Articoli di riviste sul tema "Video games – design – drawings"
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Staines, Dan, Mia Consalvo, Adam Stangeby e Sâmia Pedraça. "State of play: Video games and moral engagement". Journal of Gaming & Virtual Worlds 11, n. 3 (1 ottobre 2019): 271–88. http://dx.doi.org/10.1386/jgvw.11.3.271_1.
Testo completoUtoyo, Arsa Widitiarsa. "Video Games as Tools for Education". Journal of Games, Game Art, and Gamification 3, n. 2 (19 ottobre 2021): 56–60. http://dx.doi.org/10.21512/jggag.v3i2.7255.
Testo completoMilburn, Colin, Katherine Buse, Ranjodh Singh Dhaliwal, Melissa Wills, Raida Aldosari, Patrick Camarador, Josh Aaron Miller e Justin Siegel. "Join the Fold: Video Games, Science Fiction, and the Refolding of Citizen Science". Design Issues 39, n. 1 (1 gennaio 2023): 70–87. http://dx.doi.org/10.1162/desi_a_00707.
Testo completoBassiouni, Dina H., e Chris Hackley. "Video games and young children’s evolving sense of identity: a qualitative study". Young Consumers 17, n. 2 (20 giugno 2016): 127–42. http://dx.doi.org/10.1108/yc-08-2015-00551.
Testo completoNacher, Anna, e 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, n. 38 (15 giugno 2021): 123–41. http://dx.doi.org/10.14746/i.2021.38.08.
Testo completoCostal, Tomás. "Why is that creature grunting?" Translation and Translanguaging in Multilingual Contexts 4, n. 1 (24 aprile 2018): 151–77. http://dx.doi.org/10.1075/ttmc.00008.cos.
Testo completoJenson, Jennifer, e Suzanne de Castell. "Patriarchy in play: Video games as gendered media ecologies". Explorations in Media Ecology 20, n. 2 (1 giugno 2021): 195–212. http://dx.doi.org/10.1386/eme_00084_1.
Testo completoReay, Emma. "Cute, cuddly and completely crushable: Plushies as avatars in video games". Journal of Gaming & Virtual Worlds 13, n. 2 (1 giugno 2021): 131–49. http://dx.doi.org/10.1386/jgvw_00033_1.
Testo completoBoehm, Robert, Brackley Frayer e Joe Aldridge. "Engineering for the Spectacle". Mechanical Engineering 127, n. 01 (1 gennaio 2005): 42–44. http://dx.doi.org/10.1115/1.2005-jan-5.
Testo completoRizali, Muhammad, Zainal Warhat e 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, n. 2 (27 settembre 2019): 295. http://dx.doi.org/10.24114/gr.v8i2.14700.
Testo completoMaksymov, Ivan S. "Quantum-Inspired Neural Network Model of Optical Illusions". Algorithms 17, n. 1 (10 gennaio 2024): 30. http://dx.doi.org/10.3390/a17010030.
Testo completoZulkifli, Ahmad Fahim, e 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, n. 1 (31 gennaio 2024): 5–20. http://dx.doi.org/10.15405/ejsbs.341.
Testo completoIngadottir, 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, n. 1 (20 gennaio 2022): e31471. http://dx.doi.org/10.2196/31471.
Testo completoHitchens, Michael, e Rowan Tulloch. "A gamification design for the classroom". Interactive Technology and Smart Education 15, n. 1 (12 marzo 2018): 28–45. http://dx.doi.org/10.1108/itse-05-2017-0028.
Testo completoMarsh, Tim. "Presence as Experience: Film Informing Ways of Staying There". Presence: Teleoperators and Virtual Environments 12, n. 5 (ottobre 2003): 538–49. http://dx.doi.org/10.1162/105474603322761324.
Testo completoMelki, Henry. "Stage-directing the Virtual Reality Experience: Developing a Theoretical Framework for Immersive Literacy". International Journal of Film and Media Arts 6, n. 2 (17 dicembre 2021): 129–47. http://dx.doi.org/10.24140/ijfma.v6.n2.08.
