Journal articles on the topic 'Video games – design – drawings'
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Staines, Dan, Mia Consalvo, Adam Stangeby, and Sâmia Pedraça. "State of play: Video games and moral engagement." Journal of Gaming & Virtual Worlds 11, no. 3 (October 1, 2019): 271–88. http://dx.doi.org/10.1386/jgvw.11.3.271_1.
Full textUtoyo, Arsa Widitiarsa. "Video Games as Tools for Education." Journal of Games, Game Art, and Gamification 3, no. 2 (October 19, 2021): 56–60. http://dx.doi.org/10.21512/jggag.v3i2.7255.
Full textMilburn, Colin, Katherine Buse, Ranjodh Singh Dhaliwal, Melissa Wills, Raida Aldosari, Patrick Camarador, Josh Aaron Miller, and Justin Siegel. "Join the Fold: Video Games, Science Fiction, and the Refolding of Citizen Science." Design Issues 39, no. 1 (January 1, 2023): 70–87. http://dx.doi.org/10.1162/desi_a_00707.
Full textBassiouni, Dina H., and Chris Hackley. "Video games and young children’s evolving sense of identity: a qualitative study." Young Consumers 17, no. 2 (June 20, 2016): 127–42. http://dx.doi.org/10.1108/yc-08-2015-00551.
Full textNacher, Anna, and Filip Jankowski. "Re-writing histories of colonization in video games: the case of Elizabeth LaPensée." Images. The International Journal of European Film, Performing Arts and Audiovisual Communication 29, no. 38 (June 15, 2021): 123–41. http://dx.doi.org/10.14746/i.2021.38.08.
Full textCostal, Tomás. "Why is that creature grunting?" Translation and Translanguaging in Multilingual Contexts 4, no. 1 (April 24, 2018): 151–77. http://dx.doi.org/10.1075/ttmc.00008.cos.
Full textJenson, Jennifer, and Suzanne de Castell. "Patriarchy in play: Video games as gendered media ecologies." Explorations in Media Ecology 20, no. 2 (June 1, 2021): 195–212. http://dx.doi.org/10.1386/eme_00084_1.
Full textReay, Emma. "Cute, cuddly and completely crushable: Plushies as avatars in video games." Journal of Gaming & Virtual Worlds 13, no. 2 (June 1, 2021): 131–49. http://dx.doi.org/10.1386/jgvw_00033_1.
Full textBoehm, Robert, Brackley Frayer, and Joe Aldridge. "Engineering for the Spectacle." Mechanical Engineering 127, no. 01 (January 1, 2005): 42–44. http://dx.doi.org/10.1115/1.2005-jan-5.
Full textRizali, Muhammad, Zainal Warhat, and Edwar Zebua. "PENGARUH ELEMEN-ELEMEN DESAIN KOMUNIKASI VISUAL (DKV) BOX ART GAME TERHADAP STORY LINE BERDASARKAN PERSEPSI GAMERS PADA VIDEO GAME POPULER DI INDONESIA." Gorga : Jurnal Seni Rupa 8, no. 2 (September 27, 2019): 295. http://dx.doi.org/10.24114/gr.v8i2.14700.
Full textMaksymov, Ivan S. "Quantum-Inspired Neural Network Model of Optical Illusions." Algorithms 17, no. 1 (January 10, 2024): 30. http://dx.doi.org/10.3390/a17010030.
Full textZulkifli, Ahmad Fahim, and Ajau Danis. "Unfolding Exergame Roles to Improve Pre-Service Education Teachers’ Physical Activity Levels Using Drawings Analytics." European Journal of Social and Behavioural Sciences 33, no. 1 (January 31, 2024): 5–20. http://dx.doi.org/10.15405/ejsbs.341.
Full textIngadottir, Brynja, Elina Laitonen, Adalheidur Stefansdottir, Anna Olafia Sigurdardottir, Berglind Brynjolfsdottir, Heidi Parisod, Johanna Nyman, et al. "Developing a Health Game to Prepare Preschool Children for Anesthesia: Formative Study Using a Child-Centered Approach." JMIR Serious Games 10, no. 1 (January 20, 2022): e31471. http://dx.doi.org/10.2196/31471.
Full textHitchens, Michael, and Rowan Tulloch. "A gamification design for the classroom." Interactive Technology and Smart Education 15, no. 1 (March 12, 2018): 28–45. http://dx.doi.org/10.1108/itse-05-2017-0028.
Full textMarsh, Tim. "Presence as Experience: Film Informing Ways of Staying There." Presence: Teleoperators and Virtual Environments 12, no. 5 (October 2003): 538–49. http://dx.doi.org/10.1162/105474603322761324.
