Academic literature on the topic 'Video games history'
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Journal articles on the topic "Video games history"
Lawler, Jeffrey, and Sean Smith. "Reprogramming the History of Video Games: A Historian’s Approach to Video Games and Their History." International Public History 4, no. 1 (June 1, 2021): 47–54. http://dx.doi.org/10.1515/iph-2021-2018.
Full textOlsson, Tore. "Teaching History with Video Games." American Historical Review 128, no. 4 (December 1, 2023): 1755–75. http://dx.doi.org/10.1093/ahr/rhad488.
Full textArditya Prayogi. "Application of Video Games as Part of Learning Islamic History." EDUTREND: Journal of Emerging Issues and Trends in Education 1, no. 1 (January 20, 2024): 20–27. http://dx.doi.org/10.59110/edutrend.300.
Full textFilipović, Aleksandar. "ERGODIC VIDEO GAMES AS AGONIST OF MASOCHISM IN GAMERS." KULTURA POLISA 21, no. 1 (April 24, 2024): 63–81. http://dx.doi.org/10.51738/kpolisa2024.21.1r.63f.
Full textCiszek, Przemysław. "Polish Thematic Media on Video Games 1990–2020." Media Biznes Kultura, no. 1 (10) (2021): 103–14. http://dx.doi.org/10.4467/25442554.mbk.21.006.13972.
Full textBass, Ian. "The Potential of Video Games for Enhancing Teaching History." International Journal of Management and Applied Research 7, no. 3 (September 4, 2020): 308–18. http://dx.doi.org/10.18646/2056.73.20-022.
Full textBelov, Sergey. "Japanese experience of using video games with a historical plot as tools of memory politics." OOO "Zhurnal "Voprosy Istorii" 2022, no. 3-1 (March 1, 2022): 175–85. http://dx.doi.org/10.31166/voprosyistorii202203statyi31.
Full textSomoza Medina, Xosé, and Marta Somoza Medina. "Video Games and the COVID-19 Pandemic: Virtual Worlds as New Playgrounds and Training Spaces." COVID 4, no. 1 (December 19, 2023): 1–12. http://dx.doi.org/10.3390/covid4010001.
Full textBelyaev, Dmitriy A., and Ulyana P. Belyaeva. "Video games as a screen-interactive platform of historical media education: educational potential and risks of politicization." Perspectives of Science and Education 52, no. 4 (September 1, 2021): 478–91. http://dx.doi.org/10.32744/pse.2021.4.32.
Full textKolkunova, Ksenia. "Religiosity and videogames." St. Tikhons' University Review 111 (February 29, 2024): 110–25. http://dx.doi.org/10.15382/sturi2024111.110-125.
Full textDissertations / Theses on the topic "Video games history"
Sandqvist, Ulf. "Digitala drömmar : en studie av den svenska dator- och tv-spelsbranschen 1980-2005." Licentiate thesis, Umeå University, Department of Economic History, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-1470.
Full textThis licentiate thesis describes the development of the Swedish computer and video game industry. The main focus is on the Swedish game development industry. Little research on the industry has been done and the purpose is to define the companies involved and to create an initial overview of the development of the industry. This overview will later be used as a platform for the doctorial thesis.
Games are a growing culture form and today a lot of people are playing different types of computer and video games. Internationally the industry has expanded and some of the successful games have generated spectacular revenues. In Sweden the industry has received attention from different actors like universities, government bodies and media. There are today educations that are focused on game development and there are programs which allocates grants towards game companies. The rapid development in the computers technology has had a great impact on the game industry, which is dependent on hardware development to create games.
The first computer games were made for some of the very first computers in the 1940´s and 1950´s. In the 1970´s a market for games was created when arcade machines and somewhat later home consoles were introduced. The industry has grown and includes today some of the largest companies in the world.
The Swedish industry follows the international pattern but developed a bit later and the first Swedish game companies were founded in the late 1980´s. The industry has expanded, especially between 1998 and 2002. In 2005 the number of people employed in the industry had increased to over 600. During the period under study the industry seems to have had a constant problem with making a profit. Especially in 2002 and 2003 the industry has had economic problems and some of the lager companies were bankrupt.
