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Journal articles on the topic 'Video games history'

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1

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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Olsson, Tore. "Teaching History with Video Games." American Historical Review 128, no. 4 (2023): 1755–75. http://dx.doi.org/10.1093/ahr/rhad488.

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Arditya Prayogi. "Application of Video Games as Part of Learning Islamic History." EDUTREND: Journal of Emerging Issues and Trends in Education 1, no. 1 (2024): 20–27. http://dx.doi.org/10.59110/edutrend.300.

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Teaching Islamic history is generally considered boring because most of the learning methods focus on storytelling. For this reason, other creative efforts are needed to make learning history enjoyable. One way is to apply video games in learning Islamic history. This is especially considering that video games apparently have a participatory dimension in learning Islamic history. This article then aims to present how video games are applied in learning Islamic history, especially conceptually considering that not many practices have been carried out systematically. This article was prepared us
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Filipović, Aleksandar. "ERGODIC VIDEO GAMES AS AGONIST OF MASOCHISM IN GAMERS." KULTURA POLISA 21, no. 1 (2024): 63–81. http://dx.doi.org/10.51738/kpolisa2024.21.1r.63f.

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Throughout their history, even though their purpose and function have essentially remained unchanged, video games have repeatedly changed their essence, from pioneering technical endeavors, through arcade machines, to thoroughly complex modern video games. At a certain stage of their development, video games were very difficult to complete, with one of the main reasons being that for many years games were primarily played on coin-operated arcade machines, so it was in developers' interest for the games to be challenging. However, there is a crucial difference between difficult video games and
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Ciszek, 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.

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This article presents the history and contemporary state of Polish media on the theme of video games. Media about video games emerged on the Polish market after the country’s political transformation of 1989 and quickly became very popular. The ever increasing multitude of players led to demand for information and reviews on games. During 1990’s there were many more or less significant magazines about video games in Poland. Almost all of them perished. Currently, there are only three of them on the Polish market. TV programmes about video games appeared during the 90s which effectively showcas
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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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Belov, Sergey. "Japanese experience of using video games with a historical plot as tools of memory politics." OOO "Zhurnal "Voprosy Istorii" 2022, no. 3-1 (2022): 175–85. http://dx.doi.org/10.31166/voprosyistorii202203statyi31.

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The presented research is devoted to the study of the Japanese experience in the implementation of memory policy tasks through video games. The methodology of the work is built through a combination of comparative and structural analysis. The author concludes that video games can effectively popularize basic symbols related to key events in national history, while increasing the motivation of some gamers to in-depth study of the memorial narrative.
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Somoza 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 (2023): 1–12. http://dx.doi.org/10.3390/covid4010001.

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The COVID-19 pandemic forced the authorities to take an unprecedented measure in history: the house confinement of millions of people worldwide. Video games, especially open-world video games (OWVGs), became meeting spaces, a digital places to play, chat, learn and socialize due to the context of the health crisis, respecting the rules of social distancing. This article analyses the role of video games and, more specifically, OWVGs, as playgrounds and training spaces during the pandemic. Statistical data and analyses carried out by consulting companies and civil associations show the definitiv
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Belyaev, 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 (2021): 478–91. http://dx.doi.org/10.32744/pse.2021.4.32.

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Screen culture today, absorbing verbal-narrative and written culture, is the dominant memorial-representative format for the reproduction, preservation and broadcast of cultural information. Among the varieties of screen culture, since the beginning of the 21st century, video games have become especially popular and widespread. They possess unique interactive-procedural qualities, which, together with the traditional grammar of screen narrative, create an original complex of rhetorical techniques that effectively influence the mass public consciousness. In turn, the plot and visual design of v
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Kolkunova, Ksenia. "Religiosity and videogames." St. Tikhons' University Review 111 (February 29, 2024): 110–25. http://dx.doi.org/10.15382/sturi2024111.110-125.

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The study of video games in the context of religious studies of popular culture is one of the fastest growing fields. Here the interests of researchers of games, media, modern religious processes, youth and many other fields of research intersect. In this article we will turn to how the “effects” paradigm manifests itself in the field of video games, an approach to the study of popular culture through the prism of its influence on a person or society as a whole. Here the tradition of phenomenological and structuralist research turns out to be important, and the main conclusion is the danger, s
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Denning, Andrew. "Deep Play? Video Games and the Historical Imaginary." American Historical Review 126, no. 1 (2021): 180–98. http://dx.doi.org/10.1093/ahr/rhab002.