Full textMelki, Henry. "Stage-directing the Virtual Reality Experience: Developing a Theoretical Framework for Immersive Literacy." International Journal of Film and Media Arts 6, no. 2 (December 17, 2021): 129–47. http://dx.doi.org/10.24140/ijfma.v6.n2.08.
Full textRecke, Moritz Philip, and Stefano Perna. "Emergent Narratives in Remote Learning Experiences for Project Based Education." Electronic Journal of e-Learning 19, no. 2 (April 21, 2021): 59–70. http://dx.doi.org/10.34190/ejel.19.2.2142.
Full textBychok, Alla. "Application of teaching methods and tools in "Linguistic study" classes (german language) in the training of students of the specialty "Business communications and translation"." ScienceRise: Pedagogical Education, no. 5 (56) (September 30, 2023): 25–28. http://dx.doi.org/10.15587/2519-4984.2023.293255.
Full textCarlsmith, Christopher. "Mocking Pope And Preacher." Teaching History: A Journal of Methods 31, no. 1 (April 1, 2006): 3–18. http://dx.doi.org/10.33043/th.31.1.3-18.
Full textGee, James Paul. "Video Games, Design, and Aesthetic Experience." Rivista di estetica, no. 63 (December 1, 2016): 149–60. http://dx.doi.org/10.4000/estetica.1312.
Full textFernandez-Luque, L., T. Tøllefsen, and E. Brox. "Healthy Gaming – Video Game Design to promote Health." Applied Clinical Informatics 02, no. 02 (2011): 128–42. http://dx.doi.org/10.4338/aci-2010-10-r-0060.
Full textChandrasekharan, Sanjay, Alexandra Mazalek, Michael Nitsche, Yanfeng Chen, and Apara Ranjan. "Ideomotor design." Pragmatics and Cognition 18, no. 2 (August 13, 2010): 313–39. http://dx.doi.org/10.1075/pc.18.2.04cha.
Full textFrança, Cíntia, Sadaf Ashraf, Francisco Santos, Mara Dionísio, Andreas Ihle, Adilson Marques, Marcelo de Maio Nascimento, and Élvio Rúbio Gouveia. "Estimated Energy Expenditure in Youth While Playing Active Video Games: A Systematic Review." Sports 12, no. 2 (January 25, 2024): 39. http://dx.doi.org/10.3390/sports12020039.
Full textDavis, Summer J., Jill A. Scott, Karen E. Wohlwend, and Casey M. Pennington. "Bringing Joy to School: Engaging K–16 Learners through Maker Literacies and Playshops." Teachers College Record: The Voice of Scholarship in Education 123, no. 3 (March 2021): 1–23. http://dx.doi.org/10.1177/016146812112300309.
Full textDel-Moral, M. Esther, and Christian RodrÍguez-GonzÁlez. "War Video Games." Journal on Computing and Cultural Heritage 13, no. 4 (December 8, 2020): 1–13. http://dx.doi.org/10.1145/3404196.
Full textAlejski, Jakub. "Prototype worlds of video games." Images. The International Journal of European Film, Performing Arts and Audiovisual Communication 29, no. 38 (June 15, 2021): 33–42. http://dx.doi.org/10.14746/i.2021.38.02.
Full textCapasso-Ballesteros, Italo Felipe, and Fernando De la Rosa-Rosero. "Semi-automatic construction of video game design prototypes with MaruGen." Revista Facultad de Ingeniería Universidad de Antioquia, no. 99 (March 27, 2020): 9–20. http://dx.doi.org/10.17533/udea.redin.20200369.
Full textDankov, Yavor. "The Design Process of Educational Video Games in Cultural Heritage." Digital Presentation and Preservation of Cultural and Scientific Heritage 13 (September 1, 2023): 229–38. http://dx.doi.org/10.55630/dipp.2023.13.22.
Full textTreglia, Eugenia, Angela Magnanini, and Gianni Caione. "Video Games and Accessibility." International Journal of Digital Literacy and Digital Competence 10, no. 2 (April 2019): 29–36. http://dx.doi.org/10.4018/ijdldc.2019040103.
Full textEvans, Michael A., Anderson Norton, Mido Chang, Kirby Deater-Deckard, and Osman Balci. "Youth and Video Games." Zeitschrift für Psychologie 221, no. 2 (January 2013): 98–106. http://dx.doi.org/10.1027/2151-2604/a000135.
Full textKou, Yue. "An Analysis of Character Design in Video Games." Communications in Humanities Research 14, no. 1 (November 20, 2023): 186–91. http://dx.doi.org/10.54254/2753-7064/14/20230455.
Full textNadir, Hamid. "Learning game design while playing games." Journal of Technology-Integrated Lessons and Teaching 3, no. 1 (June 25, 2024): 3–20. http://dx.doi.org/10.13001/jtilt.v3i1.8485.
