Results 211 to 220 of about 37,573 (262)
Some of the next articles are maybe not open access.
2023
The internet and the use of digital technologies are more and more generalized for everyday tasks such as school activities—communication but also entertainment. Its use is cross-sectional at various ages, starting earlier and earlier. Thus, this chapter aims to clarify the meaning of digital game addiction and its implication to the child/adolescent ...
Inês Relva +3 more
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The internet and the use of digital technologies are more and more generalized for everyday tasks such as school activities—communication but also entertainment. Its use is cross-sectional at various ages, starting earlier and earlier. Thus, this chapter aims to clarify the meaning of digital game addiction and its implication to the child/adolescent ...
Inês Relva +3 more
openaire +1 more source
Journal of Advertising Research, 2014
The article examines the impact of the dramatic increase in use of mobile computing on advertising media planning. A disparity between the audience for mobile advertising and spending on it by marketers is examined, and attributed to an historic pattern in which advertisers are reluctant to invest in new media.
Gian Fulgoni, Andrew Lipsman
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The article examines the impact of the dramatic increase in use of mobile computing on advertising media planning. A disparity between the audience for mobile advertising and spending on it by marketers is examined, and attributed to an historic pattern in which advertisers are reluctant to invest in new media.
Gian Fulgoni, Andrew Lipsman
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Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces, 2011
In this paper the authors argue that the affordance of peripheral activities in multi-modal tabletop interfaces for digital board games increase the user experience of passive players compared to WIMP interfaces. The authors have made a prototype implementation of Carcassonne with a multi-modal, direct manipulation interface and conducted a user study ...
Aleksander Krzywinski +2 more
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In this paper the authors argue that the affordance of peripheral activities in multi-modal tabletop interfaces for digital board games increase the user experience of passive players compared to WIMP interfaces. The authors have made a prototype implementation of Carcassonne with a multi-modal, direct manipulation interface and conducted a user study ...
Aleksander Krzywinski +2 more
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2019
The chapter aims at socializing the results of the investigation that the Gamebook Guardiões da Floresta (Gamebook Guardians of the Forest) had as an interactive, ludic, and mediator environment for stimulation of executive functions for children 8-12 years of age.
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The chapter aims at socializing the results of the investigation that the Gamebook Guardiões da Floresta (Gamebook Guardians of the Forest) had as an interactive, ludic, and mediator environment for stimulation of executive functions for children 8-12 years of age.
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2023
This chapter reflects on the challenges that arise when it is intended that all students can experience an Education 5.0 and proposes a set of practical actions that may support teachers' educational practice. It analyses and discusses a study involving 18 primary teachers and their 358 students (ages 6-10), which informed specific adjustments in some ...
Catarina Delgado +3 more
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This chapter reflects on the challenges that arise when it is intended that all students can experience an Education 5.0 and proposes a set of practical actions that may support teachers' educational practice. It analyses and discusses a study involving 18 primary teachers and their 358 students (ages 6-10), which informed specific adjustments in some ...
Catarina Delgado +3 more
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ACM Transactions on Computer-Human Interaction, 2018
Our main research question is how the choice of game type influences the success of digital educational games (DEGs), where success is defined as significant domain-specific knowledge gain (learning outcome) with positive player experience. We propose a methodological framework to address this question.
Stephanie Heintz, Effie L.-C. Law
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Our main research question is how the choice of game type influences the success of digital educational games (DEGs), where success is defined as significant domain-specific knowledge gain (learning outcome) with positive player experience. We propose a methodological framework to address this question.
Stephanie Heintz, Effie L.-C. Law
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2012
Digital games and simulations are playing an important role in younger generations’ lives. Their adoption to e-Learning environments, however, is rather slow because educators are reluctant to change the way they teach. This chapter starts with a brief discussion of game and simulation terminology, including serious games, game-based learning, and game
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Digital games and simulations are playing an important role in younger generations’ lives. Their adoption to e-Learning environments, however, is rather slow because educators are reluctant to change the way they teach. This chapter starts with a brief discussion of game and simulation terminology, including serious games, game-based learning, and game
openaire +1 more source
From Board Game to Digital Game
Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017Invasive species are species that cause economic and ecological harm and/or harm to human health. One challenge to managing invasive species is the lack of awareness about these species and the threats they pose. To mitigate this problem, the University of Florida Center for Aquatic and Invasive Plants developed a classroom board game for children to ...
Aishat Aloba +6 more
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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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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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