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Abstract Video games earned $43.8 billion in revenue in 2018, and many of the most popular and enduring games in recent years are set in historical environments. They are a form of popular art that sheds light on the mentalité of our era. As this article argues, the act of participating in history in virtual forums frames the public’s view of history. This article examines how recent video games focused on the Nazis shape public understanding of the Third Reich, as well as how they stage who and what matters in history and assume how historical change occurs. Historical video games connect the
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Belyaev, Dmitriy. "The media language of video games: the history of the formation and semiotics of cybertexts." OOO "Zhurnal "Voprosy Istorii" 2023, no. 9-1 (2023): 188–97. http://dx.doi.org/10.31166/voprosyistorii202309statyi07.

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The article analyzes the linguistic structures of video games, their formation in a historical perspective and explication of the current semiosphere of video game cybertexts. The history of the formation of the graphic code system of video games is reconstructed. The significance of the technical factor (computing capabilities of hardware game devices) in shaping the diversity of the spectrum of video game icons is highlighted. Parallels in the visual semiotics and aesthetics of cinematic animation and video games are noted. Particular attention is paid to the analysis of the procedural clust
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Poliakova, Anastasiia, and Kateryna Lut. "NARRATIVE IN VIDEO GAMES’ VERBAL MODE." Scientific Journal of Polonia University 59, no. 4 (2023): 87–92. http://dx.doi.org/10.23856/5912.

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As a distinctive form of art, video games feature a narrative element in a similar way that literature, theatre, and cinema do; however, there are certain characteristics that make video game narrative different from its counterparts in other art forms. Through the video games’ brief history (as compared to other art forms), the narrative went from being almost absent and neglected to playing an integral role in the product. The goal of this paper is to research the narrative element present in the verbal mode of video games. Hence, the study focuses on the history and evolution of video games
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Tselykovsky, 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 (2023): 409–13. http://dx.doi.org/10.18500/1819-7671-2023-23-4-409-413.

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Introduction. The article is devoted to the study of the representation of the image of the USSR in foreign and domestic video games. The main purpose of the study is to examine the specifics of the impact of video games on the historical memory of the Soviet past. Theoretical analysis. The study was based on the hypothesis that video games in the conditions of mediatization and digitalization of public consciousness turn into one of the significant factors in the formation of historical memory. The research interest in the representation of images related to Soviet history in video games is c
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Belyaev, 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 (2022): 51–70. http://dx.doi.org/10.46539/gmd.v4i1.204.

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Today, historical video games going beyond the boundaries of the purely entertainment framework of screen media are increasingly influencing the formation of the public history infosphere. The aim of the study is a comprehensive analysis of historical video games as a tool for constructing mass historical consciousness and the implementation of ideologized strategies for the politics of memory. Methodologically, the work is based on the concepts of “public history infosphere” and “politics of memory”, as well as the historical method and classification approach. In addition, elements of compar
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Dyson, 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 (2021): 7–16. http://dx.doi.org/10.1515/iph-2021-2019.

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Abstract In 2006, The Strong National Museum of Play began an initiative to collect, preserve, and interpret the history of video games. That effort led to the founding of the International Center for the History of Electronic Games and World Video Game Hall of Fame. The museum’s collection today numbers more than 60,000 video game-related artifacts and hundreds of thousands of archival materials from key creators and companies in the industry. This article discusses the genesis of the museum’s efforts in its play mission, tracks the trajectories of The Strong’s video game initiatives over the
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Santos, 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 (2023): 747–69. http://dx.doi.org/10.1590/2237-101x02405406.

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RESUMO Este artigo tem o objetivo de apresentar um panorama sobre o desenvolvimento tecnológico no século XX, particularmente dos videogames, a obsolescência tecnológica e o lixo digital. O mapeamento desse cenário é fundamental para problematizar as aproximações entre -games e o pensamento acerca do Antropoceno, o qual será feito por meio da exposição de alguns exemplos de jogos eletrônicos que incorporam narrativas ambientais em seu -gameplay. Baseados nessa estrutura, desenvolvemos um estudo que demonstra como a indústria dos videogames surgiu sincronicamente ao desenvolvimento militar no s
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Belyaeva, 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 (2023): 140–51. http://dx.doi.org/10.31166/voprosyistorii202304statyi42.

