Artículos de revistas sobre el tema "Digital game worlds"
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Mendonça, Carlos Magno Camargos y Filipe Alves de Freitas. "Game as text as game: the communicative experience of digital games". Comunicação e Sociedade 27 (29 de junio de 2015): 253–72. http://dx.doi.org/10.17231/comsoc.27(2015).2100.
Texto completoCaselli, Stefano, Farah Polato y Mauro Salvador. "Journeying to the actual World through digital games: The Urban Histories Reloaded project". Mutual Images Journal, n.º 10 (20 de diciembre de 2021): 271–94. http://dx.doi.org/10.32926/2021.10.cas.urban.
Texto completoCermak-Sassenrath, Daniel. "On political activism in digital games". MedieKultur: Journal of media and communication research 34, n.º 64 (14 de junio de 2018): 29. http://dx.doi.org/10.7146/mediekultur.v34i64.96924.
Texto completoDenson, Shane y Andreas Jahn-Sudmann. "Digital Seriality: On the Serial Aesthetics and Practice of Digital Games". Eludamos: Journal for Computer Game Culture 7, n.º 1 (23 de diciembre de 2013): 1–32. http://dx.doi.org/10.7557/23.6145.
Texto completoValls-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, n.º 6 (30 de junio de 2021): 37–40. http://dx.doi.org/10.1609/aiide.v9i6.12600.
Texto completoBettivia, Rhiannon. "Enrolling Heterogeneous Partners in Video Game Preservation". International Journal of Digital Curation 11, n.º 1 (5 de octubre de 2016): 17–32. http://dx.doi.org/10.2218/ijdc.v11i1.339.
Texto completoGunova, Violla. "Mixed Reality Game YU-GI-OH". Journal of Software Engineering, Information and Communication Technology (SEICT) 3, n.º 2 (4 de enero de 2023): 95–114. http://dx.doi.org/10.17509/seict.v2i2.34675.
Texto completoTor, Noam y Goren Gordon. "Digital Interactive Quantitative Curiosity Assessment Tool: Questions Worlds". International Journal of Information and Education Technology 10, n.º 8 (2020): 614–21. http://dx.doi.org/10.18178/ijiet.2020.10.8.1433.
Texto completoRoot, Rachael. "Bridging anthropological theory: Accumulating and containing wealth in World of Warcraft landscapes". Critique of Anthropology 43, n.º 1 (23 de febrero de 2023): 66–83. http://dx.doi.org/10.1177/0308275x231156718.
Texto completoDurusoy, 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.
Texto completoFizek, Sonia. "Automation of play: Theorizing self-playing games and post-human ludic agents". Journal of Gaming & Virtual Worlds 10, n.º 3 (1 de octubre de 2018): 203–18. http://dx.doi.org/10.1386/jgvw.10.3.203_1.
Texto completoDurmaz, Yakup y Dilruba Gokalp. "Introduction of Metaverse to Our Lives and Unlimited Services in the World of Metaverse". International Business & Economics Studies 6, n.º 1 (13 de diciembre de 2023): p1. http://dx.doi.org/10.22158/ibes.v6n1p1.
Texto completoLanda, Yesenia Rubi y Amy E. Thompson. "Field Notes and Fictional Realms". Advances in Archaeological Practice 11, n.º 2 (mayo de 2023): 258–63. http://dx.doi.org/10.1017/aap.2023.7.
Texto completoImbierowicz, Eleonora. "Perma-dying Worlds and the Limit of Eternal Return in Digital Games". Homo Ludens, n.º 1 (12) (15 de diciembre de 2019): 77–91. http://dx.doi.org/10.14746/hl.2019.12.4.
Texto completoFizek, Sonia. "Automated State of Play". Digital Culture & Society 4, n.º 1 (1 de marzo de 2018): 201–14. http://dx.doi.org/10.14361/dcs-2018-0112.
Texto completoMaj, Krzysztof M. "O strukturze świata w narracyjnych grach wideo". Images. The International Journal of European Film, Performing Arts and Audiovisual Communication 29, n.º 38 (15 de junio de 2021): 43–55. http://dx.doi.org/10.14746/i.2021.38.03.
Texto completode Wildt, Lars, Thomas H. Apperley, Justin Clemens, Robbie Fordyce y Souvik Mukherjee. "(Re-)Orienting the Video Game Avatar". Games and Culture 15, n.º 8 (17 de julio de 2019): 962–81. http://dx.doi.org/10.1177/1555412019858890.
