Academic literature on the topic 'Video game tourism'
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Journal articles on the topic "Video game tourism"
Dubois, Louis-Etienne, and Chris Gibbs. "Video game–induced tourism: a new frontier for destination marketers." Tourism Review 73, no. 2 (May 14, 2018): 186–98. http://dx.doi.org/10.1108/tr-07-2017-0115.
Full textVaghetti, Cesar Augusto Otero, Renato Sobral Monteiro-Junior, Mateus David Finco, Eliseo Reategui, and Silvia Silva da Costa Botelho. "Exergames Experience in Physical Education: A Review." Physical Culture and Sport. Studies and Research 78, no. 1 (June 1, 2018): 23–32. http://dx.doi.org/10.2478/pcssr-2018-0010.
Full textÁlvarez, Ricardo, and Fábio Duarte. "Spatial Design and Placemaking: Learning From Video Games." Space and Culture 21, no. 3 (November 10, 2017): 208–32. http://dx.doi.org/10.1177/1206331217736746.
Full textZagała, Kacper, and Artur Strzelecki. "eSports Evolution in Football Game Series." Physical Culture and Sport. Studies and Research 83, no. 1 (September 1, 2019): 50–62. http://dx.doi.org/10.2478/pcssr-2019-0020.
Full textTongpaeng, Yootthapong, Pradorn Sureephong, and Suepphong Chernbumroong. "The Vocational Knowledge Improvement Method for the Post-Modern Worker: A Case Study of the Tourism MRA Body of Knowledge Standards." ECTI Transactions on Computer and Information Technology (ECTI-CIT) 13, no. 1 (October 20, 2019): 94–104. http://dx.doi.org/10.37936/ecti-cit.2019131.138615.
Full textLi, Yunpeng. "Research Based on Visual Sensors and VR in the Field of Visual Culture." Journal of Sensors 2021 (September 2, 2021): 1–11. http://dx.doi.org/10.1155/2021/2013303.
Full textEmara, Ahmed Hassan, Adham M. Hany Abulnour, and Mohammed Moustafa Ayoub. "Design Criteria for Pervasive Games in Historical Sites." Academic Research Community publication 2, no. 3 (December 18, 2018): 63. http://dx.doi.org/10.21625/archive.v2i3.346.
Full textDelamere, Fern M., and Susan M. Shaw. "Playing with violence: Gamers’ social construction of violent video game play as tolerable deviance." Leisure/Loisir 30, no. 1 (January 2006): 7–25. http://dx.doi.org/10.1080/14927713.2006.9651339.
Full textWaldner, Florian, Martin Zsifkovits, and Kurt Heidenberger. "Are service-based business models of the video game industry blueprints for the music industry?" International Journal of Services, Economics and Management 5, no. 1/2 (2013): 5. http://dx.doi.org/10.1504/ijsem.2013.051862.
Full textEt.al, Charanjit Kaur Swaran Singh. "A Review of Data Analysis for Gamification: Challenges, Motivations, Recommendations and Methodological Aspects." Turkish Journal of Computer and Mathematics Education (TURCOMAT) 12, no. 3 (April 11, 2021): 928–60. http://dx.doi.org/10.17762/turcomat.v12i3.828.
Full textDissertations / Theses on the topic "Video game tourism"
Eklind, Anton, and Tjong Richard Jake Gracia. "Understanding Pop-culture Tourism : Analysis of incentives for travel behaviour and participation of pop-culture tourism products." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-30849.
