Academic literature on the topic 'Videogames on arts'
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Journal articles on the topic "Videogames on arts"
Keogh, Brendan. "Instantaneously punctuated picture-music: Re-evaluating videogame expression through Pilgrim in the Microworld." Convergence: The International Journal of Research into New Media Technologies 25, no. 5-6 (2018): 970–84. http://dx.doi.org/10.1177/1354856518795095.
Full textReed, Emilie. "‘I find this disgusting but I can’t help myself’." Science Fiction Film & Television: Volume 14, Issue 2 14, no. 2 (2021): 169–86. http://dx.doi.org/10.3828/sfftv.2021.12.
Full textSchmalzer, Madison. "Breaking The Stack: Understanding Videogame Animation through Tool-Assisted Speedruns." Animation 16, no. 1-2 (2021): 64–82. http://dx.doi.org/10.1177/17468477211025661.
Full textJayemanne, Darshana. "“Gaming and the Arts of Storytelling” Introduction." Arts 7, no. 4 (2018): 100. http://dx.doi.org/10.3390/arts7040100.
Full textMochocki, Michał, and Raine Koskimaa. "Story beats in videogames as value-driven choice-based unit operations." Images. The International Journal of European Film, Performing Arts and Audiovisual Communication 29, no. 38 (2021): 5–31. http://dx.doi.org/10.14746/i.2021.38.01.
Full textNewman, James. "Playing (with) Videogames." Convergence: The International Journal of Research into New Media Technologies 11, no. 1 (2005): 48–67. http://dx.doi.org/10.1177/135485650501100105.
Full textManero, Borja, Javier Torrente, Clara Fernández-Vara, and Baltasar Fernández-Manjón. "Investigating the impact of gaming habits, gender, and age on the effectiveness of an educational video game: An exploratory study." IEEE Transactions on Learning Technologies 10, no. 2 (2017): 236–46. https://doi.org/10.1109/TLT.2016.2572702.
Full textLiu, Xudong, Ven-hwei Lo, and Ran Wei. "Violent Videogames, Telepresence, Presumed Influence, and Support for Taking Restrictive and Protective Actions." SAGE Open 10, no. 2 (2020): 215824402091952. http://dx.doi.org/10.1177/2158244020919524.
Full textSpencer, Nicholas. "A Review of: “ScreenPlay: Cinema/Videogames/Interfaces”." Quarterly Review of Film and Video 22, no. 3 (2005): 288–92. http://dx.doi.org/10.1080/10509200490474834.
Full textCUDDY, LUKE. "The Art of Videogames by tavinor, grant." Journal of Aesthetics and Art Criticism 69, no. 4 (2011): 430–33. http://dx.doi.org/10.1111/j.1540-6245.2011.01485_8.x.
Full textDissertations / Theses on the topic "Videogames on arts"
Bogost, Ian. "The phenomenology of videogames." Universität Potsdam, 2008. http://opus.kobv.de/ubp/volltexte/2008/2454/.
Full textBöhme, Stefan. "Normality in videogames and the ‘Avalanche of Numbers’." Universität Potsdam, 2009. http://opus.kobv.de/ubp/volltexte/2009/3323/.
Full textMckeown, Conor. "Videogame ecologies : interaction, aesthetics, affect." Thesis, University of Glasgow, 2018. http://theses.gla.ac.uk/8878/.
Full textLyra, Bruno Galiza Gama. "Videogames e interfaces: representação e experiência." Universidade Federal de Goiás, 2010. http://repositorio.bc.ufg.br/tede/handle/tde/2919.
Full textMitsuishi, Yara. "Différance at play : unfolding identities through difference in videogame play." Universität Potsdam, 2008. http://opus.kobv.de/ubp/volltexte/2008/2469/.
Full textGonçalves, Diogo Augusto. "A influência da estereoscopia na experiência imersiva nos videogames." Universidade Federal de São Carlos, 2015. https://repositorio.ufscar.br/handle/ufscar/7622.
Full textAzevedo, Rogério Tenório de. "Identidade de gênero, futebol e videogames." Pós-Graduação em Letras, 2014. https://ri.ufs.br/handle/riufs/5764.
Full textAraújo, Marcelo Rodrigues de. "FIFA 2009: o jogo como representação do real." Universidade Federal de Juiz de Fora (UFJF), 2010. https://repositorio.ufjf.br/jspui/handle/ufjf/2691.
Full textPIMENTEL, Erick Vasconcelos. "Espaços sociais e novas identidades gamers: a influência do consumo na produção das narrativas do videogames." Universidade Federal de Pernambuco, 2015. https://repositorio.ufpe.br/handle/123456789/16665.
Full textSchrank, Brian. "Play beyond flow: a theory of avant-garde videogames." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/42865.
Full textBooks on the topic "Videogames on arts"
Barbedo, Inês, Bárbara Barroso, Beatriz Legerén, Licínio Roque, and João Paulo Sousa, eds. Videogame Sciences and Arts. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-95305-8.
Full textZagalo, Nelson, Ana Isabel Veloso, Liliana Costa, and Óscar Mealha, eds. Videogame Sciences and Arts. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-37983-4.
Full textVale Costa, Liliana, Nelson Zagalo, Ana Isabel Veloso, et al., eds. Videogame Sciences and Arts. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-51452-4.
Full textMarto, Anabela, Rui Prada, Patrícia Gouveia, et al., eds. Videogame Sciences and Arts. Springer Nature Switzerland, 2025. https://doi.org/10.1007/978-3-031-81713-7.
Full textFarkas, Bart. Dark Rift: Official Secrets & Solutions. Prima Games, Prima Publishing, 1997.
Find full textOsborne, Ian. Killer Instinct Gold: The Unnathorized Guide. Prima Publishing, Prima Games, 1997.