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The article is devoted to historical video games, which since the beginning of the 21st century. have a noticeable influence on the formation of the space of public history. Based on the analysis of the software architectonics of video games, based on the principles of procedurality and interactivity, their fundamental focus on the deconstruction of history, the destruction of the invariance of the historical narrative, is revealed. At the same time, the possibilities of video games for the reconstruction of event-factual plots of history and multifactorial, interactive simulation of the dynam
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19

Сапицька, 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.

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The formation of the historical background in video games is provided by spatial narratives. In recent years, they are more and more amenable to adjustments in the direction of maximally exact correspondence to socio-economic, political, cultural, domestic, geographical, climatic and so on elements of the localized on the scenario of the game`s chronotop. This may indicate another qualitative transformation of video games as a socio-technical and socio-cultural phenomenon, as well as about the positive cultural and intellectual dynamics of the modern “consumer society”.
 Computer video ga
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20

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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21

Meister, Helle, and Gerrit Herlyn. "Notes on the Biographical Meaning of Games and Online-Games." Eludamos: Journal for Computer Game Culture 3, no. 1 (2009): 33–41. http://dx.doi.org/10.7557/23.5993.

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The usual stereotype of the player of video games is that as young and male. That players become older and video games abide in peoples´ lives is still a new perspective on video games. This is the starting point of our research project “Cultures of gaming. Towards the biographical meaning of games and online-games” which focuses the meaning of games and video games in a biographical viewpoint. We are comparing the experiences and reflections in different age groups with a main focus on players that are approximately 60 years or older. By using the method of biographical interviews we are cent
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Ertan, Ersin. "The History and Problems of Experimental Digital Pinball and Developing a Pinball Video Game Concept Based on Music." Etkileşim 6, no. 11 (2023): 421–31. http://dx.doi.org/10.32739/etkilesim.2023.6.11.203.

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Pinball games may have lost their popularity over time; however, developers revived their features inside other video games or completely renovated them. While arcade pinball machines offer limited gameplay, digital pinball can be much more flexible. Nevertheless, according to the author’s preliminary investigation, academic research is lacking in pinball gaming. This artistic paper attempts to close this gap by shedding light on experimental digital pinball games. Moreover, the author focuses on music visualization features of digital pinball games, and he developed an experimental pinball vi
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Lessard, Jonathan, and Carl Therrien. "Indies de province." Le jeu vidéo au Québec 14, no. 23 (2021): 15–35. http://dx.doi.org/10.7202/1078726ar.

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This paper looks at the emergence of video game creation in Québec prior to the industrial boom and the popularization of independent games. Built from personal archives and oral history, the paper highlights two unknown personalities from the history of video games in Québec: Christian Boutin and I-Grec. These portraits contribute to diversify the “indie” narrative and reconsider it as part of a longer history.
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Russworm, TreaAndrea M., and Samantha Blackmon. "Replaying Video Game History as a Mixtape of Black Feminist Thought." Feminist Media Histories 6, no. 1 (2020): 93–118. http://dx.doi.org/10.1525/fmh.2020.6.1.93.

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This article, a Black feminist mixtape, blends music, interviews, and critical analysis in order to demonstrate some of the ways in which Black women have impactfully engaged with the video game industry. Organized as musical “tracks,” it uses lyrics by Black women performers as a critical and cultural frame for understanding some of the work Black women have done with video games. In prioritizing the personal as not only political but also instructive for how we might think about digital media histories and feminism, each mixtape track focuses on Black women's lived experiences with games. As
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Gheitasi, 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 (2023): 24–36. http://dx.doi.org/10.21512/jggag.v8i1.9874.

