Journal articles on the topic 'Digital game worlds'
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Mendonça, Carlos Magno Camargos, and Filipe Alves de Freitas. "Game as text as game: the communicative experience of digital games." Comunicação e Sociedade 27 (June 29, 2015): 253–72. http://dx.doi.org/10.17231/comsoc.27(2015).2100.
Full textCaselli, Stefano, Farah Polato, and Mauro Salvador. "Journeying to the actual World through digital games: The Urban Histories Reloaded project." Mutual Images Journal, no. 10 (December 20, 2021): 271–94. http://dx.doi.org/10.32926/2021.10.cas.urban.
Full textCermak-Sassenrath, Daniel. "On political activism in digital games." MedieKultur: Journal of media and communication research 34, no. 64 (June 14, 2018): 29. http://dx.doi.org/10.7146/mediekultur.v34i64.96924.
Full textDenson, Shane, and Andreas Jahn-Sudmann. "Digital Seriality: On the Serial Aesthetics and Practice of Digital Games." Eludamos: Journal for Computer Game Culture 7, no. 1 (December 23, 2013): 1–32. http://dx.doi.org/10.7557/23.6145.
Full textValls-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, no. 6 (June 30, 2021): 37–40. http://dx.doi.org/10.1609/aiide.v9i6.12600.
Full textBettivia, Rhiannon. "Enrolling Heterogeneous Partners in Video Game Preservation." International Journal of Digital Curation 11, no. 1 (October 5, 2016): 17–32. http://dx.doi.org/10.2218/ijdc.v11i1.339.
Full textGunova, Violla. "Mixed Reality Game YU-GI-OH." Journal of Software Engineering, Information and Communication Technology (SEICT) 3, no. 2 (January 4, 2023): 95–114. http://dx.doi.org/10.17509/seict.v2i2.34675.
Full textTor, Noam, and Goren Gordon. "Digital Interactive Quantitative Curiosity Assessment Tool: Questions Worlds." International Journal of Information and Education Technology 10, no. 8 (2020): 614–21. http://dx.doi.org/10.18178/ijiet.2020.10.8.1433.
Full textRoot, Rachael. "Bridging anthropological theory: Accumulating and containing wealth in World of Warcraft landscapes." Critique of Anthropology 43, no. 1 (February 23, 2023): 66–83. http://dx.doi.org/10.1177/0308275x231156718.
Full textDurusoy, 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.
Full textFizek, Sonia. "Automation of play: Theorizing self-playing games and post-human ludic agents." Journal of Gaming & Virtual Worlds 10, no. 3 (October 1, 2018): 203–18. http://dx.doi.org/10.1386/jgvw.10.3.203_1.
Full textDurmaz, Yakup, and Dilruba Gokalp. "Introduction of Metaverse to Our Lives and Unlimited Services in the World of Metaverse." International Business & Economics Studies 6, no. 1 (December 13, 2023): p1. http://dx.doi.org/10.22158/ibes.v6n1p1.
Full textLanda, Yesenia Rubi, and Amy E. Thompson. "Field Notes and Fictional Realms." Advances in Archaeological Practice 11, no. 2 (May 2023): 258–63. http://dx.doi.org/10.1017/aap.2023.7.
Full textImbierowicz, Eleonora. "Perma-dying Worlds and the Limit of Eternal Return in Digital Games." Homo Ludens, no. 1 (12) (December 15, 2019): 77–91. http://dx.doi.org/10.14746/hl.2019.12.4.
Full textFizek, Sonia. "Automated State of Play." Digital Culture & Society 4, no. 1 (March 1, 2018): 201–14. http://dx.doi.org/10.14361/dcs-2018-0112.
Full textMaj, Krzysztof M. "O strukturze świata w narracyjnych grach wideo." Images. The International Journal of European Film, Performing Arts and Audiovisual Communication 29, no. 38 (June 15, 2021): 43–55. http://dx.doi.org/10.14746/i.2021.38.03.
Full textde Wildt, Lars, Thomas H. Apperley, Justin Clemens, Robbie Fordyce, and Souvik Mukherjee. "(Re-)Orienting the Video Game Avatar." Games and Culture 15, no. 8 (July 17, 2019): 962–81. http://dx.doi.org/10.1177/1555412019858890.
Full textGupta, Anisha, Dan Carpenter, Wookhee Min, Jonathan Rowe, Roger Azevedo, and James Lester. "Enhancing Multimodal Goal Recognition in Open-World Games with Natural Language Player Reflections." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 18, no. 1 (October 11, 2022): 37–44. http://dx.doi.org/10.1609/aiide.v18i1.21945.