Du, Plessis Corné. "Video games as “play assemblages”: applying philosophical concepts from deleuze and guattari to create a novel approach to video games." Thesis, Nelson Mandela Metropolitan University, 2017. http://hdl.handle.net/10948/16119.
Full textRăzman, Diana Cristina. "Replaying history : Accuracy and authenticity in historical video game narratives." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18962.
Full textHagström, 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.
Full textHess, Taryn. "COMPARISON OF LEARNING EXPERIENCES AND OUTCOMES BETWEEN A SERIOUS GAME-BASED AND NON-GAME-BASED ONLINE AMERICAN HISTORY COURSE." Doctoral diss., University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2108.
Full textPh.D.
Other
Education
Education PhD
Grabner, Sarah M. "Art Games: Performativity and Interactivity." Ohio University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1523973549005374.
Full textSandqvist, Ulf. "Digitala drömmar och industriell utveckling : en studie av den svenska dator- och tv-spelsindustrin 1980-2010." Doctoral thesis, Umeå universitet, Institutionen för ekonomisk historia, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-33912.
Full textNordqvist, Adam. "LÄRANDEPOTENTIAL & HISTORIEBRUK I DATORSPEL : En kvalitativ analys av Crusader Kings 2 möjligheter för lärande och historia ämnet." Thesis, Högskolan i Halmstad, Akademin för lärande, humaniora och samhälle, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-33324.
Full textThis study looks at the way a video game called Crusader Kings 2 uses history. The study will also look at the potential videogames can bring as pedagogical tool for learning. This have been analyzed in close relation to the Swedish curriculum for the subject history in the upper secondary school. To discover the way this video game uses history the game has been be broken down into its game mechanisms, genre and factors and analyzed using Klas-Göran Karlsson theory about the different uses of history. To find and analyze the potential for learning in the game, that have been chosen for this study Young et als theory about video games and its potential have been used in close relationship to previous research and the curriculum to analyze the game. This theory about this potential have been based on 300+ articles and studies about video games potential for learning following the K-12 curriculum. The result is that Crusader Kings 2 potential for learning in the history subject is very related to the curriculum and shows to provide a way fulfill what is expected to be learned from the goals of the subject. It was shown that the game was identified using the uses of history on many levels using Karlssons theory of the uses of history. Here the following uses was identified: Existentially, moralist, ideologist-none-use and commercial uses.
Greenwood-Ericksen, Adams. "LEARNING AFRICAN-AMERICAN HISTORY IN A SYNTHETIC LEARNING ENVIRONMENT." Doctoral diss., University of Central Florida, 2008. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3350.
Full textPh.D.
Department of Psychology
Sciences
Psychology PhD
McDivitt, Anne. "I Play to Beat the Machine: Masculinity and the Video Game Industry in the United States." Master's thesis, University of Central Florida, 2013. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5817.
Full textM.A.
Masters
History
Arts and Humanities
History; Public History
Books on the topic "Video games history"
Matt, Barton, ed. Vintage games: An insider look at the history of Grand Theft Auto, Super Mario, and the most influential games of all time. Boston: Focal Press/Elsevier, 2009.
Find full textPowell, Marie. Asking questions about video games. Ann Arbor, Michigan: Cherry Lake Publishing, 2016.
Find full textCunningham, Kevin. Video games: From concept to consumer. New York: Children's Press, 2014.
Find full textKent, Steven L. The First Quarter: A 25-Year History of Video Games. Bothell, USA: BWD Press, 2001.
Find full textBook chapters on the topic "Video games history"
Mandiberg, Stephen. "Video Games Have Never Been Global: Resituating Video Game Localization History." In Game History and the Local, 177–98. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-66422-0_10.
Full textKoyama, Yuhsuke. "Arcade Games (1): From Elemecha to Video Games." In History of the Japanese Video Game Industry, 15–25. Singapore: Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-99-1342-8_2.
Full textMcCall, Jeremiah. "Video Games as Participatory Public History." In A Companion to Public History, 405–16. Chichester, UK: John Wiley & Sons, Ltd, 2018. http://dx.doi.org/10.1002/9781118508930.ch29.
