Journal articles on the topic 'Video games Design'
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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.
Full textCapasso-Ballesteros, Italo Felipe, and Fernando De la Rosa-Rosero. "Semi-automatic construction of video game design prototypes with MaruGen." Revista Facultad de Ingeniería Universidad de Antioquia, no. 99 (March 27, 2020): 9–20. http://dx.doi.org/10.17533/udea.redin.20200369.
Full textLaurence, Asep Hermawan, Innocentius Bernarto, and Ferdi Antonio. "Video Game Engagement: A Passkey to the Intentions of Continue Playing, Purchasing Virtual Items, and Player Recruitment (3Ps)." International Journal of Computer Games Technology 2023 (April 29, 2023): 1–13. http://dx.doi.org/10.1155/2023/2648097.
Full textGee, James Paul. "Video Games, Design, and Aesthetic Experience." Rivista di estetica, no. 63 (December 1, 2016): 149–60. http://dx.doi.org/10.4000/estetica.1312.
Full textChandrasekharan, Sanjay, Alexandra Mazalek, Michael Nitsche, Yanfeng Chen, and Apara Ranjan. "Ideomotor design." Pragmatics and Cognition 18, no. 2 (2010): 313–39. http://dx.doi.org/10.1075/pc.18.2.04cha.
Full textFernandez-Luque, L., T. Tøllefsen, and E. Brox. "Healthy Gaming – Video Game Design to promote Health." Applied Clinical Informatics 02, no. 02 (2011): 128–42. http://dx.doi.org/10.4338/aci-2010-10-r-0060.
Full textLee, Jin Ha, Rachel Ivy Clarke, and Stephanie Rossi. "A qualitative investigation of users’ discovery, access, and organization of video games as information objects." Journal of Information Science 42, no. 6 (2016): 833–50. http://dx.doi.org/10.1177/0165551515618594.
Full textDel-Moral, M. Esther, and Christian RodrÍguez-GonzÁlez. "War Video Games." Journal on Computing and Cultural Heritage 13, no. 4 (2020): 1–13. http://dx.doi.org/10.1145/3404196.
Full textLiang, Shano, Michelle V. Cormier, Phoebe O. Toups Dugas, and Rose Bohrer. "Analyzing Trans (Mis)Representation in Video Games to Remediate Gender Dysphoria Triggers." Proceedings of the ACM on Human-Computer Interaction 7, CHI PLAY (2023): 369–401. http://dx.doi.org/10.1145/3611034.
Full textTichon, Jennifer G., and Timothy Mavin. "Experiencing Resilience via Video Games." Social Science Computer Review 35, no. 5 (2016): 666–75. http://dx.doi.org/10.1177/0894439316664507.
Full textJimenez, Nadia, Sonia San-Martin, Carmen Camarero, and Rebeca San Jose Cabezudo. "What kind of video gamer are you?" Journal of Consumer Marketing 36, no. 1 (2019): 218–27. http://dx.doi.org/10.1108/jcm-06-2017-2249.
Full textTomkinson, Sian. "Video games through the refrain: Innovation and familiarity." Journal of Gaming & Virtual Worlds 12, no. 3 (2020): 287–302. http://dx.doi.org/10.1386/jgvw_00020_1.
Full textDankov, Yavor. "The Design Process of Educational Video Games in Cultural Heritage." Digital Presentation and Preservation of Cultural and Scientific Heritage 13 (September 1, 2023): 229–38. http://dx.doi.org/10.55630/dipp.2023.13.22.
Full textNadir, Hamid. "Learning game design while playing games." Journal of Technology-Integrated Lessons and Teaching 3, no. 1 (2024): 3–20. http://dx.doi.org/10.13001/jtilt.v3i1.8485.
Full textAlejski, Jakub. "Prototype worlds of video games." Images. The International Journal of European Film, Performing Arts and Audiovisual Communication 29, no. 38 (2021): 33–42. http://dx.doi.org/10.14746/i.2021.38.02.
Full textO'Hara, William. "Playing the “Fantastical Gap”: Embedded Soundscapes in Video Games." Music and the Moving Image 16, no. 3 (2023): 5–23. http://dx.doi.org/10.5406/19407610.16.3.02.
Full textTreglia, Eugenia, Angela Magnanini, and Gianni Caione. "Video Games and Accessibility." International Journal of Digital Literacy and Digital Competence 10, no. 2 (2019): 29–36. http://dx.doi.org/10.4018/ijdldc.2019040103.
