Academic literature on the topic 'Video games – History and criticism'

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Journal articles on the topic "Video games – History and criticism"

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Feenberg, Andrew. "Replies." Thesis Eleven 138, no. 1 (2017): 99–108. http://dx.doi.org/10.1177/0725513616689389.

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In these replies I address criticism of my work on the grounds that I adopt a ‘humanist’ approach, underestimate the aesthetic potential of contemporary video games, overlook the role of the nation-state in resisting technological imperialism, fail to appreciate the risks of reactionary appropriations of technology, and introduce an extrinsic and dubious aesthetic value into the philosophy of technology. In the course of responding to these criticisms, I reiterate several of the basic claims of critical theory of technology.
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Hayot, Eric. "Literary History after Literary Dominance." Modern Language Quarterly 80, no. 4 (2019): 479–94. http://dx.doi.org/10.1215/00267929-7777832.

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Abstract The various pronouncements of the nation’s dissolution seem to have been premature. Literary history is still very much within the nation, especially if one considers the realm of the middle- and lowbrow, or indeed the vast swaths of genre fiction. What has changed in literary history is the position of literature itself. The discipline of literary study (whether one thinks of it as literary history or literary criticism) institutionalized itself during a period of literary dominance. Now that that dominance is over—now that the field of narrative aesthetic culture includes television
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Miletic, Philip. "Avatar 'n' Andy." Loading 13, no. 21 (2020): 34–54. http://dx.doi.org/10.7202/1071450ar.

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Despite recent criticisms that call out blackface in video game voice acting, the term “blackface” was and still is seldomly used to describe the act of casting white voice actors as characters of colour. As a result, the act of blackface in video game voice acting still occurs because of colorblind claims surrounding the digital medium and culture of games. In this paper, I position blackface in video game voice acting within a technological and cultural history of oral blackface and white sonic norms. I focus on three time periods: the Intellivision Intellivoice and the invention of a "unive
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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 (2021): 47–54. http://dx.doi.org/10.1515/iph-2021-2018.

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Abstract This paper explores the need and opportunities for historians to recognize the importance of video games to their research in modern American history. While this paper is rooted in examples specific to United States history, the call for historians to examine video games, engage with the rich field of games studies, and explore video games as sources in historical scholarship is a universal one, applicable to all fields of history. In this paper we argue that digital games are an essential part of media and cultural history and while media scholars and others interested in game studie
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Felczak, Mateusz. "Live Streaming Platforms and the Critical Discourse About Video Games." Replay. The Polish Journal of Game Studies 4, no. 1 (2017): 19–37. http://dx.doi.org/10.18778/2391-8551.04.02.

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This work concerns online streaming platforms centered on broadcasting video games-related content, such as Twitch.tv and Douyu.com. The aim of this article is two-fold: first, to point out the possible research methods regarding online streaming services as mediums for video game criticism, and second, to assess the potential of these platforms for generating critical discourse about video games. The methodology of the research is based on Mia Consalvo’s take on paratextual frameworks and Veli-Matti Karhulahti’s notions of interview and play frames regarding the activity of video games stream
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Kamp, Michiel. "Musical Ecologies in Video Games." Philosophy & Technology 27, no. 2 (2013): 235–49. http://dx.doi.org/10.1007/s13347-013-0113-z.

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Bass, Ian. "The Potential of Video Games for Enhancing Teaching History." International Journal of Management and Applied Research 7, no. 3 (2020): 308–18. http://dx.doi.org/10.18646/2056.73.20-022.

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This paper reflects on the potential of using video games as a medium to teach medieval history. Building on feedback from students and research around the topic of using video games to teach medieval history, this paper explores how video games can be used to create counterfactual simulations and their potential use as an academic teaching tool.
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Grau. "Japanese Exceptionalism and Play Hegemony: The Construction of Ludic Traditions in Video Games Criticism." Mechademia: Second Arc 12, no. 1 (2019): 77. http://dx.doi.org/10.5749/mech.12.1.0077.

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Daddario, Gina. "Gendered Sports Programming: 1992 Summer Olympic Coverage and the Feminine Narrative Form." Sociology of Sport Journal 14, no. 2 (1997): 103–20. http://dx.doi.org/10.1123/ssj.14.2.103.

