Gotowa bibliografia na temat „Digital game worlds”
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Artykuły w czasopismach na temat "Digital game worlds"
Mendonça, Carlos Magno Camargos, i 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.
Pełny tekst źródłaCaselli, Stefano, Farah Polato i 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.
Pełny tekst źródłaCermak-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.
Pełny tekst źródłaDenson, Shane, i 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.
Pełny tekst źródłaValls-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.
Pełny tekst źródłaBettivia, Rhiannon. "Enrolling Heterogeneous Partners in Video Game Preservation". International Journal of Digital Curation 11, nr 1 (5.10.2016): 17–32. http://dx.doi.org/10.2218/ijdc.v11i1.339.
Pełny tekst źródłaGunova, Violla. "Mixed Reality Game YU-GI-OH". Journal of Software Engineering, Information and Communication Technology (SEICT) 3, nr 2 (4.01.2023): 95–114. http://dx.doi.org/10.17509/seict.v2i2.34675.
Pełny tekst źródłaTor, Noam, i 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.
Pełny tekst źródłaRoot, 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.
Pełny tekst źródłaDurusoy, 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.
Pełny tekst źródłaRozprawy doktorskie na temat "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.
Pełny tekst źródłaPlayers 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.
Pełny tekst źródłaCaldwell, 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.
Pełny tekst źródłaCataloged 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.
Pełny tekst źródłaChan, 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.
Pełny tekst źródłaPearce, 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/.
Pełny tekst źródłaAnad, Donya, i 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.
Pełny tekst źródłaI 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.
Pełny tekst źródłaBäcke, 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.
Pełny tekst źródłaMarone, 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.
Pełny tekst źródłaQuesta 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.
Książki na temat "Digital game worlds"
Gifford, Clive. Gadgets, games, robots and the digital world. London: DK, 2011.
Znajdź pełny tekst źródłaSuzanne, De Castell, i Jenson Jennifer 1950-, red. Worlds in play: International perspectives on digital games research. New York: Peter Lang, 2007.
Znajdź pełny tekst źródłaAntropología de los mundos virtuales: Avatares, comunidades y piratas digitales. Quito: FLACSO Ecuador, 2011.
Znajdź pełny tekst źródłaMcDonough, Jerome P. Preserving virtual worlds: Final report. Urbana-Campaign, Ill: Graduate School of Library and Information Science, University of Illinois at Urbana-Champaign, 2010.
Znajdź pełny tekst źródłaGifford, Clive. Cool tech: Gadgets, games robots, and the digital world. New York: DK Pub., 2011.
Znajdź pełny tekst źródłaHilde, Corneliussen, i Walker Jill, red. Digital culture, play, and identity: A critical anthology of World of Warcraft research. Cambridge, MA: MIT Press, 2008.
Znajdź pełny tekst źródłaInaba, Mitsuyuki. Dejitaru hyūmanitīzu kenkyū to Web gijutsu: Bairingaru-ban = Digital humanities research and web technology. Kyōto-shi: Nakanishiya Shuppan, 2012.
Znajdź pełny tekst źródłaPlaying 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.
Znajdź pełny tekst źródłaThe foley grail: The art of performing sound for film, games, and animation. Amsterdam: Focal Press, 2009.
Znajdź pełny tekst źródłaLeni, Riefenstahl. Olympia. Koln: Taschen, 2002.
Znajdź pełny tekst źródłaCzęści książek na temat "Digital game worlds"
Hildmann, Jule, i Hanno Hildmann. "Augmenting Initiative Game Worlds with Mobile Digital Devices". W Serious Games and Edutainment Applications, 125–46. London: Springer London, 2011. http://dx.doi.org/10.1007/978-1-4471-2161-9_8.
Pełny tekst źródłaRedecker, Björn. "Sounding the Atmosphere". W Mental Health | Atmospheres | Video Games, 209–26. Bielefeld, Germany: transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839462645-016.
Pełny tekst źródłaLeichter, Magdalena. ""Wind's howling." Meteorological Phenomena as Atmospheres in Digital Games". W Mental Health | Atmospheres | Video Games, 161–76. Bielefeld, Germany: transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839462645-014.
