Journal articles on the topic 'Video games history'
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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 (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 textDenning, Andrew. "Deep Play? Video Games and the Historical Imaginary." American Historical Review 126, no. 1 (March 1, 2021): 180–98. http://dx.doi.org/10.1093/ahr/rhab002.
Full textBelyaev, Dmitriy. "The media language of video games: the history of the formation and semiotics of cybertexts." OOO "Zhurnal "Voprosy Istorii" 2023, no. 9-1 (September 1, 2023): 188–97. http://dx.doi.org/10.31166/voprosyistorii202309statyi07.
Full textPoliakova, Anastasiia, and Kateryna Lut. "NARRATIVE IN VIDEO GAMES’ VERBAL MODE." Scientific Journal of Polonia University 59, no. 4 (November 15, 2023): 87–92. http://dx.doi.org/10.23856/5912.
Full textTselykovsky, Aleksey A. "Utopia, war, post-apocalypse: The image of the USSR in foreign and Russian video games." Izvestiya of Saratov University. Philosophy. Psychology. Pedagogy 23, no. 4 (December 18, 2023): 409–13. http://dx.doi.org/10.18500/1819-7671-2023-23-4-409-413.
Full textBelyaev, Dmitriy A., and Ulyana P. Belyaeva. "Historical Video Games in the Context of Public History: Strategies for Reconstruction, Deconstruction and Politization of History." Galactica Media: Journal of Media Studies 4, no. 1 (March 21, 2022): 51–70. http://dx.doi.org/10.46539/gmd.v4i1.204.
Full textDyson, Jon-Paul C. "Building a Video Game Collection: Lessons Learned from The Strong’s International Center for the History of Electronic Games." International Public History 4, no. 1 (June 1, 2021): 7–16. http://dx.doi.org/10.1515/iph-2021-2019.
Full textSantos, Christiano Britto Monteiro dos, and George Leonardo Seabra Coelho. "O Antropoceno e suas relações com a história dos games." Topoi (Rio de Janeiro) 24, no. 54 (September 2023): 747–69. http://dx.doi.org/10.1590/2237-101x02405406.
Full textBelyaeva, Ulyana, and Dmitriy Belyaev. "The infosphere of public history through the prism of historical video games: pro et contra." OOO "Zhurnal "Voprosy Istorii" 2023, no. 4-2 (April 1, 2023): 140–51. http://dx.doi.org/10.31166/voprosyistorii202304statyi42.
Full textСапицька, О. М. "The role of video games in obtaining and disseminating historical knowledge." ВІСНИК СХІДНОУКРАЇНСЬКОГО НАЦІОНАЛЬНОГО УНІВЕРСИТЕТУ імені Володимира Даля, no. 3(259) (February 18, 2020): 62–70. http://dx.doi.org/10.33216/1998-7927-2020-259-3-62-70.
Full textKamp, Michiel. "Musical Ecologies in Video Games." Philosophy & Technology 27, no. 2 (June 26, 2013): 235–49. http://dx.doi.org/10.1007/s13347-013-0113-z.
Full textMeister, Helle, and Gerrit Herlyn. "Notes on the Biographical Meaning of Games and Online-Games." Eludamos: Journal for Computer Game Culture 3, no. 1 (February 26, 2009): 33–41. http://dx.doi.org/10.7557/23.5993.
Full textErtan, Ersin. "The History and Problems of Experimental Digital Pinball and Developing a Pinball Video Game Concept Based on Music." Etkileşim 6, no. 11 (April 2023): 421–31. http://dx.doi.org/10.32739/etkilesim.2023.6.11.203.
Full textLessard, Jonathan, and Carl Therrien. "Indies de province." Le jeu vidéo au Québec 14, no. 23 (July 8, 2021): 15–35. http://dx.doi.org/10.7202/1078726ar.
Full textRussworm, TreaAndrea M., and Samantha Blackmon. "Replaying Video Game History as a Mixtape of Black Feminist Thought." Feminist Media Histories 6, no. 1 (January 1, 2020): 93–118. http://dx.doi.org/10.1525/fmh.2020.6.1.93.
Full textGheitasi, Mahdi, Joan Arnedo Moreno, Sorin Hermon, and Marc Aurel Schnabel. "Gaming the Past– Commercial Video Games with historical contexts: Evaluation of the Iranian Lotf Ali Khan Game." Journal of Games, Game Art, and Gamification 8, no. 1 (June 26, 2023): 24–36. http://dx.doi.org/10.21512/jggag.v8i1.9874.
Full textNyitray, Kristen J. "The Alert Collector: Game On to Game After: Sources for Video Game History." Reference & User Services Quarterly 59, no. 1 (December 11, 2019): 7. http://dx.doi.org/10.5860/rusq.59.1.7219.
Full textTarasov, Aleksey, and Dmitry Belyaev. "Explication of the Cold War concept in video game cyber texts: peculiarities of media grammar and ideologization of history." OOO "Zhurnal "Voprosy Istorii" 2023, no. 6-2 (June 1, 2023): 108–15. http://dx.doi.org/10.31166/voprosyistorii202306statyi45.
Full textSan Nicolás Romera, César, Miguel Ángel Nicolás Ojeda, and Josefa Ros Velasco. "Video Games Set in the Middle Ages." Games and Culture 13, no. 5 (February 14, 2016): 521–42. http://dx.doi.org/10.1177/1555412015627068.
Full textSpring, Dawn. "Gaming history: computer and video games as historical scholarship." Rethinking History 19, no. 2 (November 6, 2014): 207–21. http://dx.doi.org/10.1080/13642529.2014.973714.