Full textE, Edhaya Chandran, and Gnana Sanga Mithra S. "Digital Humanities and Game Ethics: Investigating the Impact of Representation in Gaming." Studies in Media and Communication 11, no. 7 (October 3, 2023): 159. http://dx.doi.org/10.11114/smc.v11i7.6266.
Full textNewman, James. "(Not) Playing Games: Player-Produced Walkthroughs as Archival Documents of Digital Gameplay." International Journal of Digital Curation 6, no. 2 (August 19, 2011): 109–27. http://dx.doi.org/10.2218/ijdc.v6i2.206.
Full textAttebery, Stina. "Coshaping Digital and Biological Animals." Humanimalia 6, no. 2 (March 6, 2015): 56–84. http://dx.doi.org/10.52537/humanimalia.9912.
Full textInwood, Heather. "Towards Sinophone Game Studies." British Journal of Chinese Studies 12, no. 2 (August 6, 2022): 1–10. http://dx.doi.org/10.51661/bjocs.v12i2.219.
Full textSolberg, Ragnhild. "(Always) Playing the Camera: Cyborg Vision and Embodied Surveillance in Digital Games." Surveillance & Society 20, no. 2 (June 15, 2022): 142–56. http://dx.doi.org/10.24908/ss.v20i2.14517.
Full textRowe, Jonathan P., Eleni V. Lobene, Bradford W. Mott, and James C. Lester. "Play in the Museum." International Journal of Gaming and Computer-Mediated Simulations 9, no. 3 (July 2017): 96–113. http://dx.doi.org/10.4018/ijgcms.2017070104.
Full textMystakidis, Stylianos. "Metaverse." Encyclopedia 2, no. 1 (February 10, 2022): 486–97. http://dx.doi.org/10.3390/encyclopedia2010031.
Full textKnez, Igor, and Simon Niedenthal. "Lighting in Digital Game Worlds: Effects on Affect and Play Performance." CyberPsychology & Behavior 11, no. 2 (April 2008): 129–37. http://dx.doi.org/10.1089/cpb.2007.0006.
Full textKrampe, Theresa. "Rewriting rules, changing worlds: Diegetic and ludic forms of metareference in The Magic Circle." Frontiers of Narrative Studies 9, no. 1 (July 1, 2023): 137–57. http://dx.doi.org/10.1515/fns-2023-2010.
Full textEkpe, Bassey, and Israel Wekpe. "Interactivity and Ecomedia in the Digital Age." Interactive Film & Media Journal 3, no. 1 (June 6, 2023): 126–31. http://dx.doi.org/10.32920/ifmj.v3i1.1696.
Full textBosman, Frank G. "Finding Faith between the Sciences: The Cases of ‘The Outer Worlds’ and ‘Mass Effect: Andromeda’." AUC THEOLOGICA 11, no. 1 (September 27, 2021): 145–61. http://dx.doi.org/10.14712/23363398.2021.8.
Full textBonner, Marc. "How sf is embodied in level structures." Science Fiction Film & Television: Volume 14, Issue 2 14, no. 2 (June 1, 2021): 209–34. http://dx.doi.org/10.3828/sfftv.2021.14.
Full textShree, Dr Tanu. "City Of Dreams: An Open-World Games." International Scientific Journal of Engineering and Management 03, no. 04 (April 23, 2024): 1–9. http://dx.doi.org/10.55041/isjem01622.
Full textAnnarumma, Maria, Riccardo Fragnito, Ines Tedesco, and Luigi Vitale. "Video Game, Author and Lemming." International Journal of Digital Literacy and Digital Competence 6, no. 1 (January 2015): 49–61. http://dx.doi.org/10.4018/ijdldc.2015010104.
Full textKjeldgaard-Christiansen, Jens. "A Conceptual Critique of the Use of Moral Disengagement Theory in Research on Violent Video Games." Eludamos: Journal for Computer Game Culture 10, no. 1 (April 21, 2020): 233–50. http://dx.doi.org/10.7557/23.6180.
Full textDe Sena, Ítalo Sousa, and Zdeněk Stachoň. "Designing Learning Activities in Minecraft for Formal Education in Geography." International Journal of Emerging Technologies in Learning (iJET) 18, no. 04 (February 23, 2023): 32–49. http://dx.doi.org/10.3991/ijet.v18i04.36307.
