Academic literature on the topic 'Witcher 3'

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Journal articles on the topic "Witcher 3"

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Kochanowicz, Rafał. "Zmiennik wybawiony albo tryumf wiedźmina. Cyfrowy dialog z kulturą i obyczajowością Wiedźmin 3." Literatura i Kultura Popularna 24 (April 18, 2019): 313–27. http://dx.doi.org/10.19195/0867-7441.24.20.

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The Substitute Saved or the Triumph of the Witcher: Digital dialogue with culture and morals SummarySome elements of the game The Witcher 3 show very clearly that developers, in order to achieve a significant effect of gameplay, adopt the tools and forms of expression of other media — such as plot stereotypes, films or complex dialogues — and fill their designed world with quotations and motifs from traditional not only Polish texts of culture. “Sewn together” with digital technology, this “cento” becomes a commentary on the postmodern dimension of contemporary pop culture, and includes a warn
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Gozdowska, Katarzyna. "Can a Developed Structure be Transparent? The Analysis of Witcher 3: Wild Hunt Interface with Regard to its Influence on the Player’s Immersion." Homo Ludens, no. 1 (12) (December 15, 2019): 13–35. http://dx.doi.org/10.14746/hl.2019.12.1.

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In this article I analyze the interface of The Witcher 3: Wild Hunt with regard to its transparency as well as its influence on the player’s immersion. Furthermore, I scrutinize all measures used by the interface to decrease the effect of emersion, which might appear as game information is being read by the player. I also consider the literary context in my research – I reflect on how the interface refers to Andrzej Sapkowski’s Witcher cycle and how these references have been implemented in the interface structure.
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Aroni, Gabriele. "The Semiosis of Architectural Identity in The Witcher 3." Journal of Media Research 13, no. 3(35) (2019): 47–59. http://dx.doi.org/10.24193/jmr.35.4.

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Jański, Krzysztof. "Creation of the fictional world in The Witcher 3: Wild Hunt." Homo Ludens, no. 1(11) (February 12, 2019): 117–33. http://dx.doi.org/10.14746/hl.2018.11.7.

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Celem artykułu jest przedstawienie metod tworzenia świata wykorzystanych w grze Wiedźmin 3: Dziki Gon, które pozwoliły na wypracowanie samodzielnej fikcyjnej konstrukcji. Pierwsza część tekstu omawia cechy miejsc w grach wideo. Następnie, po krótkim wprowadzeniu do twórczości Andrzeja Sapkowskiego, artykuł przedstawia sposoby, za pomocą których Wiedźmin 3 imituje topografię, architekturę, ludzką i pozaludzką działalność oraz dostarcza informacje o poszczególnych lokacjach. Omówione właściwości tytułu sprawiają, że miejsca stworzone na potrzeby gry tworzą niezależny ontologiczny konstrukt, a ni
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Jagosz, Anna. "Diferencias en el marco estilístico entre las localizaciones polaca, española e inglesa del videojuego „The Witcher III”, y relación con la obra de Andrzej Sapkowski." Estudios Hispánicos 24 (March 31, 2017): 77–91. http://dx.doi.org/10.19195/2084-2546.24.6.

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Differences in the stylistic framework between the Polish, Spanish and English locations of the video game The Witcher 3, and relation to the work of Andrzej Sapkowski on which it is basedThe presented article approaches the concept of game localization, by comparing three language versions — Polish, English and Spanish — of the critically acclaimed game: The Witcher 3: Wild Hunt. It focuses on stylistic relations between some of the game’s text assets and their literary source material, as the game is based on a fantasy series by a Polish writer Andrzej Sapkowski. Firstly, it presents a brief
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Kubiński, Piotr. "Videogames in the Light of Transmedia Narratology and the Concept of Storyworld." Tekstualia 4, no. 43 (2015): 23–36. http://dx.doi.org/10.5604/01.3001.0013.4243.

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The article approaches videogames from the perspective of transmedia narratology. The fi rst part raises the question whether videogames can be treated and analyzed as a medium with a narrative potential, referring briefl y to the debate called „ludology vs. narratology”. The second part of the article concentrates on the concept of the storyworld and examines its usefulness in the context of selected videogame genres, with The Witcher 3: Wild Hunt as a specifi c example. The fi nal part enumerates the elements that contribute to the narrativity of videogames and points out the topics for furt
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Smith, Jennifer. "Vocal disruptions in the aural game world: The female entertainer in The Witcher 3: Wild Hunt, Transistor and Divinity: Original Sin II." Soundtrack 11, no. 1 (2020): 75–97. http://dx.doi.org/10.1386/ts_00006_1.