Full textJuliangga, Wahyu. "Video games reviewed as framing tool for political actor in petualangan Jokowi games." Jurnal Kajian Komunikasi 9, no. 2 (2021): 239. http://dx.doi.org/10.24198/jkk.v9i2.34292.
Full textEvans, Michael A., Anderson Norton, Mido Chang, Kirby Deater-Deckard, and Osman Balci. "Youth and Video Games." Zeitschrift für Psychologie 221, no. 2 (2013): 98–106. http://dx.doi.org/10.1027/2151-2604/a000135.
Full textMaloney, Marcus. "Ambivalent Violence in Contemporary Game Design." Games and Culture 14, no. 1 (2016): 26–45. http://dx.doi.org/10.1177/1555412016647848.
Full textZaky, Yara Ahmed Mohebeldin, and Ensaf Nasser Al Mulhim. "Teacher Education: Design Thinking Approach in Makerspaces to Produce Quality Educational Video Games with a Visual Identity and Improve Design Thinking Skills." Education Sciences 14, no. 7 (2024): 718. http://dx.doi.org/10.3390/educsci14070718.
Full textLi, 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.
Full textWeintrop, David, Nathan Holbert, Michael S. Horn, and Uri Wilensky. "Computational Thinking in Constructionist Video Games." International Journal of Game-Based Learning 6, no. 1 (2016): 1–17. http://dx.doi.org/10.4018/ijgbl.2016010101.
Full textPavlidis, Theo. "Teaching graphics through video games." ACM SIGGRAPH Computer Graphics 31, no. 3 (1997): 56–57. http://dx.doi.org/10.1145/262171.262206.
Full textÁlvarez, Ricardo, and Fábio Duarte. "Spatial Design and Placemaking: Learning From Video Games." Space and Culture 21, no. 3 (2017): 208–32. http://dx.doi.org/10.1177/1206331217736746.
Full textUtoyo, Arsa Widitiarsa. "Video Games as Tools for Education." Journal of Games, Game Art, and Gamification 3, no. 2 (2021): 56–60. http://dx.doi.org/10.21512/jggag.v3i2.7255.
Full textBindoff, Ivan, Kristy de Salas, Gregory Peterson, et al. "Quittr: The Design of a Video Game to Support Smoking Cessation." JMIR Serious Games 4, no. 2 (2016): e19. http://dx.doi.org/10.2196/games.6258.
Full textMcDaniel, Rudy, and Stephen M. Fiore. "Best Practices for the Design and Development of Ethical Learning Video Games." International Journal of Cyber Ethics in Education 2, no. 4 (2012): 1–23. http://dx.doi.org/10.4018/ijcee.2012100101.
Full textGrieman, Keri. "Lakitu's world: proactive and reactive regulation in video games." Interactive Entertainment Law Review 2, no. 2 (2019): 67–77. http://dx.doi.org/10.4337/ielr.2019.02.02.
Full textUlaş, Ekber Servet. "Virtual environment design and storytelling in video games." Metaverse Creativity 4, no. 1 (2014): 75–91. http://dx.doi.org/10.1386/mvcr.4.1.75_1.
Full textNg, Y. Y., C. W. Khong, and H. Thwaites. "A Review of Affective Design towards Video Games." Procedia - Social and Behavioral Sciences 51 (2012): 687–91. http://dx.doi.org/10.1016/j.sbspro.2012.08.225.
Full textHsu, Shang Hwa, Ching-Han Kao, and Muh-Cherng Wu. "Design facial appearance for roles in video games." Expert Systems with Applications 36, no. 3 (2009): 4929–34. http://dx.doi.org/10.1016/j.eswa.2008.05.049.
Full textOzdowska, Anne, Penny Sweetser, and Mahsuum Daiiani. "A Scoping Review of Heuristics in Videos Games Research: Definitions, Development, Application, and Operationalisation." Proceedings of the ACM on Human-Computer Interaction 7, CHI PLAY (2023): 402–24. http://dx.doi.org/10.1145/3611035.
Full textWilson, Jason. "Indie Rocks! Mapping Independent Video Game Design." Media International Australia 115, no. 1 (2005): 109–22. http://dx.doi.org/10.1177/1329878x0511500111.
