Auswahl der wissenschaftlichen Literatur zum Thema „Digital game worlds“
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Zeitschriftenartikel zum Thema "Digital game worlds"
Mendonça, Carlos Magno Camargos, und Filipe Alves de Freitas. „Game as text as game: the communicative experience of digital games“. Comunicação e Sociedade 27 (29.06.2015): 253–72. http://dx.doi.org/10.17231/comsoc.27(2015).2100.
Der volle Inhalt der QuelleCaselli, Stefano, Farah Polato und Mauro Salvador. „Journeying to the actual World through digital games: The Urban Histories Reloaded project“. Mutual Images Journal, Nr. 10 (20.12.2021): 271–94. http://dx.doi.org/10.32926/2021.10.cas.urban.
Der volle Inhalt der QuelleCermak-Sassenrath, Daniel. „On political activism in digital games“. MedieKultur: Journal of media and communication research 34, Nr. 64 (14.06.2018): 29. http://dx.doi.org/10.7146/mediekultur.v34i64.96924.
Der volle Inhalt der QuelleDenson, Shane, und Andreas Jahn-Sudmann. „Digital Seriality: On the Serial Aesthetics and Practice of Digital Games“. Eludamos: Journal for Computer Game Culture 7, Nr. 1 (23.12.2013): 1–32. http://dx.doi.org/10.7557/23.6145.
Der volle Inhalt der QuelleValls-Vargas, Josep. „Narrative Extraction, Processing and Generation for Interactive Fiction and Computer Games“. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 9, Nr. 6 (30.06.2021): 37–40. http://dx.doi.org/10.1609/aiide.v9i6.12600.
Der volle Inhalt der QuelleBettivia, Rhiannon. „Enrolling Heterogeneous Partners in Video Game Preservation“. International Journal of Digital Curation 11, Nr. 1 (05.10.2016): 17–32. http://dx.doi.org/10.2218/ijdc.v11i1.339.
Der volle Inhalt der QuelleGunova, Violla. „Mixed Reality Game YU-GI-OH“. Journal of Software Engineering, Information and Communication Technology (SEICT) 3, Nr. 2 (04.01.2023): 95–114. http://dx.doi.org/10.17509/seict.v2i2.34675.
Der volle Inhalt der QuelleTor, Noam, und Goren Gordon. „Digital Interactive Quantitative Curiosity Assessment Tool: Questions Worlds“. International Journal of Information and Education Technology 10, Nr. 8 (2020): 614–21. http://dx.doi.org/10.18178/ijiet.2020.10.8.1433.
Der volle Inhalt der QuelleRoot, Rachael. „Bridging anthropological theory: Accumulating and containing wealth in World of Warcraft landscapes“. Critique of Anthropology 43, Nr. 1 (23.02.2023): 66–83. http://dx.doi.org/10.1177/0308275x231156718.
Der volle Inhalt der QuelleDurusoy, Murat. „In-Game Photography: Creating New Realities through Video Game Photography“. Membrana Journal of Photography, Vol. 3, no. 1 (2018): 42–47. http://dx.doi.org/10.47659/m4.042.art.
Der volle Inhalt der QuelleDissertationen zum Thema "Digital game worlds"
Gustafsson, Viktor. „Designing persistent player narratives in digital game worlds“. Electronic Thesis or Diss., université Paris-Saclay, 2021. http://www.theses.fr/2021UPASG102.
Der volle Inhalt der QuellePlayers in digital game worlds, such as Massively Multiplayer Online Games (MMO), generate long standing histories with their characters, but cannot express or see persisted traces of their adventures within the environment. I argue that understanding the role of persistence and the emergence of player narratives in digital game worlds can lead to novel systems and tools for increasing players'engagement and help game designers produce content. I combine multiple methods for understanding player narratives, and present We Ride, an MMO that embodies and tests the Narrative Substrates framework for building game architectures and mechanics that leverage persistent player narratives. Multiple studies show how Narrative Substrates successfully encourages players to codesign new content from their own persisted narratives, letting them shape the world and contribute novel content. Finally, I discuss the challenges of this work and suggest several promising directions for future work
Lõugas, Marilin. „Weaving Mental Threads: Exploring the Touchpoints Between Parallel Game Worlds in an Ended World Setting“. Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22784.
Der volle Inhalt der QuelleCaldwell, Kyrie Eleison Hartsough. „Fake the dawn : digital game mechanics and the construction of gender in fictional worlds“. Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/106745.
Der volle Inhalt der QuelleCataloged from PDF version of thesis. "September 2016."
Includes bibliographical references (pages 93-105).