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The voice as disruption is not a new concept. Disruptions to discourses, relationships and lifestyles can be caused by the insertion of the voice. In video games, voices can be disruptive to player progressions, gameplay and character relationships through dialogue and performances. The female entertainer frequently disrupts the aural space of a game through her uniqueness as a performer at the forefront of the diegetic space, using song to tell her own story. The video games The Witcher 3: Wild Hunt (2015), Transistor (2014) and Divinity Original Sin II (2017) use diegetic female entertainer
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Conway, Steven, and Bradley Elphinstone. "Towards gameworld studies." Journal of Gaming & Virtual Worlds 11, no. 3 (2019): 289–307. http://dx.doi.org/10.1386/jgvw.11.3.289_1.

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This article focuses on the phenomenon of meaningful experiences within digital games. To this end, rather than game studies, we propose ‘Gameworld Studies’ as better articulating both the goal of certain theorists and theoretical approaches, and the player experience. In explicating meaning, the authors utilize and link two frameworks: hermeneutic phenomenology and self-determination theory. This interdisciplinary perspective is applied to two data sets, one quantitative, one qualitative, regarding players’ experiences of The Witcher 3: Wild Hunt and Fallout 4. The responses illuminate how ce
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Rubiols Aguña, Cristina. "La traducción de escenas con contenido erótico en los videojuegos. Los casos de Duke Nukem Forever, God of War 3 y The Witcher 3." Fòrum de recerca, no. 21 (2016): 319–26. http://dx.doi.org/10.6035/forumrecerca.2016.21.18.

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Kyshtymova, I. M., and S. B. Timofeev. "Psychological master form of computer games." Social Psychology and Society 10, no. 4 (2019): 160–74. http://dx.doi.org/10.17759/sps.2019100411.

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The article presented the rationale and description of a universal classification model of computer games. The basis of its development was the principle of systematic and psychosemiotic approach that afforded considering both semantic and syntactic (formal) features of a game as factors mediating its effect on gamers. A computer game came under consideration as a system entity whose classification profile took shape following unique combination of thirty-four components that were interconnected in the manner of mutual cooperation. They combined into seven levels, two of which were: the game-p
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Dissertations / Theses on the topic "Witcher 3"

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Mattsson, Emil. "Dialect representation : Language varieties in The Witcher 3: The Wild Hunt." Thesis, Högskolan Väst, Avd för utbildningsvetenskap och språk, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-13168.

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This study examines the dialect representation in CD PROJEKT RED's video game The Witcher: Wild Hunt. The study intends to contribute to an already narrow sociolinguistic field of research of how dialects are represented in video games, more precisely role-playing games. The purpose of this study is to find out: 1) What are the pronunciation, word choice and grammar features of the farmer Bruno and the Witcher Geralt in the game, The Witcher 3: Wild Hunt, and 2) What social status, class, traits are the two characters' pronunciation, word choice and grammar features associated with?. The study
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Holmberg, Marcus. "Digitalizing language learning -A materials analysis of The Witcher 3: Wild Hunt." Thesis, Örebro universitet, Institutionen för humaniora, utbildnings- och samhällsvetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-75547.

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The Swedish Ministry of Education has in recent years implemented revisions with aims to make students more digitally competent. This implementation demands that teachers adapt their lesson planning accordingly. Computer Assisted Language Learning (CALL) has shown promising results in L2 learning during the last decades and has assisted the process of this implementation. The aim of this study is to conduct a materials analysis of The Witcher 3: Wild Hunt video game, evaluating it for use as a potential CALL-based language learning resource for integration into language learning classrooms in
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Jaber, Maher, and Andrei Cojanu. "The 40 Seconds Rule and Points of Interest in The Witcher 3: Wild Hunt." Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-446386.

