Academic literature on the topic 'Video games as art'

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Journal articles on the topic "Video games as art"

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Castaño Díaz, Carlos Mauricio, and Worawach Tungtjitcharoen. "Art Video Games." Games and Culture 10, no. 1 (2015): 3–34. http://dx.doi.org/10.1177/1555412014557543.

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Kou, Yue. "An Analysis of Character Design in Video Games." Communications in Humanities Research 14, no. 1 (2023): 186–91. http://dx.doi.org/10.54254/2753-7064/14/20230455.

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Video games are a very common entertainment activity in life, and with the advancement of technology, they have become available on all kinds of electronic devices. Every year, countless console, online, and mobile games are released to great acclaim in the gamer community, and many games that have been released for many years are still regarded as masterpieces by their enthusiasts. The success of a game and its appeal to gamers depend in large part on the quality of the games CG art. Game CG art often includes scenes, props, characters, creatures, buildings, and other types of art, and excell
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Zhang, Heyang. "Research on the Commercial Value and Artistic Value of Video Games." Communications in Humanities Research 5, no. 1 (2023): 100–103. http://dx.doi.org/10.54254/2753-7064/5/20230107.

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Video games, as a relatively new but increasingly mature art form, gradually have a different value than other art forms as they develop. Video games can only be treated properly if the players are fully aware of their multifaceted nature. So the topic of this paper is the value of video games. This paper will try to solve the problem through multi-angle analysis and the experiential summary method. It can be concluded that the game's value is primarily comprised of its commodity and artistic value. As a commodity, games do make a lot of money for game companies. As art, games are indeed artis
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Maravić, Manojko. "Relacije umetnosti i video igara / Relations of Art and Video Games." AM Journal of Art and Media Studies, no. 1 (January 15, 2012): 93–104. http://dx.doi.org/10.25038/am.v0i1.12.

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When discussing the art of video games, three different contexts need to be considered: the 'high' art (video games and the art); commercial video games (video games as the art) and the fan art. Video games are a legitimate artistic medium subject to modifications and recontextualisations in the process of creating a specific experience of the player/user/audience and political action by referring to particular social problems. They represent a high technological medium that increases, with practically each new commercial game, the aesthetic potential of audio-visualperformances and includes m
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Murphy, Samantha. "Can video games be art?" New Scientist 207, no. 2778 (2010): 46–47. http://dx.doi.org/10.1016/s0262-4079(10)62287-7.

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Nicholas, Lydia. "The art of video games." New Scientist 239, no. 3196 (2018): 46. http://dx.doi.org/10.1016/s0262-4079(18)31720-2.

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Varnava, Christiana. "The art of video games." Nature Electronics 1, no. 10 (2018): 522. http://dx.doi.org/10.1038/s41928-018-0151-8.

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Shedko, I. I. "Video Game Art Styles." Art & Culture Studies, no. 4 (December 2021): 382–95. http://dx.doi.org/10.51678/2226-0072-2021-4-382-395.

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The article examines the graphic styles that have arisen in the video game industry due to the technical features and development of this media. These styles are widely used and starting to go beyond the industry into the field of contemporary art. Despite the fact that pixel art is mainly used in the creation of video games, it has already become an independent form of visual style. Contemporary artists such as the Russian digital artist and designer under the pseudonym Uno Morales and the artist Natalya Struchkova turn to the pixel style when creating their works. Like the pixel art, voxel g
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Young, Jeffrey R. "Should video games be considered art?" New Scientist 214, no. 2859 (2012): 48. http://dx.doi.org/10.1016/s0262-4079(12)60913-0.

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Li, Jiaye. "Research on the Gameplay and Art Style of Survival Games." Communications in Humanities Research 5, no. 1 (2023): 264–67. http://dx.doi.org/10.54254/2753-7064/5/20230266.