Full textKoyama, Yuhsuke. "PC Games (3) Retreat of Domestic PC Game Manufacturers and Emergence of Online Games." In History of the Japanese Video Game Industry, 139–56. Singapore: Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-99-1342-8_10.
Full textKoyama, Yuhsuke. "Console Games (4) Market Reversal by Handheld Game Consoles." In History of the Japanese Video Game Industry, 205–21. Singapore: Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-99-1342-8_13.
Full textKoyama, Yuhsuke. "Mobile Phone Games: Prosperity of Social Games and Rapid Market Maturation." In History of the Japanese Video Game Industry, 223–43. Singapore: Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-99-1342-8_14.
Full textKoyama, Yuhsuke. "Console Games (3) Japan’s Declining Position." In History of the Japanese Video Game Industry, 181–203. Singapore: Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-99-1342-8_12.
Full textGarrelts, Nate. "The Pencil-Shaped Joystick: A Synoptic History of Text in Digital Games." In Rhetoric/Composition/Play through Video Games, 25–32. New York: Palgrave Macmillan US, 2013. http://dx.doi.org/10.1057/9781137307675_3.
Full textOkunev, Rhoda. "History of Smart Devices, Video Games, and Videoconferencing." In The Psychology of Evolving Technology, 17–23. Berkeley, CA: Apress, 2022. http://dx.doi.org/10.1007/978-1-4842-8686-9_3.
Full textJohnson, Mark R. "The History of Cyberspace Aesthetics in Video Games." In Cyberpunk and Visual Culture, 139–54. New York: Routledge, 2018.: Routledge, 2017. http://dx.doi.org/10.4324/9781315161372-10.
Full textConference papers on the topic "Video games history"
Hui, Jason K., and Mark W. Baer. "Interactive Video Games." In 2017 IEEE HISTory of ELectrotechnolgy CONference (HISTELCON). IEEE, 2017. http://dx.doi.org/10.1109/histelcon.2017.8535654.
Full textMoshirnia, 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.
Full textRedder, Benjamin Dorrington. "Revitalising of History through Historical Games in the Digital Era: An opening provocation into teaching history through multimodality." In Te Puna Aurei LearnFest 2022. Cardiff University Press, 2024. http://dx.doi.org/10.18573/conf2.i.
Full textManyakhin, Petr B. "Election’s media reality construction in modern video games." In Communication and Cultural Studies: History and Modernity. Novosibirsk State University, 2021. http://dx.doi.org/10.25205/978-5-4437-1258-1-168-171.
Full textGaitanaru, Andrei. "VIDEO GAMES IN THE XXIST CENTURY." In eLSE 2017. Carol I National Defence University Publishing House, 2017. http://dx.doi.org/10.12753/2066-026x-17-043.
Full textBaer, Mark W., and Jason K. Hui. "How Interactive Video Games Helped Shape the Modern Computer World." In 2019 6th IEEE History of Electrotechnology Conference (HISTELCON). IEEE, 2019. http://dx.doi.org/10.1109/histelcon47851.2019.9040031.
Full textMatei, Stefania. "Digital Cultures of Commemoration: Learning and Unlearning History through Video Games." In 2015 20th International Conference on Control Systems and Computer Science (CSCS). IEEE, 2015. http://dx.doi.org/10.1109/cscs.2015.128.
Full textLima, Luciana, and Ana Teresa Mota. "Memory Void: Digital Games Preservation in Portugal." In Anais Estendidos do Simpósio Brasileiro de Jogos e Entretenimento Digital. Sociedade Brasileira de Computação, 2023. http://dx.doi.org/10.5753/sbgames_estendido.2023.235624.
Full textDaniela Gomez Rios, Monica, Kerlly Araujo, Felipe Castro, and Miguel Angel Quiroz Martinez. "Evolution in videogame graphics: an approach between reality approach and user perspective." In Intelligent Human Systems Integration (IHSI 2024) Integrating People and Intelligent Systems. AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1004535.
Full textBreugelmans, Jeffrey, and Yingzi Lin. "Biosensor Based Video Game Control for Physically Disabled Gamers." In ASME 2011 Dynamic Systems and Control Conference and Bath/ASME Symposium on Fluid Power and Motion Control. ASMEDC, 2011. http://dx.doi.org/10.1115/dscc2011-6000.
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