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The Witcher 3: Wild Hunt is one of the best selling open world video games in recent years. Thanks to the game’s popularity, other game designers might want to replicate its world design methods. In an interview from 2017, the game’s developers have explained that they have used a system called “the rule of 40 seconds” to ensure that the player stumbles upon something interesting every 40 seconds of exploration. In this research, the authors conducted a test to check how accurately the rule was implemented; they did this by analysing footage of gameplay from four different YouTube content crea
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Christer, Lidén. "The quest for medievalism in ‘The Witcher 3’ : A study of the vita gravis: the apposition between the medieval and the fantastical." Thesis, Stockholms universitet, Historiska institutionen, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-139214.

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Rydelius, Daniel. "Är det porr jag spelar på min Playstation? : En narratologisk textanalys av The Witcher 3." Thesis, Södertörns högskola, Institutionen för kultur och lärande, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-29222.

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Mot bakgrunden av ett medielandskap där datorspel tar en allt större plats av vår vardag, har ett spels strukturer och sexinnehåll undersöks. I syfte att problematisera betydelsen av sex i datorspel, samt att vidga spelforskningen, har The Witcher 3: Wild Hunt (CD Projekt RED 2015) valts att undersökas mot narratologins fabula. Det är främst fabulans strukturella element (Bal 1997) som legat till grund för den teoretiska anknytningen. Metoden kvalitativ textanalys har genomförts  utifrån en verktygslåda för kvalitativa spelanalyser (Consalvo & Dutton 2006). Undersökningen har använt sig av
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Guaraldi, Mattia. "Analisi della Localizzazione di rime e giochi di parole nel best-seller videoludico "The Witcher 3"." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018.

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Breve analisi della traduzione e localizzazione del videogioco "The Witcher 3". La tesi si concentra in particolare sui metodi utilizzati dai traduttori per localizzare rime e giochi di parole e sulle difficoltà da loro incontrate. Anche tramite l'uso di articoli e libri di settore viene inizialmente introdotto il mondo della localizzazione videoludica, con particolare riferimento ai passi generalmente necessari pr portare a termine un buon lavoro in questo campo. a parte finale, si concentra, invece, sul videogioco, che dà il titolo alla tesi e sulla successiva disamina riguardante le parti
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Tjernell, Carl. "Vad ska monstret heta? : En studie av ett antal ryska benämningar från världen i dataspelet Witcher 3: Wild Hunt." Thesis, Stockholms universitet, Slaviska språk, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-157204.

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Karjalainen, J. (Jesper). "”Sex is a natural part of the character’s life”:the Witcher 3: Wild Hunt, Mass Effect 3 ja Grand Theft Auto V pelaajakokemuksissa vuonna 2016." Bachelor's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201612063207.

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Tokdemir, Gokce. "Worlds Subverted: A Generic Analysis Of The Lion, The Witch And The Wardrobe, The Subtle Knife, And Harry Potter And The Philosopher." Master's thesis, METU, 2008. http://etd.lib.metu.edu.tr/upload/3/12609698/index.pdf.

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This dissertation aims to study three very important works in English children&rsquo<br>s fiction: C. S. Lewis&rsquo<br>s The Lion, the Witch and the Wardrobe, Philip Pullman&rsquo<br>s The Subtle Knife, the second book of his trilogy His Dark Materials, and J. K. Rowling&rsquo<br>s Harry Potter and the Philosopher&rsquo<br>s Stone. The novels will be analyzed in terms of their approaches toward the conventions of fairy tale, fantasy and romance<br>to this end, the novels are to be evaluated in relation to their concept of chronotope, and the quest of good versus evil. While the secondary worl
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Kovaříková, Šárka. "Srovnání fikčního světa počítačovách her a jejich literárních předloh." Master's thesis, 2016. http://www.nusl.cz/ntk/nusl-354165.

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The main goal of this thesis is to explain the relationship of literature and computer games. The first part deals with the definition of computer RPG genre and literary fantasy genre. It considers aspects which leads players to play computer games and connect between the literary work and the computer game. It deals also with the experience: the experience of the game and reading while specifically dealing with the flow effect and concept of immersion. A central part of this work examines both media through narrative approach. Interpretation and literary analysis of The Witcher Saga by Andrze
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Books on the topic "Witcher 3"

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Manatsantō. Witchā 3. Mūnnithi Phra Sangop Manatsantō, 2011.

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Phoenix and Ashes (Elemental Masters #3). DAW Books, 2004.