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In modern society, due to the development of human technology and video games, many people have started to know and play video games. One of the main reasons is that video games are a form of entertainment that only requires a computer or a phone, making them a popular activity to do when tired, relaxing, or just passing time. Additionally, there are many types of video games, including sandbox, real-time strategy, shooters, multiplayer online battle arenas, role-playing games, simulations, sports games, puzzlers, party games, action-adventure games, survival games, and platforms. However, sur
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Dissertations / Theses on the topic "Video games as art"

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Fidalgo, Christopher J. "Art, Gaut and Games: the Case for Why Some Video Games Are Art." Digital Archive @ GSU, 2012. http://digitalarchive.gsu.edu/philosophy_hontheses/5.

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In this paper, I argue that there are some video games which are art. I begin my paper by laying out several objections as to why video games could not be art. After laying out these objections, I present the theory of art I find most persuasive, Berys Gaut’s cluster concept of art. Because of the nature of Gaut’s cluster concept, I argue that video games, as a medium of expression, do not need to be defended as a whole. Rather, like all other media of expression, only certain works are worthy of the title art. I then introduce and defend several games as art. After, I return to the initial ob
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Gartland, Connor. "Making Mori: Emotional Depth and the Art of Video Games." Ohio University Honors Tutorial College / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1400681933.

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Grabner, Sarah M. "Art Games: Performativity and Interactivity." Ohio University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1523973549005374.

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Jensen, Michelle. "New Media and Interactivity." Thesis, The University of Sydney, 2006. http://hdl.handle.net/2123/1522.

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Digital/video games1 have entertained for 40 years and are a medium with the ability to reach a vast audience. In an article published in the Sydney Morning Herald, Charles Purcell reports that; “Globally, Halo 2 has sold more than 7 million copies. Both in the US and Australia it broke the film box-office record for the most earnings in the first 24 hours of release. The worldwide Halo 2 community on X-box Live has about 400,000 players… at the World Cyber Games in Seoul. Last year, gold medallist Matthew Leto won $US20,000 ($AUS27,0000) after his second consecutive Halo title.” 2. Game conso
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Jensen, Michelle. "New Media and Interactivity." University of Sydney, 2006. http://hdl.handle.net/2123/1522.

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Master of Visual Arts<br>Digital/video games1 have entertained for 40 years and are a medium with the ability to reach a vast audience. In an article published in the Sydney Morning Herald, Charles Purcell reports that; “Globally, Halo 2 has sold more than 7 million copies. Both in the US and Australia it broke the film box-office record for the most earnings in the first 24 hours of release. The worldwide Halo 2 community on X-box Live has about 400,000 players… at the World Cyber Games in Seoul. Last year, gold medallist Matthew Leto won $US20,000 ($AUS27,0000) after his second consecutive H
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Asad, Mariam. "Making it difficult: modernist poetry as applied to game design analysis." Thesis, Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/39617.

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The process of reading a modernist poem is just as much a process of deconstructing it: the language is designed to make meaning through inefficient means, like the aforementioned fragmentation and assemblage. The reader must decode the text. This is what I want to extract as a point of entry to my videogame analysis. The process of reading is not unlike the process of playing. Instead of linguistic structures, a player must navigate a game‟s internal rule system. The pleasure for both the reader and player comes from decoding the poem and game, respectively. I am not making claims that relati
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Perry, Allison. "Women and Video Games: Pigeonholing the Past." Scholarship @ Claremont, 2012. http://scholarship.claremont.edu/scripps_theses/135.

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Academic work dealing with the overlap between video games and female representation is limited in both volume and proper research. Most texts agree on three supposed flaws with video games: they alienate female participants, there are no games for female players, and female players cannot relate to female characters. This thesis sheds light on these points, not only citing specific counter-examples, but also showing how many of these issues reflect on a larger societal problems.
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Hagström, Anders. "Poetically Man Dwells in Game Space : A Phenomenological Investigation of Video Games as Art." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-326132.