Texto completoGupta, Anisha, Dan Carpenter, Wookhee Min, Jonathan Rowe, Roger Azevedo y 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, n.º 1 (11 de octubre de 2022): 37–44. http://dx.doi.org/10.1609/aiide.v18i1.21945.
Texto completoE, Edhaya Chandran y Gnana Sanga Mithra S. "Digital Humanities and Game Ethics: Investigating the Impact of Representation in Gaming". Studies in Media and Communication 11, n.º 7 (3 de octubre de 2023): 159. http://dx.doi.org/10.11114/smc.v11i7.6266.
Texto completoNewman, James. "(Not) Playing Games: Player-Produced Walkthroughs as Archival Documents of Digital Gameplay". International Journal of Digital Curation 6, n.º 2 (19 de agosto de 2011): 109–27. http://dx.doi.org/10.2218/ijdc.v6i2.206.
Texto completoAttebery, Stina. "Coshaping Digital and Biological Animals". Humanimalia 6, n.º 2 (6 de marzo de 2015): 56–84. http://dx.doi.org/10.52537/humanimalia.9912.
Texto completoInwood, Heather. "Towards Sinophone Game Studies". British Journal of Chinese Studies 12, n.º 2 (6 de agosto de 2022): 1–10. http://dx.doi.org/10.51661/bjocs.v12i2.219.
Texto completoSolberg, Ragnhild. "(Always) Playing the Camera: Cyborg Vision and Embodied Surveillance in Digital Games". Surveillance & Society 20, n.º 2 (15 de junio de 2022): 142–56. http://dx.doi.org/10.24908/ss.v20i2.14517.
Texto completoRowe, Jonathan P., Eleni V. Lobene, Bradford W. Mott y James C. Lester. "Play in the Museum". International Journal of Gaming and Computer-Mediated Simulations 9, n.º 3 (julio de 2017): 96–113. http://dx.doi.org/10.4018/ijgcms.2017070104.
Texto completoMystakidis, Stylianos. "Metaverse". Encyclopedia 2, n.º 1 (10 de febrero de 2022): 486–97. http://dx.doi.org/10.3390/encyclopedia2010031.
Texto completoKnez, Igor y Simon Niedenthal. "Lighting in Digital Game Worlds: Effects on Affect and Play Performance". CyberPsychology & Behavior 11, n.º 2 (abril de 2008): 129–37. http://dx.doi.org/10.1089/cpb.2007.0006.
Texto completoKrampe, Theresa. "Rewriting rules, changing worlds: Diegetic and ludic forms of metareference in The Magic Circle". Frontiers of Narrative Studies 9, n.º 1 (1 de julio de 2023): 137–57. http://dx.doi.org/10.1515/fns-2023-2010.
Texto completoEkpe, Bassey y Israel Wekpe. "Interactivity and Ecomedia in the Digital Age". Interactive Film & Media Journal 3, n.º 1 (6 de junio de 2023): 126–31. http://dx.doi.org/10.32920/ifmj.v3i1.1696.
Texto completoBosman, Frank G. "Finding Faith between the Sciences: The Cases of ‘The Outer Worlds’ and ‘Mass Effect: Andromeda’". AUC THEOLOGICA 11, n.º 1 (27 de septiembre de 2021): 145–61. http://dx.doi.org/10.14712/23363398.2021.8.
Texto completoBonner, Marc. "How sf is embodied in level structures". Science Fiction Film & Television: Volume 14, Issue 2 14, n.º 2 (1 de junio de 2021): 209–34. http://dx.doi.org/10.3828/sfftv.2021.14.
Texto completoShree, Dr Tanu. "City Of Dreams: An Open-World Games". International Scientific Journal of Engineering and Management 03, n.º 04 (23 de abril de 2024): 1–9. http://dx.doi.org/10.55041/isjem01622.
Texto completoAnnarumma, Maria, Riccardo Fragnito, Ines Tedesco y Luigi Vitale. "Video Game, Author and Lemming". International Journal of Digital Literacy and Digital Competence 6, n.º 1 (enero de 2015): 49–61. http://dx.doi.org/10.4018/ijdldc.2015010104.
Texto completoKjeldgaard-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, n.º 1 (21 de abril de 2020): 233–50. http://dx.doi.org/10.7557/23.6180.