Full textMaloney, Marcus. "Ambivalent Violence in Contemporary Game Design." Games and Culture 14, no. 1 (May 17, 2016): 26–45. http://dx.doi.org/10.1177/1555412016647848.
Full textLi, Jiaye. "Research on the Gameplay and Art Style of Survival Games." Communications in Humanities Research 5, no. 1 (September 14, 2023): 264–67. http://dx.doi.org/10.54254/2753-7064/5/20230266.
Full textWeintrop, David, Nathan Holbert, Michael S. Horn, and Uri Wilensky. "Computational Thinking in Constructionist Video Games." International Journal of Game-Based Learning 6, no. 1 (January 2016): 1–17. http://dx.doi.org/10.4018/ijgbl.2016010101.
Full textZaky, Yara Ahmed Mohebeldin, and Ensaf Nasser Al Mulhim. "Teacher Education: Design Thinking Approach in Makerspaces to Produce Quality Educational Video Games with a Visual Identity and Improve Design Thinking Skills." Education Sciences 14, no. 7 (July 2, 2024): 718. http://dx.doi.org/10.3390/educsci14070718.
Full textÁlvarez, Ricardo, and Fábio Duarte. "Spatial Design and Placemaking: Learning From Video Games." Space and Culture 21, no. 3 (November 10, 2017): 208–32. http://dx.doi.org/10.1177/1206331217736746.
Full textOzdowska, Anne, Penny Sweetser, and Mahsuum Daiiani. "A Scoping Review of Heuristics in Videos Games Research: Definitions, Development, Application, and Operationalisation." Proceedings of the ACM on Human-Computer Interaction 7, CHI PLAY (September 29, 2023): 402–24. http://dx.doi.org/10.1145/3611035.
Full textUlaş, Ekber Servet. "Virtual environment design and storytelling in video games." Metaverse Creativity 4, no. 1 (June 1, 2014): 75–91. http://dx.doi.org/10.1386/mvcr.4.1.75_1.
Full textNg, Y. Y., C. W. Khong, and H. Thwaites. "A Review of Affective Design towards Video Games." Procedia - Social and Behavioral Sciences 51 (2012): 687–91. http://dx.doi.org/10.1016/j.sbspro.2012.08.225.
Full textHsu, Shang Hwa, Ching-Han Kao, and Muh-Cherng Wu. "Design facial appearance for roles in video games." Expert Systems with Applications 36, no. 3 (April 2009): 4929–34. http://dx.doi.org/10.1016/j.eswa.2008.05.049.
Full textMcDaniel, Rudy, and Stephen M. Fiore. "Best Practices for the Design and Development of Ethical Learning Video Games." International Journal of Cyber Ethics in Education 2, no. 4 (October 2012): 1–23. http://dx.doi.org/10.4018/ijcee.2012100101.
Full textChen, Yuki, Jonaya Kemper, Erik Harpstead, Ross Higashi, and Judith Uchidiuno. "Designing Black Children in Video Games." Interactions 30, no. 5 (August 24, 2023): 54–56. http://dx.doi.org/10.1145/3610968.
Full textWilson, Jason. "Indie Rocks! Mapping Independent Video Game Design." Media International Australia 115, no. 1 (May 2005): 109–22. http://dx.doi.org/10.1177/1329878x0511500111.
Full textAnderson, Sky LaRell. "Portraying Mental Illness in Video Games." Loading 13, no. 21 (September 14, 2020): 20–33. http://dx.doi.org/10.7202/1071449ar.
Full textPrena, Kelsey, and John L. Sherry. "Parental perspectives on video game genre preferences and motivations of children with Down syndrome." Journal of Enabling Technologies 12, no. 1 (March 19, 2018): 1–9. http://dx.doi.org/10.1108/jet-08-2017-0034.
Full textTichon, Jennifer G., and Timothy Mavin. "Experiencing Resilience via Video Games." Social Science Computer Review 35, no. 5 (August 18, 2016): 666–75. http://dx.doi.org/10.1177/0894439316664507.
Full textTunnel, Raimond-Hendrik, and Ulrich Norbisrath. "Classification of Video Games Bachelor’s Curricula." Journal of Education and Learning 12, no. 2 (February 13, 2023): 39. http://dx.doi.org/10.5539/jel.v12n2p39.
Full textDankov, Yavor, and Andjela Dankova. "Educational Video Games as Tools for Raising Awareness of the Protection and Preservation of Cultural Heritage." Digital Presentation and Preservation of Cultural and Scientific Heritage 13 (September 1, 2023): 219–28. http://dx.doi.org/10.55630/dipp.2023.13.21.
Full textPavlidis, Theo. "Teaching graphics through video games." ACM SIGGRAPH Computer Graphics 31, no. 3 (August 1997): 56–57. http://dx.doi.org/10.1145/262171.262206.
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