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The studies of digital games is a young scientific field notable for its interdisciplinary nature that seeks to unite several epistemological positions in order to properly encompass the wide array of questions raised by the subject matter. During the last two decades strides have been made towards the introduction of a unified game theory, with several of the more recently suggested methods coalescing towards a similar end. This paper posits a phenomenological game theory which circumvents the usual aesthetic arguments for a focus on game as space, and analyses what it means to be in that spa
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Mittra, Anirudh. "Libero." Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/76688.

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Libero is a 2D video game that aims to explore the concepts of dealing with personal issues such as insomnia and anxiety. It is a 2D stealth puzzle game that takes influence from older dungeon-crawlers and rogue-likes from the 1990s as well as inspiration from modern games designed for mobile platforms such as iOS and Android phones. The game experiments with new 2D normal mapping technologies for a unique take on pixel art.<br>Master of Fine Arts
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Wilson, Jason Anthony. "Gameplay and the Aesthetics of Intimacy." Thesis, Griffith University, 2007. http://hdl.handle.net/10072/365610.

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This thesis examines early videogames in relation to a number of current and emerging topics in videogame aesthetics.<br>Thesis (PhD Doctorate)<br>Doctor of Philosophy (PhD)<br>School of Arts Media and Culture<br>Arts, Education and Law<br>Full Text
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Books on the topic "Video games as art"

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Henry, Jenkins, ed. Video Game Art. Assouline Publishing, 2005.

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Libera università di lingue e comunicazione IULM and Triennale di Milano (21st : 2016 : Milan, Italy), eds. Game video/art: A survey. Silvana editoriale, 2016.

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Moris, Jean-Maxime. The art of Remember me. Dark Horse Books, 2013.

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Sop'ŭt'ŭ, Enssi. Lineage: Art book. Sigongsa, 2017.

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Tavinor, Grant. The Art of Videogames. John Wiley & Sons, 2009.

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Harbour, Jonathan S. The black art of Xbox mods. SAMS, 2005.

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Marcovitz, Hal. Are video games harmful? ReferencePoint Press, 2011.

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Marcovitz, Hal. Are video games harmful? ReferencePoint Press, 2011.

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Chaplin, Heather, and Aaron Ruby. Smartbomb: The quest for art, entertainment, and big bucks in the videogame revolution. Algonquin Books of Chapel Hill, 2006.

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Art of the Video Game. Quirk Books, 2008.

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Book chapters on the topic "Video games as art"

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Lacasa, Pilar. "Art and Video Games." In Learning in Real and Virtual Worlds. Palgrave Macmillan US, 2013. http://dx.doi.org/10.1057/9781137312051_7.

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Josef, Alex, Alex Van Lepp, and Marshal Carper. "The Art of Video Game Revenue." In The Business of Indie Games. CRC Press, 2022. http://dx.doi.org/10.1201/9781003215264-4.

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King, Samuel. "What is character art?" In Digital Character Creation for Video Games and Collectibles. CRC Press, 2023. http://dx.doi.org/10.1201/9781003178057-3.

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Bushman, Brad J., Alessandro Gabbiadini, Tobias Greitemeyer, and Barbara Krahé. "Violent Video Games and Aggression." In Handbook of Children and Screens. Springer Nature Switzerland, 2024. https://doi.org/10.1007/978-3-031-69362-5_79.

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AbstractAlthough video games can teach various skills, violent video games also teach players how to behave more aggressively. Hundreds of studies using different methodologies have shown that violent video games can increase aggressive thoughts, feelings, and behavior and can decrease empathy and prosociality. Longitudinal studies have found that habitually playing violent video games contributes to the development of aggressive behavior from childhood to young adulthood. Several established psychological theories can explain violent video game effects. Through observational learning, violent
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Nickel, Vadim. "Generative Atmospheres." In Mental Health | Atmospheres | Video Games. transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839462645-015.