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Corsi, Dinora, and Matteo Duni, eds. «Non lasciar vivere la malefica». Firenze University Press, 2009. http://dx.doi.org/10.36253/978-88-8453-809-3.

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Yet another book on witches and witchcraft? Although numerous, studies on this phenomenon that had such a profound influence on the political, social and religious history of the late Middle Ages and the early modern age in Europe can never be enough. At this time the political regimes were actively involved in the witch hunts, not least the Catholic church which was intensely engaged in developing instruments of control aimed at governing and curbing dissent. The book is broken down into thematic sections – rules, treatises and trials, transmission /possession – which reflect the multiplicity
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Gail, Owens, ed. Witch water. Dell, 1988.

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Murphy, Jill. A Bad Spell for the Worst Witch: The Worst Witch #3. Penguin Group UK, 2009.

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Murphy, Jill. A Bad Spell for the Worst Witch: The Worst Witch #3. Candlewick Press, 2000.

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Baker, E. D. Once Upon a Curse: Tales of the Frog Princess #3. Bloomsbury, 2004.

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Radford, Irene. The Dragon Nimbus Novels, Volume 3. Penguin USA, Inc., 2009.

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The Witcher Volume 3: Curse of Crows. Dark Horse Books, 2017.

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Deluxe, Dark Horse. Witcher 3 Wild Hunt - Wolf Wall Sculpture. Diamond Comic Distributors, 2016.

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Book chapters on the topic "Witcher 3"

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Heritage, Frazer. "Gendered Language in The Witcher Videogame Series." In Language, Gender and Videogames. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-74398-7_6.

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Jaworowicz-Zimny, Aleksandra. "3. The Witcher Novels and Games-inspired Tourism in Poland." In Contents Tourism and Pop Culture Fandom, edited by Takayoshi Yamamura and Philip Seaton. Multilingual Matters, 2020. http://dx.doi.org/10.21832/9781845417239-007.

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Nuttall, Alice. "Be a Witch, Be a Woman: Gendered Characterisation of Terry Pratchett’s Witches." In Terry Pratchett's Narrative Worlds. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-67298-4_2.

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Clifton, Chas S. "Witches Still Fly: Or Do They? Traditional Witches, Wiccans, and Flying Ointment." In Magic and Witchery in the Modern West. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15549-0_11.

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Bevan, Alex. "Walking with the Lancashire Witches." In The Palgrave Handbook of Contemporary Gothic. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-33136-8_62.

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Rørth, Pernille. "The Witch." In The Unedited. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-34624-9_7.

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Williams, Ruth. "Witch, The." In Encyclopedia of Psychology and Religion. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-24348-7_803.

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Kolbusa, Matthias. "Transcending the Witches’ Cauldron: The Jungle Adventure." In Strategy Scout. Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-35986-6_9.

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Platzer, Michael. "Victimization of Elderly Women, “Witches,” and Widows." In Perspectives on Elderly Crime and Victimization. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-72682-3_11.

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Tuczay, Christa Agnes. "Witches and Devil’s Magic in Austrian Demonological Legends." In Cultures of Witchcraft in Europe from the Middle Ages to the Present. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-63784-6_2.

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Conference papers on the topic "Witcher 3"

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Cyganiak, Olga. "The witcher 3." In SIGGRAPH '15: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2015. http://dx.doi.org/10.1145/2745234.2746990.

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Rabb, Alex. "The witcher 3." In SIGGRAPH '16: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2016. http://dx.doi.org/10.1145/2897841.2936757.

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Krzyscin, Krzysztof. "Building the world of the Witcher 3." In SIGGRAPH '15: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2015. http://dx.doi.org/10.1145/2775280.2775286.

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Torok, Balazs. "The rendering features of the Witcher 3." In SIGGRAPH '15: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2015. http://dx.doi.org/10.1145/2775280.2775287.

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Kandratau, Y. V., and U. I. Torchyk. "Influence of the Age of the Scion of Mutant “Witch Brooms” on the Morphometric Parameters of Annual Plants in Representatives of the Genus Abies Mill." In Botanical Gardens as Centers for Study and Conservation of Phyto-Diversity. TSU Press, 2020. http://dx.doi.org/10.17223/978-5-94621-956-3-2020-33.

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