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Virtual environments have numerous potentials for assisting the general public in experiencing cultural heritage, complementing current tools and practices centered on tangible goods such as museums, exhibitions, books, and visual content. Video games designed for educational purposes, which are becoming increasingly popular, have emerged as a new method of learning cultural content engagingly. The learning experience's specific goal distinguishes the educational use of video games. There is little doubt that we can learn from video games, but the more difficult questions about who, what, wher
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Nyitray, Kristen J. "The Alert Collector: Game On to Game After: Sources for Video Game History." Reference & User Services Quarterly 59, no. 1 (2019): 7. http://dx.doi.org/10.5860/rusq.59.1.7219.

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Kristen Nyitray began her immersion in video games with an Atari 2600 and ColecoVision console and checking out games from her local public library. Later in life, she had the opportunity to start building a video game studies collection in her professional career as an archivist and special collections librarian. While that project has since ended, you get the benefit of her expansive knowledge of video game sources in “Game On to Game After: Sources for Video Game History.” There is much in this column to help librarians wanting to support research in this important entertainment form. Ready
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Tarasov, 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 (2023): 108–15. http://dx.doi.org/10.31166/voprosyistorii202306statyi45.

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The article analyses historical video games whose narratives are confined to the “Cold War” thematic frame. Video games are treated as original cyber texts of modern screen culture which shape the current discourse of popular history. Emphasis is laid on both the ideological content of video game narratives and features of the media language in which they are publicly explicated.
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San Nicolás Romera, César, Miguel Ángel Nicolás Ojeda, and Josefa Ros Velasco. "Video Games Set in the Middle Ages." Games and Culture 13, no. 5 (2016): 521–42. http://dx.doi.org/10.1177/1555412015627068.

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Within the study of video games, there is a burgeoning interest in the phenomenon of historical representation; nonetheless, few studies have centered on the reflection of particular eras of History, such as the Middle Ages and the effect of this on interpretations of culture and potential pedagogical applications with respect to this specific period of time. In this study, we present and discuss the compilation and content of a database of over 600 medieval titles released between 1980 and 2013, demonstrating the growing popularity, with producers and consumers, of what we could now refer to
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Spring, Dawn. "Gaming history: computer and video games as historical scholarship." Rethinking History 19, no. 2 (2014): 207–21. http://dx.doi.org/10.1080/13642529.2014.973714.

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Wai-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.

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Radetich, Laura, and Eduardo Jakubowicz. "Using Video Games for Teaching History. Experiences and Challenges." ATHENS JOURNAL OF HISTORY 1, no. 1 (2014): 9–22. http://dx.doi.org/10.30958/ajhis.1-1-1.

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Donald, Iain, Nick Webber, and Esther Wright. "Video games, historical representation and soft power." Journal of Gaming & Virtual Worlds 15, no. 2 (2023): 105–27. http://dx.doi.org/10.1386/jgvw_00075_1.

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This article explores how historical video games have become tools for UK and Chinese ‘soft power’ or ‘public diplomacy’ and the role of historical representation in portraying cultural identity in the global marketplace. In the United Kingdom, state support has been introduced for games representing British culture, which are assumed to conduct cultural diplomacy (a subcategory of public diplomacy). In China, public diplomacy – ‘telling China’s stories well’ – has been central to national promotion strategies under Xi Jinping. Although the success of these approaches is visible in game compan
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Bösche, Wolfgang. "Violent Video Games Prime Both Aggressive and Positive Cognitions." Journal of Media Psychology 22, no. 4 (2010): 139–46. http://dx.doi.org/10.1027/1864-1105/a000019.

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Previous studies have shown that violent video games prime aggressive thoughts and concepts. Interestingly, positively valenced test stimuli are rarely used in this field, though they might provide useful information on the nature of the emotional response to virtual violence and its associative structure. According to the General Aggression Model (GAM) and its extensions ( Carnagey, Anderson, & Bushman, 2007 ), normal negative reactions to violence are expected. Alternatively, playing violent video games might be construed as engaging in positively valenced playful fighting behavior. To t
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Rodríguez-Ponga Albalá, Diego. "The The Application of Video Games in Education:." Multidisciplinary Journal of School Education 10, no. 1 (19) (2021): 139–57. http://dx.doi.org/10.35765/mjse.2021.1019.08.