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Playing computer games is an active pastime: players are presented with a dynamic game scenario that requires various inputs in order to engage with its core game loop. To do so, the player must constantly pay attention to the game while performing actions to propel gameplay. However, some games can be experienced over multiple levels of engagement. Such games feature levels of engagement that may not require the constant provision of input to offer a meaningful experience. In these games, atmosphere reveals itself as the underlying structure, intricate enough to be experienced in its own righ
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Hanbazazah, Rana, and Samar Altarteer. "The Impact of Video Games on Young Adults’ Cognitive Skills: Games for Anger Management." In Proceedings in Technology Transfer. Springer Nature Singapore, 2025. https://doi.org/10.1007/978-981-97-8588-9_33.

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Abstract The research investigates the positive impact of video games on young adults' cognitive skills and advocates for their use as a learning tool for anger management. To achieve the study objectives, the researchers followed multi-methods research including interviews with psychologists to identify the effect of video games on young adults as well as surveys and focus groups with young adult video game players to identify what they learned from games and what makes a game fun for them. The study conducted qualitative and quantitative analysis. The research found that video games can enha
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Seiwald, Regina. "The Ludic Nature of Paratexts." In Paratextualizing Games. transcript Verlag, 2021. http://dx.doi.org/10.14361/9783839454213-013.

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In this article, Regina Seiwald explores how paratexts accompanying video games mirror their playfulness by being equally playful. Seiwald commences by probing what playfulness means in relation to the game and the player. This theoretical foundation allows for the analysis of two highly ludic paratexts, namely playable games incorporated in other games and playful marketing strategies. Various exemplary games are discussed to explore how video games that are surrounded by playful paratexts encourage players to critically reflect on their own act of playing and playfulness in general without d
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Inderst, Rudolf. ""Here Comes a New Challenger"." In Paratextualizing Games. transcript Verlag, 2021. http://dx.doi.org/10.14361/9783839454213-011.

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Rudolf Inderst's contribution is concerned with the comparatively new paratextual form of the video essay. Starting from the fact that games are of growing interest to cultural critics and that video essays first became popular in film criticism, Inderst's analyses of video channels prove the potential of audiovisual paratextuality for both popular and scholarly communication: »Certain systemic and technical processes which build the foundation of an audio-visual medium such as video games can be described and examined in a more nuanced wayby a sui generis show-do-not-tell approach of video es
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Torner, Evan. "The Separation of Analog and Digital Game Studies." In Historiographies of Game Studies. punctum books, 2025. https://doi.org/10.53288/0441.1.22.

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The essay speculates on underlying historical reasons for Game Studies’ relative neglect of non-digital or analog games in favor of digital games. Despite calls by leaders in the field to include non-digital games in their purview, the emphasis on digital games has taken root and produced a number of biases in research, hiring, teaching, and promotion. The reasons given for this oversight, despite a contemporary renaissance in analog games, are numerous. The 1980s Satanic Panic proved more a public-sphere detriment to hobbyist analog games than the 1990s anti-video-game-violence movement to vi
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Arnold-Ferencz, Kitti F., and Klára Tarkó. "Gamer women - 'tourists' or 'citizens'?" In Women, leisure and tourism: self-actualization and empowerment through the production and consumption of experience. CABI, 2021. http://dx.doi.org/10.1079/9781789247985.0011.

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Abstract Video and computer games have become an increasingly popular form of leisure over the past three decades. While the digital world is traditionally thought of as a masculine space, the number of female online gamers continues to increase. In the online gamer subculture, however, female gamers are often invisible, primarily because the famous gamers and the main characters of video games are typically male. Video games tend to focus on female characters' physical appearance, rather than their skills, thus widening the gender gap, as well as relegating women to secondary, supporting role
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Conference papers on the topic "Video games as art"

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Poledníková, Tereza. "Komputační lingvistika v současném slavistickém bádání." In Současná česká a srbská slavistická bádání. Masaryk University Press, 2025. https://doi.org/10.5817/cz.muni.p280-0684-2024-10.

