Results 211 to 220 of about 48,073 (260)
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Games and Culture, 2010
Digital games are often viewed as being inherently escapist on two counts. First, they are the shining proponents of cutting edge virtuality, embodying the alluring unreality of something erroneously conceived of existing on the other side of a screen. A second reason for associating games with escapism relates to a common perception of play and games ...
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Digital games are often viewed as being inherently escapist on two counts. First, they are the shining proponents of cutting edge virtuality, embodying the alluring unreality of something erroneously conceived of existing on the other side of a screen. A second reason for associating games with escapism relates to a common perception of play and games ...
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Computer, 2008
Designers typically create digital games for either a specific audience, such as fans of the first-person shooter genre, or for mass appeal, such as Will Wright's The Sims (http://thesims.ea.com/us). These games encapsulate the designer's hypothesis for what a particular and ideally large population would enjoy playing.
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Designers typically create digital games for either a specific audience, such as fans of the first-person shooter genre, or for mass appeal, such as Will Wright's The Sims (http://thesims.ea.com/us). These games encapsulate the designer's hypothesis for what a particular and ideally large population would enjoy playing.
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Technology trees in digital gaming
Proceeding of the 16th International Academic MindTrek Conference, 2012Technology trees have been used in the digital game industry for over two decades. They are in very common use at least in strategy and role-playing games. However, the academic interest towards the matter seems to be almost nonexistent. Although the basic concept may be rather simple and well-understood as far as the industrial points of view are ...
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Ageing Positively with Digital Games
2016Active ageing is the process of optimizing health, social participation and security in order to enhance the quality of life of older individuals. Building on the paradigm of Positive Technology, we argue that new advanced technologies may offer interesting solutions to enhance well-being in the elderly.
Daniela Villani +3 more
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2017
Digital games were once considered the domain of a small, clearly defined demographic of young men. Today, however, they are a mainstream pastime for young and old, male and female. Why do we play digital games? What makes them deeply attractive and, for some, seriously addictive? How have games managed to occupy such a significant share of our leisure
Patti M. Valkenburg +1 more
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Digital games were once considered the domain of a small, clearly defined demographic of young men. Today, however, they are a mainstream pastime for young and old, male and female. Why do we play digital games? What makes them deeply attractive and, for some, seriously addictive? How have games managed to occupy such a significant share of our leisure
Patti M. Valkenburg +1 more
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GAMED: digital educational game development methodology
SIMULATION, 2015Development of a game in the form of software for game-based learning poses significant technical challenges for educators, researchers, game designers, and software engineers. The game development consists of a set of complex processes requiring multi-faceted knowledge in multiple disciplines such as digital graphic design, education, gaming ...
Serdar Aslan, Osman Balci
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Abstract This chapter provides an overview of research methods commonly employed in studies using digital games played both online and offline as tools to support second language (L2) learning and development. Researchers and practitioners have praised online games as rich sources of meaningful and engaging L2 input ...
Frederick J. Poole, Daniel H. Dixon
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Frederick J. Poole, Daniel H. Dixon
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Game Scenes: Theorizing Digital Game Audiences
Games and Culture, 2010This article develops and expands on earlier work of the authors, which posits the idea of considering gamers as a (media) audience—enabling parallels to be drawn with wider literatures and debates on audience research and media fan cultures. In particular, drawing on some illustrative examples from qualitative research (funded by the British Academy ...
Victoria K. Gosling, Garry Crawford
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Proceedings of the International Academic Conference on the Future of Game Design and Technology, 2010
The online distribution of games has in the past few years become increasingly commonplace. Currently the brick and mortar retailers and physical copies still hold a dominant position in the overall market but online market -- including online distribution of full game titles, subscription-based models, downloadable content, virtual commodities and ...
Saara Toivonen, Olli Sotamaa
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The online distribution of games has in the past few years become increasingly commonplace. Currently the brick and mortar retailers and physical copies still hold a dominant position in the overall market but online market -- including online distribution of full game titles, subscription-based models, downloadable content, virtual commodities and ...
Saara Toivonen, Olli Sotamaa
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Involvement and presence in digital gaming
Proceedings of the 4th Nordic conference on Human-computer interaction: changing roles, 2006This study introduces a psychological measurement model for analyzing involvement and presence in digital game context. These two constructs are both theoretically and methodologically well developed in their own fields. The components forming these two constructs are psychologically relevant to our understanding of the evolvement of a user experience ...
Jari Takatalo +4 more
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