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There is a lack of motivation in high schools that is difficult to ignore. This is even worse in the case of history courses, which are perceived by students as “useless.” Many would cite video games and mobile phones as some of the technological changes that explain how teenagers are less interested in such subjects. However, there is an enormous educational potential in video games that should not be ignored. This work is an explanation of how history can be translated not only through audio-visual language, but also in the form of a new type of word: ludic language. Moreover, an educational
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Vas, 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.

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Vas, István: Video games in the Education of History– An Analysis of a University Lecture 
 The needs of reforming the current educational methodology is in the focus of research during the past few years both in international researchers (Prensky 2006; Gee 2012) and in Hungarian researchers (Fegyverneki 2016; Prievara 2015, 2018) as well. According to the results the sphere of the current curriculum and methodology are extended with digital practices, meanwhile one has been trying to integrate videogames in the educational system (Squire 2003; Radetich 2005; Ellard 2012; Wainwright 2014)
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Anderson, Sky LaRell. "The interactive museum: Video games as history lessons through lore and affective design." E-Learning and Digital Media 16, no. 3 (2019): 177–95. http://dx.doi.org/10.1177/2042753019834957.

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This article approaches games from the perspectives of design and analysis in order to describe how games might employ pedagogical strategies that capitalize on their strengths as interactive media while avoiding the pitfalls of traditional learning games. Specifically, it draws attention to how games employ world building through lore—such as through item text descriptions—as well as affective game design aesthetics to create a learning experience closer in similarity to touring a museum than reading a textbook. Describing this phenomenon as the interactive museum, the article discusses how t
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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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Valdés-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 (2024): 916. http://dx.doi.org/10.3926/jotse.2621.

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As video games have evolved, they have emerged as useful tools in areas such as education, tackling global issues through their storylines and mechanics. However, never in the history of video games, not even today, has there been parity in the proportion of women directly employed in the development of video games. This paper is part of a broader research project undertaken in the context of a doctoral thesis within the framework of the R+D+I project ‘Building global citizenship with young people: researching transformative practices with participatory and inclusive methodologies’. It provide
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Ruberg, 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 (2022): 49–71. http://dx.doi.org/10.1215/00029831-9696987.

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Abstract This article addresses the seeming absence of the HIV/AIDS pandemic in video games from the 1980s and 1990s, the height of the US AIDS crisis. As Adrienne Shaw and Christopher Persaud have noted, stories about HIV/AIDS were pervasive across American popular media during this period, which also represented a boom in video game development. However, documentation remains of only a handful of early video games that mention HIV/AIDS. This article argues that, far from being absent from video game history, HIV/AIDS and the US AIDS crisis were actually influential in shaping a number of the
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Utoyo, 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.

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Computer and video games are a channel of evolution and productivity that is most consumed keeping the notice of scholars through a variety of disciplines. In general, computers and video games were ignored by educators. When educators considered the games, they noticed the social consequences of gambling, ignoring the remarkable educational potential of the game. This article looks at the history of educational research games and argues that the perceptive potential of games has been ignored by educators. Current developments in the game, including interactive stories, authoring tools, and di
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Gackenbach, 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 (2008): 169–86. http://dx.doi.org/10.7557/23.5980.

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Recent dreams were collected over a year’s period from college undergraduates. In addition to providing self-evaluations of the dreams, participants were also asked to answer a variety of media use questions. These were both in terms of their media use the day before the dream and in terms of their historical media use with the most interactive and absorbing media available today, video games. High-end gamers’ dreams were content-analyzed using the Hall and Van de Castle system. These were compared to dreams from a similar population that were collected by interview but were not necessarily re
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Snow, Cason E. "Playing with History: A Look at Video Games, World History and Libraries." Community & Junior College Libraries 16, no. 2 (2010): 128–35. http://dx.doi.org/10.1080/02763911003707560.

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Mangiron, 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.

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Over the course of the last three decades the entertainment software industry has become a multibillion dollar industry and a worldwide phenomenon. The United States and Japan have traditionally been the main players in this industry, which owes part of its global success to internationalisation and the associated localisation processes. Due to the cultural distance between Japan and Western countries, Japanese games often undergo extensive cultural adaptation in order to market them successfully in those territories. This paper analyses the localisation of Japanese console games. After presen
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Reid, Darren. "Video Game Development as Public History." Public Historian 46, no. 1 (2024): 74–107. http://dx.doi.org/10.1525/tph.2024.46.1.74.