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The presented article focuses on new research opportunities in the field of computational linguistics, especially in the context of video games and artificial intelligence and seeks to bridge the three areas. It provides a general introduction to computational linguistics, which emerged in the 1950s in response to the rapid development of science and technology and introduces the reader to concepts such as natural language processing and natural language understanding. It also explores the connections between computational linguistics and not only artificial intelligence, which greatly aids co
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Parker, J. R. "Games are art: Video games as theatrical performance." In 2013 IEEE International Games Innovation Conference (IGIC). IEEE, 2013. http://dx.doi.org/10.1109/igic.2013.6659148.

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Gallagher, Rob. "At the Crossroads of Art and Games: NPCs in Contemporary Video Art." In Abstract Proceedings of DiGRA 2025: Games at the Crossroads. Digitial Games Research Association DiGRA, 2025. https://doi.org/10.26503/dl.v2025i3.2606.

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Popescu, Andrian, and Valeriu Cebotari. "Aspects of dynamics and graphics in video games." In Simpozion Ştiinţific al Tinerilor Cercetători. Ediţia a 22-a. Academy of Economic Studies, 2025. https://doi.org/10.53486/sstc2024.v2.02.

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The work focuses on the deep exploration of graphical and dynamic aspects in video games. First, it will examine how visual elements influence the atmosphere of the game and the decision of video game buyers. Secondly, multiple aspects will be debated, such as the types of graphic design, the creation of graphic models and the animation of the movements of game characters, as well as the applications used in the field of games. Graphic design is one of the main aspects in video game marketing. After all, graphics are the first thing a buyer sees, and gamers tend to gravitate towards games with
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Folkerts, Fix, and Fix Jef. "Video Games, Walking the Fine Line between Art and Entertainment." In Proceedings of DiGRA 2011 Conference: Think Design Play. Digitial Games Research Association DiGRA, 2011. https://doi.org/10.26503/dl.v2011i1.539.

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Calinoiu (ion), Nicoleta. "LEARNING ENHANCEMENT THROUGH VIDEO GAMES." In eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-008.

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Video games are becoming increasingly popular among young people, as the virtual worlds they depict seem to be the preferred refuge when it comes to escaping reality. As educators, we should attempt to study the effects they have on our students' minds and, if proven beneficial, use them in our classrooms to enhance learning (and the motivation for learning) whenever possible. The digital natives we teach nowadays, the so-called screenagers, have high expectations of the classroom settings they are a part of. Technology, therefore, and video games should be present in such learning environment
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Moshirnia, Andrew. "The Educational Potential of Modified Video Games." In InSITE 2007: Informing Science + IT Education Conference. Informing Science Institute, 2007. http://dx.doi.org/10.28945/3130.

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As the popularity of video game playing has increased, educators have sought to co-opt video games as an instructional tool. However, educational games have made little impact in either the commercial market place or the average game player’s home library. The modification, or modding, of video games using in-game editors may be used by instructors to introduce educational content to professionally designed video games. This paper examines the effectiveness of a modified video game, Civilization IV, in improving the comprehension and retention of historical knowledge of 10th, 11th, and 12th gr
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Montane-Jimenez, Luis G., Edgard Benitez-Guerrero, and Carmen Mezura-Godoy. "Context-Aware Groupware Systems and Video Games: State of the Art." In 2013 Mexican International Conference on Computer Science (ENC). IEEE, 2013. http://dx.doi.org/10.1109/enc.2013.14.

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Gil, Rosa, Carlos Monleón, and Roberto García. "Wetcoin.eth project: a video games economics interface in blockchain and art." In Interaccion 2023: XXIII International Conference on Human-Computer Interaction. ACM, 2023. http://dx.doi.org/10.1145/3612783.3612808.