Full textCOSTINA, Andrei. "Typologies of social structures in virtual communities – case study on mobile platforms." Studia Universitatis Babeș-Bolyai Ephemerides 67, no. 1 (June 30, 2022): 43–58. http://dx.doi.org/10.24193/subbeph.2022.1.02.
Full textMago, Zdenko, Łukasz P. Wojciechowski, Magdaléna Balážiková, and Amiee J. Shelton. "Learning by Playing. A Case Study of the Education in Photography by Digital Games." Journal of Education Culture and Society 14, no. 1 (June 20, 2023): 465–79. http://dx.doi.org/10.15503/jecs2023.1.465.479.
Full textAndrejevic, Mark. "Productive Play 2.0: The Logic of In-Game Advertising." Media International Australia 130, no. 1 (February 2009): 66–76. http://dx.doi.org/10.1177/1329878x0913000109.
Full textBrownell, Cassie J. "Writing as a Minecrafter: Exploring how Children Blur Worlds of Play in the Elementary English Language Arts Classroom." Teachers College Record: The Voice of Scholarship in Education 123, no. 3 (March 2021): 1–19. http://dx.doi.org/10.1177/016146812112300306.
Full textOlszewski, Robert, Mateusz Cegiełka, Urszula Szczepankowska, and Jacek Wesołowski. "Developing a Serious Game That Supports the Resolution of Social and Ecological Problems in the Toolset Environment of Cities: Skylines." ISPRS International Journal of Geo-Information 9, no. 2 (February 20, 2020): 118. http://dx.doi.org/10.3390/ijgi9020118.
Full textWills, John. "Mechanisms of time in video game Westerns from Gun Fight to Red Dead Redemption 2." European Journal of American Culture 42, no. 2 (September 1, 2023): 197–214. http://dx.doi.org/10.1386/ejac_00105_1.
Full textMarttinen, Heta. "”Ystävät on hetkellisiä, mutta levelit ikuisia”." Nuorisotutkimus 41 (October 26, 2023): 29–43. http://dx.doi.org/10.57049/nuorisotutkimus.9138188.
Full textArkhipov, Vladislav V., Anton A. Vasiliev, Nikolai Yu Andreev, and Yulia V. Pechatnova. "Computer games in legal research: On the prerequisites of the regulation model." Vestnik of Saint Petersburg University. Law 14, no. 1 (2023): 5–21. http://dx.doi.org/10.21638/spbu14.2023.101.
Full textKeating, Elizabeth, and Chiho Sunakawa. "Participation cues: Coordinating activity and collaboration in complex online gaming worlds." Language in Society 39, no. 3 (May 17, 2010): 331–56. http://dx.doi.org/10.1017/s0047404510000217.
Full textZORIN, ARTEM N., and DANIIL A. YAKHAMOV. "Performing Capture in Video Games and New Acting Practice in the Post-Digital Era." Art and Science of Television 19, no. 2 (2023): 171–213. http://dx.doi.org/10.30628/1994-9529-2023-19.2-171-213.
Full textPearson, Luke. "Architectures of deviation: exploring the spatial protocols of contemporary videogames." Architectural Research Quarterly 19, no. 3 (September 2015): 269–82. http://dx.doi.org/10.1017/s1359135515000512.
Full textMustafa, Bahaa. "Analyzing education based on metaverse technology." Technium Social Sciences Journal 32 (June 9, 2022): 278–95. http://dx.doi.org/10.47577/tssj.v32i1.6742.
Full textGrimes, Sara M. "Penguins, Hype, and MMOGs for Kids: A Critical Reexamination of the 2008 “Boom” in Children’s Virtual Worlds Development." Games and Culture 13, no. 6 (March 29, 2016): 624–44. http://dx.doi.org/10.1177/1555412016638755.
Full textLee, Jung Yeop, Chong Un Pyon, and Jiyoung Woo. "Digital Twin for Math Education: A Study on the Utilization of Games and Gamification for University Mathematics Education." Electronics 12, no. 15 (July 25, 2023): 3207. http://dx.doi.org/10.3390/electronics12153207.
Full textAarseth, Espen. "Game or Supernovel? Playing and Reading Massive Game Novels." European Review 31, S1 (October 2023): S66—S76. http://dx.doi.org/10.1017/s1062798723000443.
Full textBakioğlu, Burcu. "Lore of mayhem: Griefers and the radical deployment of spatial storytelling." Journal of Gaming & Virtual Worlds 11, no. 3 (October 1, 2019): 231–50. http://dx.doi.org/10.1386/jgvw.11.3.231_1.
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