This thesis considers the ways in which digital game mechanics (interactive inputs) contribute to games' worldbuilding. In particular, this work is concerned with the replication and reinforcement of problematic gender roles through game mechanics that express positive ("warm") interactions between characters, namely healing, protection, and building relationships. The method used has been adapted from structural analysis via literary theory, as informed by game studies, media studies methodologies, and feminist epistemologies. Game mechanics are analyzed both across and within primary texts (consisting of Japanese-developed games from the action and role-playing genres) in relation to characters' representation. Through this analysis, I found that characters who are women and girls are often associated with physical weakness, nature-based magic, and nurturing (or absent) personalities, whereas characters who are men and boys often protect women through physical combat, heal through medical means, and keep an emotional distance from others. Relationships built through game mechanics rely on one-sided agency and potential that renders lovers and friends as characters who exist to support the player character in achieving the primary goals of the game. Through these findings, I conclude that even warm interactions in games carry negative, even potentially violent and oppressive, representations and that there is thusly a need for design interventions on the mechanical level to mitigate violence in game worlds and the reinforcement of negative real world stereotypes.
by Kyrie Eleison Hartsough Caldwell.
S.M. in Comparative Media Studies and Writing
Perkins, Kyle Eric. „Lifesigns: Successful Storytelling in Open-World Games“. Ohio University Honors Tutorial College / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1290205847.
Der volle Inhalt der QuelleChan, Pauline B. „Narrative participation within game environments: role-playing in massively multiplayer online games“. Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/37126.
Der volle Inhalt der QuellePearce, Celia. „Playing ethnography : a study of emergent behaviour in online games and virtual worlds“. Thesis, University of the Arts London, 2006. http://ualresearchonline.arts.ac.uk/2300/.
Der volle Inhalt der QuelleAnad, Donya, und Haojue Gong. „Situated Gaming: The story of the past, present and future in women's digital game world“. Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16550.
Der volle Inhalt der QuelleI det här kandidatarbetet undersökes det ett problem som har varit centrum för många feministiska figurer och grupper i båda äldre och senaste innehåll där man har försökt på flera år och sätt att hitta lösning till; vilket är brist på mångfald inom spelutvecklingsföretag och skapandet, särskild när det gäller kvinnor. Då vår fråga blev; hur kan vi inkludera eller uppmuntra fler kvinnor att komma in i den digitala världen och delta i programmering samt spelframställning. Metoderna som har valts för denna avhandling sträcker sig från Critical Design: Att utforma och skapa ett unikt spel med hjälp av konceptet. Intervjuer: Fråga kvinnor från olika bakgrunder och åldrar för att ta reda på vad de vill / önskar med avseende på spel, till Kanban: där vi använder det här projektmetoden för att få vårt projekt ihop. Samtidigt kopplas hela arbetet till Situated-knowledge konceptet där vi fördjupar oss i om vad det betyder i diskussionsdelen med sambandet av resultat där upptäcker vi en väg/ potentiell lösning som kan användas enskild för att förändra spelbranschen.
Yeadon, Michelle. „The Nether Worlds of Jennifer Haley — A Case Study of Virtuality Theatre“. Thesis, University of Oregon, 2018. http://hdl.handle.net/1794/23726.
Der volle Inhalt der QuelleBäcke, Maria. „Power Games : Rules and Roles in Second Life“. Doctoral thesis, Karlskrona : Blekinge Institute of Technology, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-00496.
Der volle Inhalt der QuelleMarone, Vittorio. „Constructing Meanings by Designing Worlds: Digital Games as Participatory Platforms for Interest-Driven Learning and Creativity“. Doctoral thesis, Università degli studi di Padova, 2013. http://hdl.handle.net/11577/3423639.
