Academic literature on the topic 'Video game studies'
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Journal articles on the topic "Video game studies"
Wibowo, Tony. "Music Effect Studies in The Experience of Playing Video Games with Qualitative and Quantitative Approaches." JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING 3, no. 1 (July 25, 2019): 48. http://dx.doi.org/10.31289/jite.v3i1.2598.
Full textInwood, Heather. "Towards Sinophone Game Studies." British Journal of Chinese Studies 12, no. 2 (August 6, 2022): 1–10. http://dx.doi.org/10.51661/bjocs.v12i2.219.
Full textNyitray, Kristen J. "The Alert Collector: Game On to Game After: Sources for Video Game History." Reference & User Services Quarterly 59, no. 1 (December 11, 2019): 7. http://dx.doi.org/10.5860/rusq.59.1.7219.
Full textChess, Shira, Nathaniel J. Evans, and Joyya JaDawn Baines. "What Does a Gamer Look Like? Video Games, Advertising, and Diversity." Television & New Media 18, no. 1 (August 1, 2016): 37–57. http://dx.doi.org/10.1177/1527476416643765.
Full textHamlen, Karla R. "Understanding Children’s Choices and Cognition in Video Game Play." Zeitschrift für Psychologie 221, no. 2 (January 2013): 107–14. http://dx.doi.org/10.1027/2151-2604/a000136.
Full textBenoit, Julie Justine, Eugenie Roudaia, Taylor Johnson, Trevor Love, and Jocelyn Faubert. "The neuropsychological profile of professional action video game players." PeerJ 8 (November 17, 2020): e10211. http://dx.doi.org/10.7717/peerj.10211.
Full textKoptelova, Svetlana A., and Ekaterina A. Rutskaya. "Linguistic Aspects of Video Game Localization." Вестник Пермского университета. Российская и зарубежная филология 14, no. 3 (2022): 16–25. http://dx.doi.org/10.17072/2073-6681-2022-3-16-25.
Full textShaw, Adrienne. "What Is Video Game Culture? Cultural Studies and Game Studies." Games and Culture 5, no. 4 (October 2010): 403–24. http://dx.doi.org/10.1177/1555412009360414.
Full textPurnama, SF Lukfianka Sanjaya, and SF Luthfie Arguby Purnomo. "CLASSIFYING VIDEO GAME TRANSLATION STUDIES FROM TRANSTEXTUALITY PERSPECTIVES." LEKSEMA: Jurnal Bahasa dan Sastra 4, no. 1 (June 20, 2019): 29. http://dx.doi.org/10.22515/ljbs.v4i1.1635.
Full textClarke, Rachel Ivy, Jin Ha Lee, and Neils Clark. "Why Video Game Genres Fail." Games and Culture 12, no. 5 (July 6, 2015): 445–65. http://dx.doi.org/10.1177/1555412015591900.
Full textDissertations / Theses on the topic "Video game studies"
Gursoy, Ayse. "Game worlds : a study of video game criticism." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/83834.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 95-102).
This paper explores the relation between criticism and establishment of narrative forms and genres, focusing on the cultural situation of video games. Comparing the context of early film criticism and contemporary video game criticism, I argue that the public negotiation of meaning and value codifies a new medium as it emerges. In the case of digital games in particular, contemporary critics approach the question of "what is a game" rhetorically, rarely addressing it outright but allowing metatextual considerations to influence their readings. I trace the sites of criticism, moving from newspapers and weekly periodicals in the case of film, to blogs and web publications in the case of digital games, and explore how the shifting reception of each form took hold in the different media available. I focus especially on the state of public video game criticism today, locating the persuasive strengths in the ability for quick communication between writers, as well as the easy dissemination of digital games. I ground my analysis in the game criticism produced in response to Dear Esther (2011) and League of Legends (2009) that visibly struggled with ideas of narrative, game, and interactivity.
by Ayse Gursoy.
S.M.
Willoughby, A. "Video Game Theatre." VCU Scholars Compass, 2011. http://scholarscompass.vcu.edu/etd/2424.
Full textChamplin, Alexander Doran. "Video Game Play and Apparatus." Bowling Green State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1341986681.
Full textReynolds, Katherine J. "Narrative, Body and gaze; Representations of Action Heroines in Console Video Games and Gamer Subjectivity." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1363616108.
Full textAsad, Mariam. "Making it difficult: modernist poetry as applied to game design analysis." Thesis, Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/39617.
Full textHagvall, Martin. "RULES AND BEYOND: THE RESURGENCE OF PROCEDURAL RHETORIC : A Literature Review in Game Studies." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11615.
Full textGOES, GIL BARRETO DE. "INTERNATIONALIZATION PROCESS IN THE BRAZILIAN VIDEO GAME INDUSTRY: CASE STUDIES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2014. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=24496@1.