Full textDenna studie har som syfte att belysa individers motiv och val att besöka pop-kultursrelaterade attraktioner och destinationer. Pop-kultur i denna uppsats syftar till populära produkter såsom tvspel, serietidningar, litteratur, film och tv-serier. Pop-kultursturism syftar till destinationer och attraktioner som är baserade på de sistnämnda vilket kan vara konventioner, event, utställningar, temaparker eller destinationer. Till denna studie har en kvalitativ ansats tillämpats för att besvara uppsatsens syfte och frågeställningar genom att utföra semi-strukturerade intervjuer. Intervjuerna analyserades sedan genom fyra olika teorier; Bourdieu’s teorier om kapital, fält och habitus samt Lundberg och Lexhagens modell “Pop-culture Tourism: A Research model”. Resultaten visade att exponering av pop-kultur i respondenternas uppväxt, sociala umgängen och (sociala) mediekonsumtion spelade en central roll i konsumtionen och deltagandet av pop-kultursturism. Resultaten visade även att kulturellt kapital (ett intresse av en viss pop-kulturell produkt) och socialt kapital (individens habitus) var betydande för individer som deltar i pop-kultursturism.
Books on the topic "Video game tourism"
Carr, Paul. The unofficial tourists' guide to Second Life. New York: St. Martin's Griffin, 2007.
Find full textGraham, Pond, ed. The unofficial tourists' guide to Second Life. New York: St. Martin's Griffin, 2007.
Find full textOwens, Tuppy. The safer sex maniac's bible: A world review of sexuality, listings of erotic clubs in all major cities, and fun and games for your delectation. London: T. Owens, 1990.
Find full textGibbons, William. Classifying Game Music. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190265250.003.0012.
Full textPond, Graham, and Paul Carr. The Unofficial Tourists' Guide to Second Life. St. Martin's Griffin, 2007.
Find full textBook chapters on the topic "Video game tourism"
Jiménez, Mauricio Pérez. "Reviews on the Narrative Status of Video Games." In Human-Computer Interaction, Tourism and Cultural Heritage, 124–32. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33944-8_11.
Full textEsteves, Fábia, and Pedro Quelhas Brito. "Electronic Games as a Touristic Promotional Tool." In Handbook of Research on Resident and Tourist Perspectives on Travel Destinations, 389–418. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-3156-3.ch018.
Full textBryl, Łukasz, Justyna Majewska, and Szymon Truskolaski. "Effects of the Covid-19 pandemic on sport, video game, and tourism industry: Sentiment analysis of press, internet articles, and Twitter data." In Towards the „new normal” after COVID-19 – a post-transition economy perspective, 137–51. Wydawnictwo Uniwersytetu Ekonomicznego w Poznaniu, 2021. http://dx.doi.org/10.18559/978-83-8211-061-6/ii2.
Full textPatterson, Christopher B. "E-motion." In Open World Empire, 232–70. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479802043.003.0008.
Full textMori, Biancamaria. "Gamification." In Virtual and Augmented Reality in Education, Art, and Museums, 81–92. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-1796-3.ch005.
Full textPatterson, Christopher B. "Loop." In Open World Empire, 194–231. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479802043.003.0007.
Full textCeuterick, Maud, and Mark R. Johnson. "Space Tourism in Contemporary Cinema and Video Games." In Tourism Social Science Series, 93–115. Emerald Publishing Limited, 2019. http://dx.doi.org/10.1108/s1571-504320190000025005.
Full text"Video Games Generating Tourist Demand: Italy and the Assassin’s Creed Series." In Sustainable Tourism Development, edited by Bruno H. M. Carvalho, Gabriella G. C. Bertozzi, and Cynthia Correa, 305–26. Series statement: Advances in hospitality and tourism book series: Apple Academic Press, 2019. http://dx.doi.org/10.1201/9780429397998-18.
Full textMartins, Tiago, Júlio Coelho, and Vitor Carvalho. "A Serious Game for Geo-Education in the Arouca Geopark Territory." In Advances in Media, Entertainment, and the Arts, 161–88. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-3669-8.ch008.
Full textFox, Jesse, and Sun Joo Ahn. "Avatars." In Handbook of Research on Technoself, 255–71. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-2211-1.ch014.
Full textConference papers on the topic "Video game tourism"
Cipolla-Ficarra, Francisco V., Miguel Cipolla-Ficarra, and Tyler Harder. "Realism and cultural layout in tourism and video games multimedia systems." In Proceeding of the 1st ACM international workshop. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1462039.1462043.
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