Testo completoRecke, Moritz Philip, e Stefano Perna. "Emergent Narratives in Remote Learning Experiences for Project Based Education". Electronic Journal of e-Learning 19, n. 2 (21 aprile 2021): 59–70. http://dx.doi.org/10.34190/ejel.19.2.2142.
Testo completoBychok, 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, n. 5 (56) (30 settembre 2023): 25–28. http://dx.doi.org/10.15587/2519-4984.2023.293255.
Testo completoCarlsmith, Christopher. "Mocking Pope And Preacher". Teaching History: A Journal of Methods 31, n. 1 (1 aprile 2006): 3–18. http://dx.doi.org/10.33043/th.31.1.3-18.
Testo completoGee, James Paul. "Video Games, Design, and Aesthetic Experience". Rivista di estetica, n. 63 (1 dicembre 2016): 149–60. http://dx.doi.org/10.4000/estetica.1312.
Testo completoFernandez-Luque, L., T. Tøllefsen e E. Brox. "Healthy Gaming – Video Game Design to promote Health". Applied Clinical Informatics 02, n. 02 (2011): 128–42. http://dx.doi.org/10.4338/aci-2010-10-r-0060.
Testo completoChandrasekharan, Sanjay, Alexandra Mazalek, Michael Nitsche, Yanfeng Chen e Apara Ranjan. "Ideomotor design". Pragmatics and Cognition 18, n. 2 (13 agosto 2010): 313–39. http://dx.doi.org/10.1075/pc.18.2.04cha.
Testo completoFrança, Cíntia, Sadaf Ashraf, Francisco Santos, Mara Dionísio, Andreas Ihle, Adilson Marques, Marcelo de Maio Nascimento e Élvio Rúbio Gouveia. "Estimated Energy Expenditure in Youth While Playing Active Video Games: A Systematic Review". Sports 12, n. 2 (25 gennaio 2024): 39. http://dx.doi.org/10.3390/sports12020039.
Testo completoDavis, Summer J., Jill A. Scott, Karen E. Wohlwend e 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, n. 3 (marzo 2021): 1–23. http://dx.doi.org/10.1177/016146812112300309.
Testo completoDel-Moral, M. Esther, e Christian RodrÍguez-GonzÁlez. "War Video Games". Journal on Computing and Cultural Heritage 13, n. 4 (8 dicembre 2020): 1–13. http://dx.doi.org/10.1145/3404196.
Testo completoAlejski, Jakub. "Prototype worlds of video games". Images. The International Journal of European Film, Performing Arts and Audiovisual Communication 29, n. 38 (15 giugno 2021): 33–42. http://dx.doi.org/10.14746/i.2021.38.02.
Testo completoCapasso-Ballesteros, Italo Felipe, e Fernando De la Rosa-Rosero. "Semi-automatic construction of video game design prototypes with MaruGen". Revista Facultad de Ingeniería Universidad de Antioquia, n. 99 (27 marzo 2020): 9–20. http://dx.doi.org/10.17533/udea.redin.20200369.
Testo completoDankov, Yavor. "The Design Process of Educational Video Games in Cultural Heritage". Digital Presentation and Preservation of Cultural and Scientific Heritage 13 (1 settembre 2023): 229–38. http://dx.doi.org/10.55630/dipp.2023.13.22.
Testo completoTreglia, Eugenia, Angela Magnanini e Gianni Caione. "Video Games and Accessibility". International Journal of Digital Literacy and Digital Competence 10, n. 2 (aprile 2019): 29–36. http://dx.doi.org/10.4018/ijdldc.2019040103.
Testo completoEvans, Michael A., Anderson Norton, Mido Chang, Kirby Deater-Deckard e Osman Balci. "Youth and Video Games". Zeitschrift für Psychologie 221, n. 2 (gennaio 2013): 98–106. http://dx.doi.org/10.1027/2151-2604/a000135.
Testo completoKou, Yue. "An Analysis of Character Design in Video Games". Communications in Humanities Research 14, n. 1 (20 novembre 2023): 186–91. http://dx.doi.org/10.54254/2753-7064/14/20230455.
Testo completoNadir, Hamid. "Learning game design while playing games". Journal of Technology-Integrated Lessons and Teaching 3, n. 1 (25 giugno 2024): 3–20. http://dx.doi.org/10.13001/jtilt.v3i1.8485.
