, Nathan J. "Does Video Game Content Matter? An Examination of Two Competing Ideas." BYU ScholarsArchive, 2015. https://scholarsarchive.byu.edu/etd/6026.
Full textNorman, Fredrik. "“A peaceful world is a boring world” : a study in narrative structure and mythological elements in Squaresoft‟s Chrono Trigger." Thesis, Högskolan i Gävle, Avdelningen för humaniora, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-8534.
Full textBello, Robson Scarassati. "O videogame como representação histórica: narrativa, espaço e jogabilidade, em Assassin\'s Creed (2007-2015)." Universidade de São Paulo, 2016. http://www.teses.usp.br/teses/disponiveis/8/8138/tde-19122016-103439/.
Full textThe goal of this work is to investigate relations between the representation of History and electronic games (Videogames) by analyzing the game series Assassins Creed (between 2007 and 2015), which has representations of multiple historic times in narratives, gameplays and virtual spaces that reconstitute sceneries of the past for a player to explore and interact controlling the character of an Assassin. Our investigation intends to understand this product, which has been very little studied in the Humanities, within its specificity, and to pinpoint its position within the Culture Industry with its material supports and many genres as well as in relation to other games. One specific episode of the game, Assassins Creed III (2012), has been used for in-depth analysis of the narrative development of events, the creation of space and the proposed interactivity, so as to understand how the many temporalities are systemized in a ludic and narrative structure throughout the whole series, which expresses a specific view on multiculturalism and History itself.
Almén, 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.
BRANDÃO, ROBERTA PURPER. "PLAYING BEYOND: THE INTERPLAY BETWEEN THE MAGIC OF VIDEO GAMES AND THE PLAYER S CREATIVE PLAY." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2012. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=27844@1.
Full textCOORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
PROGRAMA DE DOUTORADO SANDUÍCHE NO EXTERIOR
PROGRAMA DE DOUTORADO NO PAÍS COM ESTÁGIO NO EXTERIOR
Como no passado, as crianças e os jovens de hoje gostam de jogar e brincar, mas indo além das formas tradicionais, as gerações contemporâneas também jogam e brincam de novas maneiras, já que a invenção do computador e a propagação da conexão em rede difundiram não só a tecnologia digital, como o que pode ser considerado o jogo ou brinquedo mais complexo inventado até hoje: o jogo eletrônico. No entanto, em contraste ao consagrado sucesso comercial da indústria de jogos eletrônicos, ainda estamos buscando estabelecer uma linguagem unificada e um vocabulário capaz de descrever a experiência do jogador. O objetivo geral do trabalho foi realizar um estudo psicológico – apoiando-se nos resultados de uma pesquisa de campo qualitativa sobre a experiência de 10 jovens cariocas nos jogos multiplayer – para compreender o que está em jogo quando o jogador vai além das estratégias planejadas pelo designer, descobre táticas e ocorre um interjogo entre jogo e jogador. Objetivamente, o trabalho fornece uma conceituação psicológica sobre o ato de jogar e brincar, capaz de descrever a experiência nos jogos multiplayer, apoiada em diversos eixos conceituais gerados a partir das categorias de análise das entrevistas. A proposta é subsidiar caminhos para futuras diretrizes de design, e nortear a análise e o desenvolvimento de projetos que abram espaços para o interjogo entre a mágica proporcionada pelo jogo eletrônico e o brincar criativo do jogador.
As always, new generations find enjoyment and fun through play. In addition to playing with traditional games and toys, however, today we can also create and discover new and unique experiences through play. The popularized spread of computers, digital networks, and distributed technology has invented the most complex game or toy yet: the video game. Yet for all the acclaimed commercial success of the video game industry, we are still searching for a unified language and vocabulary capable of describing these new player experiences. This dissertation presents a psychological study – based on the results of a qualitative field research with 10 young participants of multiplayer games in Rio de Janeiro, Brazil – of what is at play when the player goes beyond game strategies and discovers individual tactics. The study presents a psychological framework of the interplay between player and gameplay built upon several conceptual axes, which emerged from the categories of research analysis. The objective purpose of the psychological study was to support the future development of game design guidelines, and provide a framework for the research, production, and description of experiences that foster interplay between the magic of video games and the player s creative play.
Věčorek, David. "Mobilní aplikace s predikcemi výsledků e-Sports utkání." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-255452.