Full textIones, A., A. Krupkin, M. Sbert, and S. Zhukov. "Fast, realistic lighting for video games." IEEE Computer Graphics and Applications 23, no. 3 (2003): 54–64. http://dx.doi.org/10.1109/mcg.2003.1198263.
Full textMakai, Péter. "Video Games as Objects and Vehicles of Nostalgia." Humanities 7, no. 4 (2018): 123. http://dx.doi.org/10.3390/h7040123.
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 (2020): 5–13. http://dx.doi.org/10.47460/athenea.v1i1.1.
Full textAnderson, Sky LaRell. "Portraying Mental Illness in Video Games." Loading 13, no. 21 (2020): 20–33. http://dx.doi.org/10.7202/1071449ar.
Full textPrena, Kelsey, and John L. Sherry. "Parental perspectives on video game genre preferences and motivations of children with Down syndrome." Journal of Enabling Technologies 12, no. 1 (2018): 1–9. http://dx.doi.org/10.1108/jet-08-2017-0034.
Full textGee, James Paul. "Learning by Design: Good Video Games as Learning Machines." E-Learning and Digital Media 2, no. 1 (2005): 5–16. http://dx.doi.org/10.2304/elea.2005.2.1.5.
Full textDankov, Yavor, and Andjela Dankova. "Educational Video Games as Tools for Raising Awareness of the Protection and Preservation of Cultural Heritage." Digital Presentation and Preservation of Cultural and Scientific Heritage 13 (September 1, 2023): 219–28. http://dx.doi.org/10.55630/dipp.2023.13.21.
Full textChen, Yuki, Jonaya Kemper, Erik Harpstead, Ross Higashi, and Judith Uchidiuno. "Designing Black Children in Video Games." Interactions 30, no. 5 (2023): 54–56. http://dx.doi.org/10.1145/3610968.
Full textLove, Lynn H. C. "Do We Need Permission to Play in Public? The Design of Participation for Social Play Video Games at Play Parties and ‘Alternative’ Games Festivals." Media and Communication 6, no. 2 (2018): 69–79. http://dx.doi.org/10.17645/mac.v6i2.1382.
Full textStrååt, Björn, Fredrik Rutz, and Magnus Johansson. "Does Game Quality Reflect Heuristic Evaluation?" International Journal of Gaming and Computer-Mediated Simulations 6, no. 4 (2014): 45–58. http://dx.doi.org/10.4018/ijgcms.2014100104.
Full textKozhakhmetova, R. N., N. S. Kolyeva, V. O. Batyrov, and M. V. Panova. "Computer game development algorithm." Vestnik of M. Kozybayev North Kazakhstan University, no. 3 (59) (October 23, 2023): 133–38. http://dx.doi.org/10.54596/2958-0048-2023-3-133-138.
Full textMohd Suhaimi, Azyyati, Kasyful Azhim Zainal, Mohd Shahezwan Abd Wahab, Nor Hayati Abu Samah, Siti Alwani Ariffin, and Ali Haider Mohammed. "Online Gaming Addiction Among UiTM Puncak Alam Pharmacy Students Amid COVID-19 Pandemic." Asian Journal of Medicine and Biomedicine 8, no. 1 (2024): 40–49. http://dx.doi.org/10.37231/ajmb.2024.8.1.706.
Full textTunnel, Raimond-Hendrik, and Ulrich Norbisrath. "Classification of Video Games Bachelor’s Curricula." Journal of Education and Learning 12, no. 2 (2023): 39. http://dx.doi.org/10.5539/jel.v12n2p39.
Full textWibowo, Tony, Ahmad Naim Che Pee, and Ibrahim Ahmad. "The Barriers of Using Video Games as a Media for Teaching and Learning Purposes: A Case Study in Indonesia." JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING 7, no. 2 (2024): 587–96. http://dx.doi.org/10.31289/jite.v7i2.11333.
Full textDeJong, Scott. "Playing With Fake News: State Of Fake News Video Games." International Journal of Games and Social Impact 1, no. 1 (2013): 94–111. http://dx.doi.org/10.24140/ijgsi.v1.n1.05.
Full textStaines, Dan, Mia Consalvo, Adam Stangeby, and Sâmia Pedraça. "State of play: Video games and moral engagement." Journal of Gaming & Virtual Worlds 11, no. 3 (2019): 271–88. http://dx.doi.org/10.1386/jgvw.11.3.271_1.
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