Full textCOORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
PROGRAMA DE SUPORTE À PÓS-GRADUAÇÃO DE INSTS. DE ENSINO
A partir da década de 1990 registra-se crescente interesse no estudo de empresas que apresentam processo de internacionalização rápido e precoce, conhecidas na literatura como Born Globals. O presente estudo investigou o processo de internacionalização de duas Born Globals brasileiras de pequeno porte que atuam no desenvolvimento de jogos eletrônicos. O objetivo deste trabalho foi compreender as motivações, os processos de internacionalização, os fatores que influenciaram negativamente e positivamente a expansão internacional dessas empresas e as estratégias adotadas para se manterem no mercado internacional, sob o enfoque das principais teorias propostas pela literatura. O estudo foi de natureza qualitativa, utilizando-se o método de estudo de caso. Foram realizadas entrevistas com os principais executivos que atuam na área internacional dessas empresas e levantados dados secundários sobre as mesmas. Paralelamente, foi desenvolvida uma análise do setor de jogos eletrônicos e de sua internacionalização. Por fim, foi possível traçar a evolução do processo de internacionalização das empresas, identificando etapas e eventos importantes, assim como as razões que determinaram as principais ações das empresas, confrontando-se tais resultados com a literatura sobre o tema.
Since the 1990s there has been increasing interest in the study of companies that go through rapid and early internationalization processes. The literature refers to these firms as Born Globals. This study examines the internationalization processes of two small Brazilian Born Globals in the video game development industry, from the standpoint of the main theories present in the literature. The objective of this study is to gain a better understanding of these firms motivations, their internationalization processes, the factors that positively and negatively influenced their international expansion, and the strategies they adopted to survive in the international market, The study is qualitative and employs the case study method. Primary data was gathered through interviews conducted with key executives who work in the international area of the two companies being studied. The study also made use of secondary data from. Parallel to the development of the case, an analysis of the video game industry and its internationalization was developed. Hence, the information gathered made it possible to trace the evolution of the internationalization processes of both companies, identifying important steps and events, as well as getting further insight into the reasons that behind some of the major corporate actions. Finally, these results were confronted with the extant.
Plank, Dana Marie. "Bodies in Play: Representations of Disability in 8- and 16-bit Video Game Soundscapes." The Ohio State University, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=osu1543506274730883.
Full textKubik, Erica. "From Girlfriend to Gamer: Negotiating Place in the Hardcore/Casual Divide of Online Video Game Communities." Bowling Green State University / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1260391480.
Full textMorales, Matthew. "Concerning Virtual Reality and Corporealized Media: Exploring Video Game Aesthetics and Phenomenology." Scholar Commons, 2018. https://scholarcommons.usf.edu/etd/7343.
Full textBooks on the topic "Video game studies"
Sotamaa, Olli, and Jan Svelch, eds. Game Production Studies. NL Amsterdam: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463725439.
Full textEmbrick, David G. Social exclusion, power and video game play: New research in digital media and technology /. Lanham, Md: Lexington Books, 2012.
Find full textEmbrick, David G. Social exclusion, power and video game play: New research in digital media and technology /. Lanham, Md: Lexington Books, 2012.
Find full textMinds in play: Computer game design as a context for children's learning. Hillsdale, N.J: L. Erlbaum Associates, 1995.
Find full textSimon, Egenfeldt-Nielsen, Tosca Susana Pajares, and Egenfeldt-Nielsen Simon, eds. Understanding video games: The essential introduction. 2nd ed. New York: Routledge, 2012.
Find full textservice), ScienceDirect (Online, ed. Making great games: An insider's guide to designing and developing the world's greatest video games. Amsterdam: Focal Press/Elsevier, 2011.
Find full textE, Jones Steven. The meaning of video games: Gaming and textual studies. New York: Routledge, 2008.
Find full textWalker, Mark H. Firefly Studios' Stronghold Crusader official strategy guide. Indianapolis, Ind: BradyGames, 2003.
Find full text1970-, Williams J. Patrick, and Smith Jonas Heide, eds. The players' realm: Studies on the culture of video games and gaming. Jefferson, N.C: McFarland & Co., 2007.
Find full textdeHaan, Jonathan. Video games and second language acquisition: Six genre case studies. Champaign, Illinois: Common Ground Publishing LLC as part of The Learner book series, 2013.
Find full textBook chapters on the topic "Video game studies"
Kunze, Thomas. "Video Games and the Education System." In Perspektiven der Game Studies, 31–40. Wiesbaden: Springer Fachmedien Wiesbaden, 2019. http://dx.doi.org/10.1007/978-3-658-27395-8_3.