Der volle Inhalt der QuelleQuesta ricerca nasce dalla constatazione di un crescente divario tra generazioni: una mancanza di terreno comune che comporta profonde implicazioni sociali, culturali ed educative. In particolare, le differenze tra approcci formali e informali all’apprendimento e alla creatività sembrano inibire la costruzione di un linguaggio condiviso tra docenti e studenti, e, più in generale, tra generazioni, ostacolando così lo sviluppo di qualsiasi discorso educativo. In questa ricerca qualitativa ho analizzato le interazioni in uno spazio on-line informale i cui partecipanti, guidati dal loro interesse per i videogiochi e il game design, progettano, condividono, e commentano livelli di gioco digitali (cioè “mini-giochi”) creati con LittleBigPlanet (un videogioco e uno strumento creativo per la PlayStation 3) e discussi nella sezione “Forum” del sito LittleBigPlanet Central (www.lbpcentral.com). In questo studio ho utilizzato una metodologia intertestuale ibrida basata sull’analisi del discorso, sulla “studio critique”, e sull’analisi di processo nel campo del design, per analizzare i testi discorsivi (i thread/post nel forum), gli artefatti interattivi (i livelli di gioco creati dagli utenti) e le pratiche costruttive (progettare, condividere e commentare i livelli di gioco). I risultati di questa ricerca dimostrano che i partecipanti del forum costruiscono socialmente l’apprendimento e la creatività attraverso specifiche funzioni discorsive che comportano l’impiego di humor e linguaggio specialistico e la negoziazione sociale di impegno e auto-apprezzamento. Gli utenti del forum, immersi in una comunità attenta e competente, cimentandosi in pratiche multimodali e intertestuali, creano uno spazio sociale che favorisce lo sviluppo di fiducia reciproca, unità, partecipazione, pianificazione, e riflettività. Questa ricerca amplia la nostra comprensione degli spazi partecipativi informali in cui l’apprendimento e la creatività emergono come fenomeni interconnessi che si sviluppano attraverso pratiche socio-costruttive che scaturiscono dagli interessi e dalle passioni delle persone.
Bücher zum Thema "Digital game worlds"
Gifford, Clive. Gadgets, games, robots and the digital world. London: DK, 2011.
Den vollen Inhalt der Quelle findenSuzanne, De Castell, und Jenson Jennifer 1950-, Hrsg. Worlds in play: International perspectives on digital games research. New York: Peter Lang, 2007.
Den vollen Inhalt der Quelle findenAntropología de los mundos virtuales: Avatares, comunidades y piratas digitales. Quito: FLACSO Ecuador, 2011.
Den vollen Inhalt der Quelle findenMcDonough, Jerome P. Preserving virtual worlds: Final report. Urbana-Campaign, Ill: Graduate School of Library and Information Science, University of Illinois at Urbana-Champaign, 2010.
Den vollen Inhalt der Quelle findenGifford, Clive. Cool tech: Gadgets, games robots, and the digital world. New York: DK Pub., 2011.
Den vollen Inhalt der Quelle findenHilde, Corneliussen, und Walker Jill, Hrsg. Digital culture, play, and identity: A critical anthology of World of Warcraft research. Cambridge, MA: MIT Press, 2008.
Den vollen Inhalt der Quelle findenInaba, Mitsuyuki. Dejitaru hyūmanitīzu kenkyū to Web gijutsu: Bairingaru-ban = Digital humanities research and web technology. Kyōto-shi: Nakanishiya Shuppan, 2012.
Den vollen Inhalt der Quelle findenPlaying smarter in a digital world: The LearningWorks for kids model for using popular video games and apps to teach executive functions. Plantation, Florida: Specialty Press/A.D.D. Warehouse, 2014.
Den vollen Inhalt der Quelle findenThe foley grail: The art of performing sound for film, games, and animation. Amsterdam: Focal Press, 2009.
Den vollen Inhalt der Quelle findenLeni, Riefenstahl. Olympia. Koln: Taschen, 2002.
Den vollen Inhalt der Quelle findenBuchteile zum Thema "Digital game worlds"
Hildmann, Jule, und Hanno Hildmann. „Augmenting Initiative Game Worlds with Mobile Digital Devices“. In Serious Games and Edutainment Applications, 125–46. London: Springer London, 2011. http://dx.doi.org/10.1007/978-1-4471-2161-9_8.
Der volle Inhalt der QuelleRedecker, Björn. „Sounding the Atmosphere“. In Mental Health | Atmospheres | Video Games, 209–26. Bielefeld, Germany: transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839462645-016.
Der volle Inhalt der QuelleLeichter, Magdalena. „"Wind's howling." Meteorological Phenomena as Atmospheres in Digital Games“. In Mental Health | Atmospheres | Video Games, 161–76. Bielefeld, Germany: transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839462645-014.
Der volle Inhalt der QuelleDe Prato, Giuditta. „The Video Games Industry“. In Digital Media Worlds, 163–79. London: Palgrave Macmillan UK, 2014. http://dx.doi.org/10.1057/9781137344250_11.
Der volle Inhalt der QuelleJost, Patrick, und Monica Divitini. „From Paper to Online: Digitizing Card Based Co-creation of Games for Privacy Education“. In Technology-Enhanced Learning for a Free, Safe, and Sustainable World, 178–92. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-86436-1_14.
Der volle Inhalt der QuelleSmith, Roger D. „Serious Games, Virtual Worlds, and Interactive Digital Worlds“. In Engineering Principles of Combat Modeling and Distributed Simulation, 357–83. Hoboken, NJ, USA: John Wiley & Sons, Inc., 2012. http://dx.doi.org/10.1002/9781118180310.ch17.