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Public historians have recently directed significant attention toward video games as a media form for engaging diverse audiences with participatory historical representations and arguments. Yet despite the availability of easy-to-use game creation tools, historians have been slow to adopt game development. I developed a video game, Ab Uno Sanguine, based on my PhD research to assess the practicality of game design as a venue for public history practice. This article reflects on my experiences in historical game development along the ADDIE (Analyze, Design, Develop, Implement, Evaluate) process
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Cassidy, 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 (2014): 17–20. http://dx.doi.org/10.1108/lhtn-08-2014-0066.

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Purpose – This two-part study aims to expose the challenges and establish the necessity of preserving digital content, with a focus on console video games. Design/methodology/approach – Through a method of establishing the history of video game consoles, identifying the challenges presented by the format and addressing the current preservation efforts, this article serves as a brief retrospective of the issues and a guide to extending the conversation. Findings – Representing a unique format, heavily reliant on advances in technological and industrial standards, console video games have experi
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Wood, Kelli, and David S. Carter. "Art and technology: archiving video games for humanities research in university libraries." Art Libraries Journal 43, no. 4 (2018): 185–95. http://dx.doi.org/10.1017/alj.2018.29.

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AbstractOver the past half-century video games have become a significant part of our cultural environment, in part, by leading advances in both technology and artistic innovation. In recent years librarians and researchers have recognized these games as cultural objects that require collection and curation. Developing and maintaining collections of this fast moving and somewhat ephemeral media, however, poses challenges due to constantly advancing technology and a corresponding lack of consistent terminology. This article addresses the literature and critical issues surrounding collections of
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Trépanier-Jobin, Gabrielle. "Toward a Foucauldian Genealogy of Video Game (Pre)history." International Public History 4, no. 1 (2021): 25–34. http://dx.doi.org/10.1515/iph-2021-2022.

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Abstract This paper highlights the distortive nature of narrative models that are often employed in video game historiographies to produce captivating tales. More precisely, it argues against: the search for video games’ origin(s); the “chronological-teleological” model based on linear progressions; the “chronological-organic” narrative revolving around a biological-like evolution; the “epistemic breaks” structure based on radical transformations; the “bi-polar” model involving a dialectic of oppositions; and the “cyclical” narrative revolving around postmodern tropes of return, recycling, and
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Fong, Byron. "Animating for Interactivity: The Walk Cycles of Prince of Persia (1989) and Ninja Gaiden (1988)." Animation 18, no. 2 (2023): 117–33. http://dx.doi.org/10.1177/17468477231182910.

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This article uses the walk cycle to simultaneously place movement in video games within the history of animation, and to show how the walk cycle has been adapted for the video game medium. Dating back to the pre-cinematic toys of the 19th century, the walk cycle is an animation technique that depicts a character’s walking animation as a self-contained, reusable loop. Video games import this technique into a new context with different affordances. A comparative analysis of the video games Prince of Persia (1989) and Ninja Gaiden (1988) explores different methods of implementing the walk cycle a
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Doi, 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 (2021): 10377. http://dx.doi.org/10.3390/ijerph181910377.

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Background: Excessive time spent playing video games is associated with adverse health outcomes in adolescents. Although poor child–parent relationship and social relations with peers are considered as possible predictors, little is known as to whether adverse childhood experiences (ACEs) are associated with time spent playing video games. The aim is to examine the association between ACEs and time spent playing video games in adolescents. Methods: We used pooled data from the Adachi Child Health Impact of Living Difficulty (A-CHILD) study in 2016 and 2018, which is a population-based cross-se
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Duan, 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 (2023): 372–78. http://dx.doi.org/10.54254/2753-7064/5/20230314.

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While being important as a means of entertainment in a digital society, video games also have a serious and profound social dimension. "SEKIRO: SHADOWS DIE TWICE", released by the Japanese studio From Software on March 22, 2019, once again showed the world the charm of video games with its excellent gameplay design, unique plot narrative, and excellent art design. After in-depth play and a lot of relevant literature, this study will take "SEKIRO: SHADOWS DIE TWICE" as the research object, based on the theory of "Monomyth" and "Meta-Narrative", analyze the reconstruction of religion and myth in
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