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Approached from a feminist perspective, this article draws from genre criticism which argues that gender can be inscribed in television programming. Specifically, it examines how NBC adopted characteristics of feminine narrative form in its coverage of the 1992 Summer Olympic Games. I examine NBC’s use of rhetorical constructions, such as pretaped video profiles and personal interviews, to represent the Olympic Games and suggest that parallels exist between soap operas and Olympic programming, thereby attracting a female-inclusive audience.
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Wright, Esther. "On the promotional context of historical video games." Rethinking History 22, no. 4 (2018): 598–608. http://dx.doi.org/10.1080/13642529.2018.1507910.

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Dissertations / Theses on the topic "Video games – History and criticism"

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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.

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The phenomena that we collectively refer to as “play” form a significant part of life at numerous levels. According to the play scholar, Johan Huizinga, play has not only been part of all human societies, it is also at the root of the development of numerous cultural activities, including structured games and sports, certain judicial and legal activities, war, and numerous forms of art. Despite its importance, play, with its various manifestations, is often relegated to being a children’s activity or an occasion of pure waste, and is a surprisingly marginalized topic in academic scholarship. I
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Sweeney, Mark Richard. "The aesthetics of videogame music." Thesis, University of Oxford, 2014. https://ora.ox.ac.uk/objects/uuid:70a29850-0c0d-4abd-a501-e75224fa856a.

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The videogame now occupies a unique territory in contemporary culture that offers a new perspective on conceptions of high and low art. While the fear that the majority of videogames 'pacify' their audience in an Adornian "culture industry" is not without justification, its reductionism can be countered by a recognition of the diversity and aesthetic potential of the medium. This has been proposed by sociologist, Graeme Kirkpatrick, although without close attention to the role of music. Videogame music often operates in similar ways to music in other mixed-media scenarios, such as film, or ope
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Blake, Greyory. "Good Game." VCU Scholars Compass, 2018. https://scholarscompass.vcu.edu/etd/5377.

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This thesis and its corresponding art installation, Lessons from Ziggy, attempts to deconstruct the variables prevalent within several complex systems, analyze their transformations, and propose a methodology for reasserting the soap box within the display pedestal. In this text, there are several key and specific examples of the transformation of various signifiers (i.e. media-bred fear’s transformation into a political tactic of surveillance, contemporary freneticism’s transformation into complacency, and community’s transformation into nationalism as a state weapon). In this essay, all of t
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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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Kazlauskaite, Milda. "Yn's Travels : A re-examination of the misguided viewpoints and societal benefits of Video Games." Thesis, Linnéuniversitetet, Institutionen för design (DE), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-105193.

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This project is about storytelling, community building & management, and altering preconceived negative notions surrounding video games as a whole. Originally starting off as an idea of creating a game alongside people coming from both gaming and non-gaming backgrounds, the focus was then shifted towards creating with the former to be then exposed to the latter. More specifically, non-gaming individuals exhibiting doubt and criticism on video games and their legitimacy as a creative/entertainment medium, by showcasing the benefits and debunking instigated stereotypes with the games’ story-
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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.

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<p>This 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.</p><p>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 h
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Răzman, 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.

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In this research paper, I develop a conceptual framework through which I identify two ways in which historical practices, events, and spaces are represented and engaged with in video games. The concepts I propose are historical accuracy to reflect well-established narratives and a high fidelity to factual data, and historical authenticity to reflect lesser known narratives and a more complex and sometimes abstract interpretation of history. The research concentrates on the modalities in which history is represented in mainstream video games, what similarities or dissimilarities can be drawn fr
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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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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.

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Synthetic Learning Environments (SLEs) represent a hybrid of simulations and games, and in addition to their pedagogical content, rely on elements of story and interactivity to drive engagement with the learning material. The present work examined the differential impact of varying levels of story and interactivity on learning. The 2x2 between subjects design tested learning and retention among 4 different groups of participants, each receiving one of the 4 possible combinations of low and high levels of story and interactivity. Objective assessments of participant performance yielded the unex
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Nordqvist, 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.