Der volle Inhalt der QuelleBuendia, Axel, und Jean-Claude Heudin. „Towards Digital Creatures in Real-Time 3D Games“. In Virtual Worlds, 44–53. Berlin, Heidelberg: Springer Berlin Heidelberg, 2000. http://dx.doi.org/10.1007/3-540-45016-5_5.
Der volle Inhalt der QuelleAbraham, Benjamin J. „How Can Games Save the World?“ In Digital Games After Climate Change, 27–60. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-91705-0_2.
Der volle Inhalt der QuelleJauregi-Ondarra, Kristi, und Silvia Canto. „Interaction games to boost intercultural communication in virtual worlds and video-communication“. In Digital Games in Language Learning, 158–82. London: Routledge, 2022. http://dx.doi.org/10.4324/9781003240075-9.
Der volle Inhalt der QuelleHoshino, Junichi. „Real-World Game Platform for Lifelong Learning Society“. In Handbook of Digital Games and Entertainment Technologies, 331–46. Singapore: Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-4560-50-4_50.
Der volle Inhalt der QuelleKonferenzberichte zum Thema "Digital game worlds"
Koons, Neil, und Michael Haungs. „Intrinsically musical game worlds“. In FDG '19: The Fourteenth International Conference on the Foundations of Digital Games. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3337722.3341833.
Der volle Inhalt der Quelle„Spawning in Concordia: A Tale of Digital Literacies in Virtual Worlds“. In 12th European Conference on Game Based Learning. ACPI, 2019. http://dx.doi.org/10.34190/gbl.19.026.
Der volle Inhalt der QuelleGustafsson, Viktor, Benjamin Holme und Wendy E. Mackay. „Narrative Substrates: Reifying and Managing Emergent Narratives in Persistent Game Worlds“. In FDG '20: International Conference on the Foundations of Digital Games. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3402942.3403015.
Der volle Inhalt der QuelleRodrigues, Nuno F., Ricardo Simões und João L. Vilaça. „A Digital Game Development Education Project“. In 2010 2nd International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES 2010). IEEE, 2010. http://dx.doi.org/10.1109/vs-games.2010.14.
Der volle Inhalt der QuelleRizvic, Selma, und Irfan Prazina. „Taslihan Virtual Reconstruction - Interactive Digital Story or a Serious Game“. In 2015 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games). IEEE, 2015. http://dx.doi.org/10.1109/vs-games.2015.7295786.
Der volle Inhalt der QuelleStefan, Ioana andreea, Ancuta florentina Gheorghe, Antoniu Stefan, Sylvester Arnab, Michael Loizou, Luca Morini und Jannicke Baalsrud hauge. „LOCATION-BASED METAGAMES FOR LEARNING“. In eLSE 2018. ADL Romania, 2018. http://dx.doi.org/10.12753/2066-026x-18-032.
Der volle Inhalt der QuelleSchmitz, Tony L., W. Gregory Sawyer und Arturo Sinclair. „The Pigskin Professor: Video Presentations of Engineering Fundamentals“. In ASME 2004 International Mechanical Engineering Congress and Exposition. ASMEDC, 2004. http://dx.doi.org/10.1115/imece2004-60539.
Der volle Inhalt der QuelleCalinoiu (ion), Nicoleta. „LEARNING ENHANCEMENT THROUGH VIDEO GAMES“. In eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-008.
Der volle Inhalt der QuelleHartholt, Arno, und Sharon Mozgai. „Creating Virtual Worlds with the Virtual Human Toolkit and the Rapid Integration & Development Environment“. In Intelligent Human Systems Integration (IHSI 2023) Integrating People and Intelligent Systems. AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1002856.
Der volle Inhalt der QuelleLozano Muñoz, Alejandro. „Estéticas de la inconsistencia en los espacios de la imagen digital“. In II Congreso Internacional Estéticas Híbridas de la Imagen en Movimiento: Identidad y Patrimonio. Valencia: Universitat Politàcnica de València, 2021. http://dx.doi.org/10.4995/eshid2021.2021.13205.
Der volle Inhalt der QuelleBerichte der Organisationen zum Thema "Digital game worlds"
Demchenko, Dmytro. DEMASSIFICATION OF SOCIAL PROCESSES IN THE CONTEXT OF DIGITAL COMMUNICATION (TO THE PROBLEM OF THE DICHOTOMY OF “ELITE-MASS” AS A POLITICAL COMMUNICATION PARADOX). Ivan Franko National University of Lviv, März 2024. http://dx.doi.org/10.30970/vjo.2024.54-55.12171.
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