Full textWai-ming, Benjamin Ng. "Japanese Video Games in Singapore: History, Culture and Industry." Asian Journal of Social Science 29, no. 1 (2001): 139–62. http://dx.doi.org/10.1163/156853101x00361.
Full textRadetich, Laura, and Eduardo Jakubowicz. "Using Video Games for Teaching History. Experiences and Challenges." ATHENS JOURNAL OF HISTORY 1, no. 1 (December 31, 2014): 9–22. http://dx.doi.org/10.30958/ajhis.1-1-1.
Full textDonald, Iain, Nick Webber, and Esther Wright. "Video games, historical representation and soft power." Journal of Gaming & Virtual Worlds 15, no. 2 (June 1, 2023): 105–27. http://dx.doi.org/10.1386/jgvw_00075_1.
Full textBösche, Wolfgang. "Violent Video Games Prime Both Aggressive and Positive Cognitions." Journal of Media Psychology 22, no. 4 (January 2010): 139–46. http://dx.doi.org/10.1027/1864-1105/a000019.
Full textRodríguez-Ponga Albalá, Diego. "The The Application of Video Games in Education:." Multidisciplinary Journal of School Education 10, no. 1 (19) (June 8, 2021): 139–57. http://dx.doi.org/10.35765/mjse.2021.1019.08.
Full textVas, János. "videojátékok és a történelemoktatás keresztmetszete – egy speciálkollégium tapasztalatai." Hallgatói Műhelytanulmányok, no. 5 (March 11, 2022): 113–36. http://dx.doi.org/10.55508/hmt/2021/10867.
Full textAnderson, Sky LaRell. "The interactive museum: Video games as history lessons through lore and affective design." E-Learning and Digital Media 16, no. 3 (March 7, 2019): 177–95. http://dx.doi.org/10.1177/2042753019834957.
Full textWright, Esther. "On the promotional context of historical video games." Rethinking History 22, no. 4 (October 2, 2018): 598–608. http://dx.doi.org/10.1080/13642529.2018.1507910.
Full textValdés-Argüelles, Cristina, Aquilina Fueyo Gutiérrez, and María Verdeja. "Gender perspectives on educational contributions to the study of video-gaming: A baseline feminist genealogy." Journal of Technology and Science Education 14, no. 3 (June 19, 2024): 916. http://dx.doi.org/10.3926/jotse.2621.
Full textRuberg, Bo. "The Mystery of the Missing AIDS Crisis: A Comparative Reading of Caper in the Castro and Murder on Main Street." American Literature 94, no. 1 (January 27, 2022): 49–71. http://dx.doi.org/10.1215/00029831-9696987.
Full textUtoyo, Arsa Widitiarsa. "Video Games as Tools for Education." Journal of Games, Game Art, and Gamification 3, no. 2 (October 19, 2021): 56–60. http://dx.doi.org/10.21512/jggag.v3i2.7255.
Full textGackenbach, Jayne Isabel, and Beena Kuruvilla. "Video Game Play Effects on Dreams: Self-Evaluation and Content Analysis." Eludamos: Journal for Computer Game Culture 2, no. 2 (September 21, 2008): 169–86. http://dx.doi.org/10.7557/23.5980.
Full textSnow, Cason E. "Playing with History: A Look at Video Games, World History and Libraries." Community & Junior College Libraries 16, no. 2 (March 31, 2010): 128–35. http://dx.doi.org/10.1080/02763911003707560.
Full textMangiron, Carmen. "The Localisation of Japanese Video Games." Journal of Internationalization and Localization 2 (January 1, 2012): 1–20. http://dx.doi.org/10.1075/jial.2.01man.
Full textReid, Darren. "Video Game Development as Public History." Public Historian 46, no. 1 (February 1, 2024): 74–107. http://dx.doi.org/10.1525/tph.2024.46.1.74.
Full textCassidy, Ryan, and Matthew McEniry. "How the new generation of video game consoles have accelerated the need to preserve digital content – part 1." Library Hi Tech News 31, no. 9 (October 28, 2014): 17–20. http://dx.doi.org/10.1108/lhtn-08-2014-0066.
Full textWood, Kelli, and David S. Carter. "Art and technology: archiving video games for humanities research in university libraries." Art Libraries Journal 43, no. 4 (October 2018): 185–95. http://dx.doi.org/10.1017/alj.2018.29.
Full textTrépanier-Jobin, Gabrielle. "Toward a Foucauldian Genealogy of Video Game (Pre)history." International Public History 4, no. 1 (June 1, 2021): 25–34. http://dx.doi.org/10.1515/iph-2021-2022.
Full textFong, Byron. "Animating for Interactivity: The Walk Cycles of Prince of Persia (1989) and Ninja Gaiden (1988)." Animation 18, no. 2 (July 2023): 117–33. http://dx.doi.org/10.1177/17468477231182910.
Full textDoi, Satomi, Aya Isumi, and Takeo Fujiwara. "Association between Adverse Childhood Experiences and Time Spent Playing Video Games in Adolescents: Results from A-CHILD Study." International Journal of Environmental Research and Public Health 18, no. 19 (October 2, 2021): 10377. http://dx.doi.org/10.3390/ijerph181910377.
Full textDuan, Zhuokun. "Reconstruction of History and Legends by Video Games from the Perspective of Postmodernism: The case of Sekiro: Shadows Die Twice." Communications in Humanities Research 5, no. 1 (September 14, 2023): 372–78. http://dx.doi.org/10.54254/2753-7064/5/20230314.
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