Texto completoDe Sena, Ítalo Sousa y Zdeněk Stachoň. "Designing Learning Activities in Minecraft for Formal Education in Geography". International Journal of Emerging Technologies in Learning (iJET) 18, n.º 04 (23 de febrero de 2023): 32–49. http://dx.doi.org/10.3991/ijet.v18i04.36307.
Texto completoCOSTINA, Andrei. "Typologies of social structures in virtual communities – case study on mobile platforms". Studia Universitatis Babeș-Bolyai Ephemerides 67, n.º 1 (30 de junio de 2022): 43–58. http://dx.doi.org/10.24193/subbeph.2022.1.02.
Texto completoMago, Zdenko, Łukasz P. Wojciechowski, Magdaléna Balážiková y Amiee J. Shelton. "Learning by Playing. A Case Study of the Education in Photography by Digital Games". Journal of Education Culture and Society 14, n.º 1 (20 de junio de 2023): 465–79. http://dx.doi.org/10.15503/jecs2023.1.465.479.
Texto completoAndrejevic, Mark. "Productive Play 2.0: The Logic of In-Game Advertising". Media International Australia 130, n.º 1 (febrero de 2009): 66–76. http://dx.doi.org/10.1177/1329878x0913000109.
Texto completoBrownell, 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, n.º 3 (marzo de 2021): 1–19. http://dx.doi.org/10.1177/016146812112300306.
Texto completoOlszewski, Robert, Mateusz Cegiełka, Urszula Szczepankowska y 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, n.º 2 (20 de febrero de 2020): 118. http://dx.doi.org/10.3390/ijgi9020118.
Texto completoWills, John. "Mechanisms of time in video game Westerns from Gun Fight to Red Dead Redemption 2". European Journal of American Culture 42, n.º 2 (1 de septiembre de 2023): 197–214. http://dx.doi.org/10.1386/ejac_00105_1.
Texto completoMarttinen, Heta. "”Ystävät on hetkellisiä, mutta levelit ikuisia”". Nuorisotutkimus 41 (26 de octubre de 2023): 29–43. http://dx.doi.org/10.57049/nuorisotutkimus.9138188.
Texto completoArkhipov, Vladislav V., Anton A. Vasiliev, Nikolai Yu Andreev y Yulia V. Pechatnova. "Computer games in legal research: On the prerequisites of the regulation model". Vestnik of Saint Petersburg University. Law 14, n.º 1 (2023): 5–21. http://dx.doi.org/10.21638/spbu14.2023.101.
Texto completoKeating, Elizabeth y Chiho Sunakawa. "Participation cues: Coordinating activity and collaboration in complex online gaming worlds". Language in Society 39, n.º 3 (17 de mayo de 2010): 331–56. http://dx.doi.org/10.1017/s0047404510000217.
Texto completoZORIN, ARTEM N. y DANIIL A. YAKHAMOV. "Performing Capture in Video Games and New Acting Practice in the Post-Digital Era". Art and Science of Television 19, n.º 2 (2023): 171–213. http://dx.doi.org/10.30628/1994-9529-2023-19.2-171-213.
Texto completoPearson, Luke. "Architectures of deviation: exploring the spatial protocols of contemporary videogames". Architectural Research Quarterly 19, n.º 3 (septiembre de 2015): 269–82. http://dx.doi.org/10.1017/s1359135515000512.
Texto completoMustafa, Bahaa. "Analyzing education based on metaverse technology". Technium Social Sciences Journal 32 (9 de junio de 2022): 278–95. http://dx.doi.org/10.47577/tssj.v32i1.6742.
Texto completoGrimes, 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, n.º 6 (29 de marzo de 2016): 624–44. http://dx.doi.org/10.1177/1555412016638755.
Texto completoLee, Jung Yeop, Chong Un Pyon y Jiyoung Woo. "Digital Twin for Math Education: A Study on the Utilization of Games and Gamification for University Mathematics Education". Electronics 12, n.º 15 (25 de julio de 2023): 3207. http://dx.doi.org/10.3390/electronics12153207.
Texto completoAarseth, Espen. "Game or Supernovel? Playing and Reading Massive Game Novels". European Review 31, S1 (octubre de 2023): S66—S76. http://dx.doi.org/10.1017/s1062798723000443.
Texto completoBakioğlu, Burcu. "Lore of mayhem: Griefers and the radical deployment of spatial storytelling". Journal of Gaming & Virtual Worlds 11, n.º 3 (1 de octubre de 2019): 231–50. http://dx.doi.org/10.1386/jgvw.11.3.231_1.
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