Full textHuang, Kuo-Wei, and 黃國偉. "Discussion on Taiwan''s video game entertainment industry." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/rctuqd.
Full text國立中山大學
財務管理學系研究所
107
Enterprises pursue sustainable development, and now face social, environmental and economic challenges, consumer behavior is constantly changing, and how companies respond and manage becomes an important issue. If enterprises want to continue to operate and last for a long time, they need to continuously invest in resource development. R&D and innovation will keep the company from being replaced by the trend of the times. In recent years, Taiwan''s high-tech industry is facing ups and downs, network connections have developed to 5G networks, but many traditional information electronics industries are facing digital shocks. However, through a series of financial and business strategies to transform into video game concept stocks, companies can continue to persevere. Operating. This paper collects and organizes the case company data and summarizes the development of the electronic industry strategy. The content of this research explores the origin of the game, the development of the game, the current situation of the e-sports industry, and the legal system management. It reflects the current strategy, management and management of the enterprise, and enhances the value of the enterprise through industrial transformation and financial analysis.
Cheng, Li-hua, and 鄭麗華. "The Research and Creation of 3D Video Game of Zheng Chenggong''s Legend." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/17251918215554416705.
Full text國立屏東教育大學
視覺藝術學系
100
Using games to combine different cultural , not only al low student more focus on study, but create many unbelievable works, it also can bring more intension and experience to people. Now Taiwan’s 3D video game player is influence by foreign culture, we gradually forget how beautiful our culture is. This has already critical effect Taiwan’s cultural . Taiwan’s game design is fall behind in this few years; there is no new idea in our game. We didn’t create better story, art , style or the way to control the game. As result , to study other countries 3D video games, to more understand how they develop their game, and how the game become famous, hope that Taiwan can learn for their merit and improve our defect , to make Taiwan’s 3D video game can be more marketability. This research has collected some related document and analyzed. To confer other countries 3D game develop and to learn how to improve. Analyze different countries cultural story, to know the possibility and creative to combine different cultural to game; analyze their style, to better know the different between our video games and theirs. The author purpose to create a cultural game, to confer Taiwan’s popular legend and choose some historic, legend and mythology to create a game about Zheng Chenggong''s legend. The creativity between Taiwan’s cultural games is insufficient than other countries , the author collected and imerged some personal opinion. To know if want to use Taiwan’s cultural to create a game, we need to create more on the game art , it will be very originality and to show our culture to public. In the future, by combining culture and art will become more diversified. Taiwan still have many culture resources which can use to create better games . Zheng Chenggong and many legend stories can be used to create feature games; author is based on Zheng Chenggong and Taiwan legend stories bring an intent ion for Taiwan’s cultural games.
Lavier, Quentin. "Jeu vidéo et mort(s) : analyse de l’imaginaire de la mort dans le jeu vidéo." Thesis, 2019. http://hdl.handle.net/1866/24163.
Full textIn our society where death is a taboo, where mourning must be lived in secret and the topic avoided in public spheres, two spheres have the leisure to approach it without difficulty: religion and art. The art that caught my attention is the video game for its ability to put the player in control of his death. Each video game presents a different universe, and each will treat the player differently when he fails a task. By taking an interest in these punishments and the digital deaths that ensue, I examine the mythical imaginary that the gamer faces while playing video games. This thesis is divided into four chapters. The first chapter sets out the themes and concepts of my research. The first section deals with games, then more specifically with video games. I then address the ways by which the game can influence the player. In a second section, I discuss death and the discourses on it (eschatological) and I begin to associate it with video games. In the second chapter, I develop my problematic, namely that if most of the arts present a final death, the player cannot truly die in video games. This issue is woven around the notion of evolution and the attainment of immortality. The third chapter presents my theoretical framework and my methodology. I explain the formation of my video game corpus and explain how it was analyzed. The video game is understood as a mythical story capable of informing us about the mysteries of death. In this context, I use the mythanalysis developed by Gilbert Durand to determine in each game the relationship between the player and death. The last chapter presents my results by grouping the games by type. I present the relationship between player and death in each of the types, as well as in the games with a unique relationship to death.
Books on the topic "Video game/s"
Ichbiah, Daniel. La saga des jeux vidéo. [Triel-sur-Seine]: Pix'n Love éditions, 2009.