Testo completoMaloney, Marcus. "Ambivalent Violence in Contemporary Game Design". Games and Culture 14, n. 1 (17 maggio 2016): 26–45. http://dx.doi.org/10.1177/1555412016647848.
Testo completoLi, Jiaye. "Research on the Gameplay and Art Style of Survival Games". Communications in Humanities Research 5, n. 1 (14 settembre 2023): 264–67. http://dx.doi.org/10.54254/2753-7064/5/20230266.
Testo completoWeintrop, David, Nathan Holbert, Michael S. Horn e Uri Wilensky. "Computational Thinking in Constructionist Video Games". International Journal of Game-Based Learning 6, n. 1 (gennaio 2016): 1–17. http://dx.doi.org/10.4018/ijgbl.2016010101.
Testo completoZaky, Yara Ahmed Mohebeldin, e 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, n. 7 (2 luglio 2024): 718. http://dx.doi.org/10.3390/educsci14070718.
Testo completoÁlvarez, Ricardo, e Fábio Duarte. "Spatial Design and Placemaking: Learning From Video Games". Space and Culture 21, n. 3 (10 novembre 2017): 208–32. http://dx.doi.org/10.1177/1206331217736746.
Testo completoOzdowska, Anne, Penny Sweetser e 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 (29 settembre 2023): 402–24. http://dx.doi.org/10.1145/3611035.
Testo completoUlaş, Ekber Servet. "Virtual environment design and storytelling in video games". Metaverse Creativity 4, n. 1 (1 giugno 2014): 75–91. http://dx.doi.org/10.1386/mvcr.4.1.75_1.
Testo completoNg, Y. Y., C. W. Khong e 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.
Testo completoHsu, Shang Hwa, Ching-Han Kao e Muh-Cherng Wu. "Design facial appearance for roles in video games". Expert Systems with Applications 36, n. 3 (aprile 2009): 4929–34. http://dx.doi.org/10.1016/j.eswa.2008.05.049.
Testo completoMcDaniel, Rudy, e Stephen M. Fiore. "Best Practices for the Design and Development of Ethical Learning Video Games". International Journal of Cyber Ethics in Education 2, n. 4 (ottobre 2012): 1–23. http://dx.doi.org/10.4018/ijcee.2012100101.
Testo completoChen, Yuki, Jonaya Kemper, Erik Harpstead, Ross Higashi e Judith Uchidiuno. "Designing Black Children in Video Games". Interactions 30, n. 5 (24 agosto 2023): 54–56. http://dx.doi.org/10.1145/3610968.
Testo completoWilson, Jason. "Indie Rocks! Mapping Independent Video Game Design". Media International Australia 115, n. 1 (maggio 2005): 109–22. http://dx.doi.org/10.1177/1329878x0511500111.
Testo completoAnderson, Sky LaRell. "Portraying Mental Illness in Video Games". Loading 13, n. 21 (14 settembre 2020): 20–33. http://dx.doi.org/10.7202/1071449ar.
Testo completoPrena, Kelsey, e John L. Sherry. "Parental perspectives on video game genre preferences and motivations of children with Down syndrome". Journal of Enabling Technologies 12, n. 1 (19 marzo 2018): 1–9. http://dx.doi.org/10.1108/jet-08-2017-0034.
Testo completoTichon, Jennifer G., e Timothy Mavin. "Experiencing Resilience via Video Games". Social Science Computer Review 35, n. 5 (18 agosto 2016): 666–75. http://dx.doi.org/10.1177/0894439316664507.
Testo completoTunnel, Raimond-Hendrik, e Ulrich Norbisrath. "Classification of Video Games Bachelor’s Curricula". Journal of Education and Learning 12, n. 2 (13 febbraio 2023): 39. http://dx.doi.org/10.5539/jel.v12n2p39.
Testo completoDankov, Yavor, e 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 (1 settembre 2023): 219–28. http://dx.doi.org/10.55630/dipp.2023.13.21.
Testo completoPavlidis, Theo. "Teaching graphics through video games". ACM SIGGRAPH Computer Graphics 31, n. 3 (agosto 1997): 56–57. http://dx.doi.org/10.1145/262171.262206.
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