Showing 41 - 60 results of 107 for search '"video games"', query time: 0.07s Refine Results
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    Le « géocyberespace » revisité by Henry Bakis

    Published 2007-12-01
    “…Today new “spaces” are grafted on the human geographical space and are enabled by the telecommunications networks and new Information Technologies (Telecommunications, Data Processing, Audio-Visual technologies), such as ludic video spaces (video games…). Today new spaces are “grafted” on it and were made possible thanks to new technologies (telecommunications, data processing, audio-visual): they are ludic video spaces (video games…). …”
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  12. 52

    Comment le jeu vidéo pense l’expérience du milieu urbain by Christophe Duret

    Published 2018-10-01
    “…Spatial dimension of video game was discussed extensively within game studies, but the representation of the experience of places and milieus remains relatively unexplored so far. …”
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  13. 53

    Unifying Rigid and Soft Bodies Representation: The Sulfur Physics Engine by Dario Maggiorini, Laura Anna Ripamonti, Federico Sauro

    Published 2014-01-01
    “…Video games are (also) real-time interactive graphic simulations: hence, providing a convincing physics simulation for each specific game environment is of paramount importance in the process of achieving a satisfying player experience. …”
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  14. 54

    Media now : understanding media, culture, and technology / by Straubhaar, Joseph D., LaRose, Robert, Davenport, Lucinda

    Published 2018
    Table of Contents: “…Media and the information age -- The changing media -- Media and society -- The media -- Books -- Print and digital newspapers -- Magazines -- Recorded music -- Radio -- Film and video -- Television -- The Internet -- The third screen: smart phones and tablets -- Video games -- Public relations -- Media issues -- Advertising -- Media uses and impacts -- Media policy and law -- Media ethics -- Global communications media.…”
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  15. 55

    À quoi pensent les archives de la jouabilité? by Hugo Montembeault, Simon Dor

    Published 2018-10-01
    “…How players’ archival practices allow us to reevaluate the historiography of video games? In order to explore and undertake the challenges that represent a videogame history developed from the perspective of players, this article consolidates a micro-historical method called a « history of gameplay ».…”
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  16. 56

    Genre et pratiques numériques selon l’origine sociale et le territoire, à l’entrée dans l’adolescence by Rozenn Décret-Rouillard

    Published 2024-09-01
    “…Our article examines 13 years-old adolescents’ practices of digital social networks and video games. The research, which is part of an intersectional model, questions gendered adolescent practices in the digital age, by confronting them with the social origin and the area of education of the surveyed. …”
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  17. 57

    Technological Addictions: Disease or Adaptive Behavior? by María Magdalena Caro Mantilla

    Published 2017-04-01
    “…It has emerge the idea of addiction to video games, to mobile, to the internet and in recent years, to social networks, among others; however, to what extent they are true addictions, is a subject of deep debate, since they are not recognized as diseases in the current official classifications. …”
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  18. 58

    Essai pour une méthode d'analyse plastique du vidéoludique by Alexandre Saint-Jevin

    Published 2018-10-01
    “…Thirdly, one makes clear the different choices of the method at the level of categories of notions specific to video games analysis, in the game theory texts.…”
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  19. 59

    La Première Guerre mondiale et les jeux vidéo by Antoine Maillard

    Published 2018-10-01
    “…Since the beginning of the Centenary of the First World War, we see a lot of production around this event: movies, books, documentaries…The Great War, which was the least represented in video games, begin to be used more and more by developers in their productions: Valiant Hearts: The Great War in 2014, Verdun 1914-1918 in 2015, Battlefield 1 in 2016… To create those worlds based on history, developers must learn some historical knowledge about those eras. …”
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  20. 60

    GC Insights: The <i>Anthro-Pokécene</i> – environmental impacts echoed in the Pokémon world by L. J. Alcott, L. J. Alcott, T. Maavara

    Published 2025-02-01
    “…Here, we show how Pokémon, the largest multimedia franchise worldwide, mirrors public discourse in the video games' narratives with regard to human impacts on environmental change. …”
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