Pełny tekst źródłaDe Prato, Giuditta. "The Video Games Industry". W Digital Media Worlds, 163–79. London: Palgrave Macmillan UK, 2014. http://dx.doi.org/10.1057/9781137344250_11.
Pełny tekst źródłaJost, Patrick, i Monica Divitini. "From Paper to Online: Digitizing Card Based Co-creation of Games for Privacy Education". W 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.
Pełny tekst źródłaSmith, Roger D. "Serious Games, Virtual Worlds, and Interactive Digital Worlds". W 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.
Pełny tekst źródłaBuendia, Axel, i Jean-Claude Heudin. "Towards Digital Creatures in Real-Time 3D Games". W Virtual Worlds, 44–53. Berlin, Heidelberg: Springer Berlin Heidelberg, 2000. http://dx.doi.org/10.1007/3-540-45016-5_5.
Pełny tekst źródłaAbraham, Benjamin J. "How Can Games Save the World?" W Digital Games After Climate Change, 27–60. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-91705-0_2.
Pełny tekst źródłaJauregi-Ondarra, Kristi, i Silvia Canto. "Interaction games to boost intercultural communication in virtual worlds and video-communication". W Digital Games in Language Learning, 158–82. London: Routledge, 2022. http://dx.doi.org/10.4324/9781003240075-9.
Pełny tekst źródłaHoshino, Junichi. "Real-World Game Platform for Lifelong Learning Society". W 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.
Pełny tekst źródłaStreszczenia konferencji na temat "Digital game worlds"
Koons, Neil, i Michael Haungs. "Intrinsically musical game worlds". W 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.
Pełny tekst źródła"Spawning in Concordia: A Tale of Digital Literacies in Virtual Worlds". W 12th European Conference on Game Based Learning. ACPI, 2019. http://dx.doi.org/10.34190/gbl.19.026.
Pełny tekst źródłaGustafsson, Viktor, Benjamin Holme i Wendy E. Mackay. "Narrative Substrates: Reifying and Managing Emergent Narratives in Persistent Game Worlds". W FDG '20: International Conference on the Foundations of Digital Games. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3402942.3403015.
Pełny tekst źródłaRodrigues, Nuno F., Ricardo Simões i João L. Vilaça. "A Digital Game Development Education Project". W 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.
Pełny tekst źródłaRizvic, Selma, i Irfan Prazina. "Taslihan Virtual Reconstruction - Interactive Digital Story or a Serious Game". W 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.
Pełny tekst źródłaStefan, Ioana andreea, Ancuta florentina Gheorghe, Antoniu Stefan, Sylvester Arnab, Michael Loizou, Luca Morini i Jannicke Baalsrud hauge. "LOCATION-BASED METAGAMES FOR LEARNING". W eLSE 2018. ADL Romania, 2018. http://dx.doi.org/10.12753/2066-026x-18-032.
Pełny tekst źródłaSchmitz, Tony L., W. Gregory Sawyer i Arturo Sinclair. "The Pigskin Professor: Video Presentations of Engineering Fundamentals". W ASME 2004 International Mechanical Engineering Congress and Exposition. ASMEDC, 2004. http://dx.doi.org/10.1115/imece2004-60539.
Pełny tekst źródłaCalinoiu (ion), Nicoleta. "LEARNING ENHANCEMENT THROUGH VIDEO GAMES". W eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-008.
Pełny tekst źródłaHartholt, Arno, i Sharon Mozgai. "Creating Virtual Worlds with the Virtual Human Toolkit and the Rapid Integration & Development Environment". W Intelligent Human Systems Integration (IHSI 2023) Integrating People and Intelligent Systems. AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1002856.
Pełny tekst źródłaLozano Muñoz, Alejandro. "Estéticas de la inconsistencia en los espacios de la imagen digital". W 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.
Pełny tekst źródłaRaporty organizacyjne na temat "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, marzec 2024. http://dx.doi.org/10.30970/vjo.2024.54-55.12171.
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