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Stahl, Matilda. "GENDER AND IDENTITY IN VIDEO GAMES AS A VIRTUAL LEARNING ENVIRONMENT." In eLSE 2016. Carol I National Defence University Publishing House, 2016. http://dx.doi.org/10.12753/2066-026x-16-079.

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Matilda St?hl, ?bo Akademi University The design of video games encourage playfulness and exploration in an environment that revolves around problem solving. The development of these traits and the learning potential in virtual environments have caught the attention of educators. (Gee &amp; Hayes, 2010.) Video games are a very common motivator in learning how to use new technology; skills the students will have great use of in the future. Although, since gaming is considered unfeminine many girls tend to give up gaming as teenagers and they thereby miss the opportunity to learn how to use new
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Reports on the topic "Video games as art"

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Fernández, Iván Escobar. COMTOG Report: ‘My Memory of Us’ — Boosting Historical Memory Through Implicit Visual Metaphors. European Center for Populism Studies (ECPS), 2023. http://dx.doi.org/10.55271/rp0037.

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My Memory of Us is a narrative-driven puzzle-adventure video game developed by Juggler Games. The game is set in a fictional version of Poland during World War II and tells the story of a young boy and girl who must navigate through a city that has been divided into two parts: one for Jews and one for non-Jews. The game features hand-drawn art, puzzle-solving, and stealth elements, as well as a unique memory-manipulation mechanic that allows players to change the past to solve puzzles and progress through the story. The game received positive reviews for its story and art. Overall, My Memory o
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Li, Sen, Yang Song, Zhidong Cai, and Qingwen Zhang. Are Active Video Games Useful In The Development Of Gross Motor Skill Of Non-Typically Developing Children?A Meta-Analysis. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, 2022. http://dx.doi.org/10.37766/inplasy2022.5.0124.

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Wilken, Michael. Wounded Warrior Games (Video). Defense Technical Information Center, 2011. http://dx.doi.org/10.21236/ada543110.

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Anderson, G. Oscar. Video Games and Americans Age 50-Plus. AARP Research, 2016. http://dx.doi.org/10.26419/res.00125.002.

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Kakulla, Brittne. Aging in Play: Representations of Age in Video Games. AARP Research, 2025. https://doi.org/10.26419/res.00924.001.

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Symonenko, Svitlana V., Nataliia V. Zaitseva, Viacheslav V. Osadchyi, Kateryna P. Osadcha, and Ekaterina O. Shmeltser. Virtual reality in foreign language training at higher educational institutions. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3759.

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The paper deals with the urgent problem of application of virtual reality in foreign language training. Statistical data confirms that the number of smartphone users, Internet users, including wireless Internet users, has been increasing for recent years in Ukraine and tends to grow. The coherence of quick mobile Internet access and presence of supplementary equipment enables to get trained or to self-dependently advance due to usage of virtual reality possibilities for education in the stationary classrooms, at home and in motion. Several important features of virtual reality, its advantages
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Anderson, G. Oscar. Video Games: Attitudes and Habits of Adults Age 50-Plus. AARP Research, 2016. http://dx.doi.org/10.26419/res.00125.001.

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Sinde, J., C. Medrano, and JI Martínez. Transmission of values in adolescents: an analysis with video games. Revista Latina de Comunicación Social, 2015. http://dx.doi.org/10.4185/rlcs-2015-1044en.

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Muñoz González, JM, and B. Segovia Aguilar. How do teenagers interact with video games? Preferences and performative skills. Revista Latina de Comunicación Social, 2019. http://dx.doi.org/10.4185/rlcs-2019-1335en.

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Martínez-Cano, FJ, R. Cifuentes-Albeza, and B. Ivars Nicolás. Prosocial video games as a transitional space for peace: the case of Reconstrucción. Revista Latina de Comunicación Social, 2019. http://dx.doi.org/10.4185/rlcs-2019-1394en.

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