Find full textInc, Game Counselor. Game Counselor's Answer Book for Nintendo Players. Redmond, USA: Microsoft Pr, 1991.
Find full textBell, Kyle W., and Angel Cortes. Game Freaks 365's Video Game Guide 2011. CreateSpace Independent Publishing Platform, 2011.
Find full textGibbons, William. Introduction. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190265250.003.0001.
Full textBorelli, Melissa Blanco, ed. The Oxford Handbook of Dance and the Popular Screen. Oxford University Press, 2014. http://dx.doi.org/10.1093/oxfordhb/9780199897827.001.0001.
Full textBook chapters on the topic "Video game/s"
Verständig, Dan, and Jens Holze. "It’s not just a game – Subversive Praktiken in digitalen Spielkulturen." In Phänomen Let´s Play-Video, 225–39. Wiesbaden: Springer Fachmedien Wiesbaden, 2016. http://dx.doi.org/10.1007/978-3-658-12936-1_16.
Full textSchemer-Reinhard, Timo. "Let’s Play without Controller. Zu den Effekten des Verschwindens der Steuerung im remediatisierten Game." In Phänomen Let´s Play-Video, 55–69. Wiesbaden: Springer Fachmedien Wiesbaden, 2016. http://dx.doi.org/10.1007/978-3-658-12936-1_5.
Full textClayton, Aaron. "The Lion, the Witch, and the Wii: Lewis’s Theology in the Narnia Video Game." In C. S. Lewis, 126–41. London: Macmillan Education UK, 2012. http://dx.doi.org/10.1007/978-1-137-28497-6_8.
Full textAlberti, John. "The Game of Facebook and the End(s) of Writing Pedagogy." In Rhetoric/Composition/Play through Video Games, 9–23. New York: Palgrave Macmillan US, 2013. http://dx.doi.org/10.1057/9781137307675_2.
Full textOlgado, Benedict Salazar. "Save Point/s: Competing Values and Practices in the Field of Video Game Preservation." In Information in Contemporary Society, 411–18. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15742-5_39.
Full textHeuser, Svenja, Béatrice Arend, and Patrick Sunnen. "Reading Aloud in Human-Computer Interaction: How Spatial Distribution of Digital Text Units at an Interactive Tabletop Contributes to the Participants’ Shared Understanding." In Lecture Notes in Computer Science, 117–34. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-60117-1_9.
Full textToh, Weimin. "Gameplay II—Loop, Phase Types, and Stage(s)." In A Multimodal Approach to Video Games and the Player Experience, 204–23. New York : Routledge, 2017. | Series: Routledge studies in multimodality ; 26: Routledge, 2018. http://dx.doi.org/10.4324/9781351184779-11.
Full textRockenberger, Annika. "Video Game Framings." In Advances in Human and Social Aspects of Technology, 252–86. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-6002-1.ch013.
Full textRockenberger, Annika. "Video Game Framings." In Gamification, 49–82. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch004.
Full text"Writing Tutorials, or Press Start. . . to Start (Andrew S. Walsh)." In Professional Techniques for Video Game Writing, 135–52. A K Peters/CRC Press, 2008. http://dx.doi.org/10.1201/b10640-14.
Full textConference papers on the topic "Video game/s"
Farhana, Mosarrat, and Daniel Swietlicki. "Digitalization as a Game-Changer: A Study on Swedish Video Game Industry." In The 2st Linnaeus Student Conference on Information Technology: Digital Transformation in the Contemporary World. Lnu Press, 2021. http://dx.doi.org/10.15626/lscit2020.01.
Full textOrekh, Ekaterina. "PARENTS� BELIEFS ABOUT CHILDREN�S VIDEO GAMES IN CONTEMPORARY RUSSIA: �FULLNESS OF LIFE� VERSUS �QUALITY OF LIFE�." In 5th SGEM International Multidisciplinary Scientific Conferences on SOCIAL SCIENCES and ARTS SGEM2018. STEF92 Technology, 2018. http://dx.doi.org/10.5593/sgemsocial2018/3.3/s12.063.
Full textFullerton, Anne M., Thomas C. Fu, and Edward S. Ammeen. "Distribution of Wave Impact Forces From Breaking and Non-Breaking Waves." In ASME 2009 28th International Conference on Ocean, Offshore and Arctic Engineering. ASMEDC, 2009. http://dx.doi.org/10.1115/omae2009-79978.
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