Find full textMatteo, Bittanti, and Quaranta Domenico, eds. Gamescenes: Art in the age of videogames. Johan & Levi, 2006.
Find full textFranetovich, Alessandra, and Anita Paolicchi. Dal Medioevo ai videogame: Saggi sull'interattività delle arti. Astarte edizioni, 2021.
Find full textBook chapters on the topic "Videogames on arts"
Cole, Richard. "Unboxing AGE OF EMPIRES." In Paratextualizing Games. transcript Verlag, 2021. http://dx.doi.org/10.14361/9783839454213-005.
Full textJayemanne, Darshana. "Introduction: Videogames as Performances." In Performativity in Art, Literature, and Videogames. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-54451-9_1.
Full textCook, Michael. "Learning from Responses to Automated Videogame Design." In Artificial Intelligence and the Arts. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-59475-6_10.
Full textJayemanne, Darshana. "Time Invaders – Conceptualizing Performative Game Time." In Performativity in Art, Literature, and Videogames. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-54451-9_10.
Full textJayemanne, Darshana. "How to Do Things with Images." In Performativity in Art, Literature, and Videogames. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-54451-9_2.
Full textJayemanne, Darshana. "What Is Rhyparography? The Ambiguity of the Framing Device." In Performativity in Art, Literature, and Videogames. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-54451-9_3.
Full textJayemanne, Darshana. "‘Fanciful Microscopy’ – Framing Devices and Uncertainty in Pynchon’s The Crying of Lot 49." In Performativity in Art, Literature, and Videogames. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-54451-9_4.
Full textJayemanne, Darshana. "Anterior Motives – From Subjective Shot to Portal’s Figure of Reversal." In Performativity in Art, Literature, and Videogames. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-54451-9_5.
Full textJayemanne, Darshana. "Performative Multiplicities." In Performativity in Art, Literature, and Videogames. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-54451-9_6.
Full textJayemanne, Darshana. "Serial Aesthetics – Gaming’s Metamorphic Bodies and Baudelaire’s ‘Argot Plastique’." In Performativity in Art, Literature, and Videogames. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-54451-9_7.
Full textConference papers on the topic "Videogames on arts"
Galanina, Ekaterina. "MONOMYTH AND HERO�S IMAGE TRANSFORMATION IN VIDEOGAMES." In 5th SGEM International Multidisciplinary Scientific Conferences on SOCIAL SCIENCES and ARTS SGEM2018. STEF92 Technology, 2018. http://dx.doi.org/10.5593/sgemsocial2018/2.2/s09.069.
Full textGalanina, Ekaterina. "PHILOSOPHY OF THE MODERN ERA AND VIDEOGAMES: THE �DISENCHANTMENT OF THE WORLD� MYTH." In 5th SGEM International Multidisciplinary Scientific Conferences on SOCIAL SCIENCES and ARTS SGEM2018. STEF92 Technology, 2018. http://dx.doi.org/10.5593/sgemsocial2018/2.2/s09.075.
Full textDomenech Alcaide, Andrés. "THE IMPORTANCE OF FINE ARTS IN THE VIDEOGAME INDUSTRY. NEW ANALYSIS MECHANICS AND METHODOLOGIES TO STUDY VIDEOGAMES FOR ARTISTIC AND EDUCATIONAL PURPOSES: WORK IN PROGRESS." In International Technology, Education and Development Conference. IATED, 2017. http://dx.doi.org/10.21125/inted.2017.0881.
Full textPrieto, Daniel, and Sergio Nesteriuk. "Videogames as a tool for energetic and environmental awareness: state of the art and possible strategies." In ARTECH 2021: 10th International Conference on Digital and Interactive Arts. ACM, 2021. http://dx.doi.org/10.1145/3483529.3483657.
Full textSoares, Lohanna A., Maria Louisa A. Solimões, Natasha M. de Melo, Rossilene M. Jardim, Sérgio R. C. Velleda, and Gabriel de O. Araújo. "Lux Regenerationis: Um jogo para auxiliar no aprendizado da disciplina de Arte." In Anais Estendidos do Simpósio Brasileiro de Jogos e Entretenimento Digital. Sociedade Brasileira de Computação, 2023. http://dx.doi.org/10.5753/sbgames_estendido.2023.235827.
Full textRodrigues, Matheus Rodrigo Serafim, and Giselle Paula Venâncio. "EM BUSCA DO GAME DESIGN “MARGINAL”: POR UMA ESTÉTICA POPULAR NOS VIDEOGAMES." In Colóquio de pesquisa em Design e Arte: arte, design, (re)invenção política e transformação social. Even3, 2024. http://dx.doi.org/10.29327/1397816.4-2.
Full textLopez Duarte, Alvaro Eduardo. "A Progressive-Adaptive Music Generator (PAMG): An Approach to Interactive Procedural Music for Videogames." In FARM '24: 12th ACM SIGPLAN International Workshop on Functional Art, Music, Modelling, and Design. ACM, 2024. http://dx.doi.org/10.1145/3677996.3678291.
Full textSantos, Bianca Goulart dos, and Leticia Sophia Rocha Machado. "Arquitetura Pedagógica para Alfabetização de Crianças com Transtorno do Espectro Autista: Uma Proposta Baseada na Gamificação Inclusiva." In Workshop de Informática na Educação Inclusiva. Sociedade Brasileira de Computação, 2024. https://doi.org/10.5753/wiei.2024.245566.
Full textMassarolo, João. "Grupo de Estudo em Mídia Interativa em Imagem e Som (GEMInIS)." In LINK 2021. Tuwhera Open Access, 2021. http://dx.doi.org/10.24135/link2021.v2i1.89.g112.
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