Journal articles on the topic 'Videogames on arts'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the top 50 journal articles for your research on the topic 'Videogames on arts.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.
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 textSloan, Robin J. S. "Videogames as Remediated Memories." Games and Culture 10, no. 6 (2015): 525–50. http://dx.doi.org/10.1177/1555412014565641.
Full textWill Brooker. "Camera-Eye, CG-Eye: Videogames and the “Cinematic”." Cinema Journal 48, no. 3 (2009): 122–28. http://dx.doi.org/10.1353/cj.0.0126.
Full textWade, Alex. "The gunning man." Science Fiction Film & Television 15, no. 1 (2022): 61–79. http://dx.doi.org/10.3828/sfftv.2022.5.
Full textBahia, Ana. "GAME DESIGN AT THE ART MUSEUM: THE NUBLA CASE OF EDUCATHYSSEN." Herança 6, no. 1 (2023): 53–68. http://dx.doi.org/10.29073/heranca.v6i1.681.
Full textSweeting, James. "Playback: A Genealogy of 1980s British Videogames." Leonardo 51, no. 2 (2018): 201–3. http://dx.doi.org/10.1162/leon_r_01587.
Full textEscandell Montiel, Daniel, and Miriam Borham Puyal. "Villains and Vixens: The Representation of Female Vampires in Videogames." Oceánide 12 (February 9, 2020): 85–93. http://dx.doi.org/10.37668/oceanide.v12i.29.
Full textMolins-Ruano, P., C. Sevilla, S. Santini, P. A. Haya, P. Rodríguez, and G. M. Sacha. "Designing videogames to improve students' motivation." Computers in Human Behavior 31 (February 2014): 571–79. http://dx.doi.org/10.1016/j.chb.2013.06.013.
Full textMIKULA, MAJA. "Gender and Videogames: The political valency of Lara Croft." Continuum 17, no. 1 (2003): 79–87. http://dx.doi.org/10.1080/1030431022000049038.
Full textSweeting, James. "Atari to Zelda: Japan’s Videogames in Global Contexts." Leonardo 50, no. 2 (2017): 213–15. http://dx.doi.org/10.1162/leon_r_01390.
Full textEgliston, Ben. "Quantified Play: Self-Tracking in Videogames." Games and Culture 15, no. 6 (2019): 707–29. http://dx.doi.org/10.1177/1555412019845983.
Full textSmethurst, Tobi. "Playing Dead in Videogames: Trauma in Limbo." Journal of Popular Culture 48, no. 5 (2015): 817–35. http://dx.doi.org/10.1111/jpcu.12330.
Full textde Wildt, Lars, and Stef Aupers. "Playing the Other: Role-playing religion in videogames." European Journal of Cultural Studies 22, no. 5-6 (2018): 867–84. http://dx.doi.org/10.1177/1367549418790454.
Full textKrzywinska, Tanya. "Gaming Horror’s Horror: Representation, Regulation, and Affect in Survival Horror Videogames." Journal of Visual Culture 14, no. 3 (2015): 293–97. http://dx.doi.org/10.1177/1470412915607924.
Full textGarcía Sedano, Marcelino. "Arte y videojuegos. Reflexiones sobre lo lúdico, el arte y la tecnología en Asturias." Liño 23, no. 23 (2017): 175. http://dx.doi.org/10.17811/li.23.2017.175-184.
Full textReynolds, Daniel. "LETTERS AND THE UNSEEN WOMAN." Film Quarterly 68, no. 1 (2014): 48–60. http://dx.doi.org/10.1525/fq.2014.68.1.48.
Full textde Castell, Suzanne, Hector Larios, and Jennifer Jenson. "Gender, videogames and navigation in virtual space." Acta Psychologica 199 (August 2019): 102895. http://dx.doi.org/10.1016/j.actpsy.2019.102895.
Full textKirkland, Ewan. "Digital Zombies, Undead Stories: Narrative Emergence and Videogames, Lawrence May (2021)." Australasian Journal of Popular Culture 12, no. 2 (2023): 227–30. http://dx.doi.org/10.1386/ajpc_00081_5.
Full textMaraffi, Christopher, Sascha Ishikawa, and Arnav Jhala. "Inferring Performer Skill from Aesthetic Quality Features in a Dance Game Gesture Corpus." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 9, no. 2 (2021): 17–24. http://dx.doi.org/10.1609/aiide.v9i2.12585.
Full textGass, Ari. "Review: The Counterfeit Coin: Videogames and Fantasies of Empowerment, by Christopher Goetz." Film Quarterly 77, no. 3 (2024): 105–6. http://dx.doi.org/10.1525/fq.2024.77.3.105.
Full textIbarra, Álvaro. "Ancient Greece and Rome in Videogames: Representation, Play, Transmedia." Mediterranean Studies 30, no. 1 (2022): 131–34. http://dx.doi.org/10.5325/mediterraneanstu.30.1.0131.
Full textHannah Gerber and Abrams, Sandra Schamroth. "Videogames in the Classroom: Why One-Size Does not Fit all in the English Language Arts Classroom." STEM Journal 16, no. 2 (2015): 123–36. http://dx.doi.org/10.16875/stem.2015.16.2.123.
Full textSwinkels, Lieke M. J., Harm Veling, and Hein T. van Schie. "Playing videogames is associated with reduced awareness of bodily sensations." Computers in Human Behavior 125 (December 2021): 106953. http://dx.doi.org/10.1016/j.chb.2021.106953.