Full textBänsch, Jürgen. "PEGI, the European System of Harmonised Age Ratings for Video Games." In Perspektiven der Game Studies, 289–95. Wiesbaden: Springer Fachmedien Wiesbaden, 2019. http://dx.doi.org/10.1007/978-3-658-27395-8_19.
Full textMejías-Climent, Laura. "Dubbing Analysis Through Game Situations: Four Case Studies." In Enhancing Video Game Localization Through Dubbing, 163–221. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-88292-1_5.
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 text"Getting into the Game: Doing Multidisciplinary Game Studies." In The Video Game Theory Reader 2, 335–52. Routledge, 2008. http://dx.doi.org/10.4324/9780203887660-22.
Full text"Game Design." In The Routledge Companion to Video Game Studies, 109–16. Routledge, 2014. http://dx.doi.org/10.4324/9780203114261-20.
Full textvan Roessel, Lies, and Jan Švelch. "Who Creates Microtransactions : The Production Context of Video Game Monetization." In Game Production Studies. Nieuwe Prinsengracht 89 1018 VR Amsterdam Nederland: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463725439_ch10.
Full textOzimek, Anna M. "Construction and Negotiation of Entrepreneurial Subjectivities in the Polish Video Game Industry." In Game Production Studies. Nieuwe Prinsengracht 89 1018 VR Amsterdam Nederland: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463725439_ch13.
Full textConference papers on the topic "Video game studies"
Boltovskaya, A. V. "CONCEPTUAL METAPHOR «VIDEO GAME ADDICTION IS STORM» IN THE TEXT OF A BOOK ON VIDEO GAME." In ACTUAL PROBLEMS OF LINGUISTICS AND LITERARY STUDIES. Publishing House of Tomsk State University, 2020. http://dx.doi.org/10.17223/978-5-94621-901-3-2020-24.
Full textBanjanin, Bojan, Neda Milić Keresteš, Rastko Milošević, Savka Adamović, and Magdolna Pál. "Video games as a learning tool - potential applications in the graphic engineering and design studies." In 11th International Symposium on Graphic Engineering and Design. University of Novi Sad, Faculty of technical sciences, Department of graphic engineering and design, 2022. http://dx.doi.org/10.24867/grid-2022-p68.
Full textChen, Mason, and Charles Chen. "Mixture DOE on video game physics." In New Skills in the Changing World of Statistics Education. International Association for Statistical Education, 2020. http://dx.doi.org/10.52041/srap.20602.
Full textFei, Dingzhou. "Revisiting the correlation between video game activity and working memory: evidence from machine learning." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002083.
Full textUmbelino, Mateus A. M., and Rosilane Ribeiro da Mota. "Negativity in Play - How Negative Emotions create Meaningful Games." In Anais Estendidos do Simpósio Brasileiro de Games e Entretenimento Digital. Sociedade Brasileira de Computação, 2021. http://dx.doi.org/10.5753/sbgames_estendido.2021.19635.
Full textHiemstra, Djoerd, and Anne Carine Zagt. "Developing Communication Competencies Through E-Learning: The Motivating Potential of Adaptive Video Role Play." In Third International Conference on Higher Education Advances. Valencia: Universitat Politècnica València, 2017. http://dx.doi.org/10.4995/head17.2017.5264.
Full textDrummond, Bárbara Moreira, Luciana Cardoso de Castro Salgado, and José Viterbo. "What Are the Challenges Faced by Women in the Games Industry?" In Women in Information Technology. Sociedade Brasileira de Computação - SBC, 2022. http://dx.doi.org/10.5753/wit.2022.223130.
Full textDarin, Ticianne, Rossana Andrade, and Jaime Sánchez. "CLUE: A Usability Evaluation Checklist for Multimodal Video Game Field Studies with Children Who Are Blind." In Hawaii International Conference on System Sciences. Hawaii International Conference on System Sciences, 2018. http://dx.doi.org/10.24251/hicss.2018.034.
Full textValero Solis, Susana. "Identification of phenotypes in video games addiction: a person-centered approach." In 22° Congreso de la Sociedad Española de Patología Dual (SEPD) 2020. SEPD, 2020. http://dx.doi.org/10.17579/sepd2020p093.
Full textLuo, Yilin, and Yu Sun. "An Intelligent and Interactive Gaming System to Promote Environment Awareness using Context-Based Storying." In 2nd International Conference on Machine Learning Techniques and NLP (MLNLP 2021). Academy and Industry Research Collaboration Center (AIRCC), 2021. http://dx.doi.org/10.5121/csit.2021.111414.
Full textReports on the topic "Video game studies"
Tavakoli, Arash, Vahid Balali, and Arsalan Heydarian. How do Environmental Factors Affect Drivers’ Gaze and Head Movements? Mineta Transportation Institute, August 2021. http://dx.doi.org/10.31979/mti.2021.2044.
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