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Denna studie undersöker hur ett videospel som heter Crusader Kings 2 använder historia. Studien kommer också att titta på den potential videospel kan ge som pedagogiskt verktyg för lärande. Detta har analyserats i nära relation till den svenska läroplanen för ämnet historia på gymnasiet. För att upptäcka hur detta spel använder historia har spelet bryts ner i sina spelmekanismer, genre och faktorer och analyserats med hjälp av Klas-Göran Karlsson teori om de olika historiebruken för historia. För att hitta och analysera potentialen för lärande i spelet som har valts för denna studie har Young
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Books on the topic "Video games – History and criticism"

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Narrative pleasures in young adult novels, films, and video games. Palgrave Macmillan, 2011.

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Game sound: An introduction to the history, theory, and practice of video game music and sound design. MIT Press, 2008.

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Popular music and multimedia. Ashgate, 2011.

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Machinima!: Teorie, pratiche, dialoghi. Edizioni Unicopli, 2013.

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Hile, Kevin. Video games. Lucent Books, 2009.

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Keen, Suzanne. Narrative form. Palgrave Macmillan, 2003.

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H.P. Lovecraft in popular culture: The works and their adaptations in film, television, comics, music, and games. McFarland & Co., 2005.

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Tringham, Neal. Science fiction video games. CRC Press, 2015.

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Replay: The history of video games. Yellow Ant, 2010.

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Powell, Marie. Asking questions about video games. Cherry Lake Publishing, 2016.

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Book chapters on the topic "Video games – History and criticism"

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McCall, Jeremiah. "Video Games as Participatory Public History." In A Companion to Public History. John Wiley & Sons, Ltd, 2018. http://dx.doi.org/10.1002/9781118508930.ch29.

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Johnson, Mark R. "The History of Cyberspace Aesthetics in Video Games." In Cyberpunk and Visual Culture. Routledge, 2017. http://dx.doi.org/10.4324/9781315161372-10.

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Garrelts, Nate. "The Pencil-Shaped Joystick: A Synoptic History of Text in Digital Games." In Rhetoric/Composition/Play through Video Games. Palgrave Macmillan US, 2013. http://dx.doi.org/10.1057/9781137307675_3.

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Kelly, Matthew. "Using video games to test the boundaries between work, play, and cultural criticism." In Humans at Work in the Digital Age. Routledge, 2019. http://dx.doi.org/10.4324/9780429244599-16.

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Naskali, Tiia, Jaakko Suominen, and Petri Saarikoski. "The Introduction of Computer and Video Games in Museums – Experiences and Possibilities." In Making the History of Computing Relevant. Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-41650-7_21.

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Therrien, Carl. "From the Deceptively Simple to the Pleasurably Complex: The Rise of Cooperative Address in the History of Video Games." In Handbook of Digital Games. John Wiley & Sons, Inc., 2014. http://dx.doi.org/10.1002/9781118796443.ch20.

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Francuski, Boško. "The Influence of Video Games on Literary Works: Culture and/or Science." In CLIMB. Culture, Language, Literary, Translation, Library and Information Studies, Teaching Methodology and Book History. Универзитет у Београду, Филолошки факултет, 2017. http://dx.doi.org/10.18485/climb.2017.5.2.ch23.

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Karcher, Mary C. "So, You Want to Start a Research Archive?: Ethical Issues Researching and Archiving Video Game History." In The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-63311-0_16.

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Egenfeldt-Nielsen, Simon, Jonas Heide Smith, and Susana Pajares Tosca. "History." In Understanding Video Games. Routledge, 2019. http://dx.doi.org/10.4324/9780429431791-5.

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"HISTORY." In Understanding Video Games. Routledge, 2013. http://dx.doi.org/10.4324/9780203116777-10.

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Conference papers on the topic "Video games – History and criticism"

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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.

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Baer, 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.

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Matei, 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.

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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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Breugelmans, 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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PC-based video games are commonly controlled through a combination of pointing device and keyboard input. Although this conventional type of interface has a long history of successful implementation, a small group of people remains excluded due to accessibility issues. This is unfortunate, because virtual environment immersion can provide great benefits to people suffering from temporary or permanent physical disabilities. This work describes the development of a novel human-computer interface system that incorporates biosensors in order to replace conventional input devices. It will engage th
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