Full textGonzález-González, Carina, Pedro Toledo-Delgado, Cesar Collazos-Ordoñez, and José L. González-Sánchez. "Design and analysis of collaborative interactions in social educational videogames." Computers in Human Behavior 31 (February 2014): 602–11. http://dx.doi.org/10.1016/j.chb.2013.06.039.
Full textCastiñeiras López, Javier. "Game Studies. Methodological Approaches from the History of Medieval Art." Espacio Tiempo y Forma. Serie VII, Historia del Arte, no. 9 (October 15, 2021): 419–40. http://dx.doi.org/10.5944/etfvii.9.2021.31815.
Full textSpokes, Matthew. "The Democratic People’s Republic of Korea, Procedural Rhetoric and the Military-Entertainment Complex: Two Case Studies from the War on Terror." Media, War & Conflict 13, no. 2 (2019): 153–69. http://dx.doi.org/10.1177/1750635219828761.
Full textJohnson, Daniel, Madison Klarkowski, Kellie Vella, Cody Phillips, Mitchell McEwan, and Christopher N. Watling. "Greater rewards in videogames lead to more presence, enjoyment and effort." Computers in Human Behavior 87 (October 2018): 66–74. http://dx.doi.org/10.1016/j.chb.2018.05.025.
Full textTurel, Ofir. "Videogames and guns in adolescents: T ests of a bipartite theory." Computers in Human Behavior 109 (August 2020): 106355. http://dx.doi.org/10.1016/j.chb.2020.106355.
Full textDe Oliveira Milantoni, Luanna, and Ilka Oliveira Mota. "A cidade e o meio ambiente em jogos digitais." Cadernos UniFOA 17, no. 50 (2022): 1–13. http://dx.doi.org/10.47385/cadunifoa.v17.n50.3982.
Full textCarr, Diane. "Game On: The Culture and History of Videogames (May-September 2002, London; October 2002-February 2003, Edinburgh)." Visual Communication 2, no. 2 (2003): 163–68. http://dx.doi.org/10.1177/1470357203002002002.
Full textSzolin, Kim, Daria Kuss, Filip Nuyens, and Mark Griffiths. "Gaming Disorder: A systematic review exploring the user-avatar relationship in videogames." Computers in Human Behavior 128 (March 2022): 107124. http://dx.doi.org/10.1016/j.chb.2021.107124.
Full textAlfred, Ndi. "Rethinking Video Games in Critical Discourse: Re-Visiting Intersections of the ICT Hypertext and Artistic Consumption." International Journal of Information Technology 3, no. 12 (2020): 21–29. https://doi.org/10.5281/zenodo.3685715.
Full textKagen, Melissa. "Archival adventuring." Convergence: The International Journal of Research into New Media Technologies 26, no. 4 (2019): 1007–20. http://dx.doi.org/10.1177/1354856519847875.
Full textAlves Fernandes, Luís Miguel, Gonçalo Cruz Matos, Diogo Azevedo, et al. "Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype." Behaviour & Information Technology 35, no. 11 (2016): 907–18. http://dx.doi.org/10.1080/0144929x.2016.1232754.
Full textCrawford, Garry. "Is it in the Game? Reconsidering Play Spaces, Game Definitions, Theming, and Sports Videogames." Games and Culture 10, no. 6 (2015): 571–92. http://dx.doi.org/10.1177/1555412014566235.
Full textDavies, Hugh, and Zhuying Li. "Travel Frog: Traversing cultural borders with mobile games." Convergence: The International Journal of Research into New Media Technologies 26, no. 5-6 (2019): 1194–210. http://dx.doi.org/10.1177/1354856519856619.
Full textKropyvko, I. "Fantasy in Ukraine: an in-action cultural tradition." Vìsnik Marìupolʹsʹkogo deržavnogo unìversitetu Serìâ Fìlologìâ 16, no. 28 (2023): 127–39. http://dx.doi.org/10.34079/2226-3055-2023-16-28-127-139.
Full textReinhard, CarrieLynn D., and Brenda Dervin. "Comparing situated sense-making processes in virtual worlds." Convergence: The International Journal of Research into New Media Technologies 18, no. 1 (2012): 27–48. http://dx.doi.org/10.1177/1354856511419914.
Full textWilson, Jason A. "Reviews : Geoff King and Tania Krzywinska (eds), ScreenPlay: cinema/videogames/inferfaces (London: Wallflower Press, 2002), 230pp. ISBN 1-903364-23-X." Convergence: The International Journal of Research into New Media Technologies 11, no. 1 (2005): 116–19. http://dx.doi.org/10.1177/135485650501100110.
Full textBingham, Christopher M. "Talking about Twitch: Dropped Frames and a normative theory of new media production." Convergence: The International Journal of Research into New Media Technologies 26, no. 2 (2017): 269–86. http://dx.doi.org/10.1177/1354856517736974.
Full textCervigón-Carrasco, Verónica, Laimi Schulze-Steinen, Rafael Ballester-Arnal, et al. "Attentional inhibitory control interference related to videogames, pornography, and TV series exposure: An experimental study in three independent samples." Computers in Human Behavior 143 (June 2023): 107683. http://dx.doi.org/10.1016/j.chb.2023.107683.
Full text