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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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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.
openaire +1 more source
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
VIOLENCE AND DIGITAL GAMES (EXPERIENCE OF VIOLENCE ON DIGITAL GAMES)
2020Man has always complained and continues to complain of violence. However, what is very significant is that both the perpetrators of violence and those complaining of the existence of violence are human beings. The perpetrator of violence is man and the victim of it is generally man too.
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Executive Functions in Digital Games
2013Despite enhanced appreciation of the nature and scope of the cognitive advantages of playing games, our understanding of the actual mechanisms responsible for generating and maintaining these remains limited. In this chapter, the authors propose that viewing these changes from the information processing perspective of executive functions will help to ...
Boyle, Elizabeth +3 more
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Serious Business Game on Digitalization
2019Through digital transformation programs, companies seek to break new ground to guarantee their long-term stability. Companies try to somehow prepare their employees for novel, technologically-driven trends and highlight the effects of digitalization on their companies.
Vera Stadler, David Rueckel
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