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Ageing Positively with Digital Games

2016
Active 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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Digital games

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
  +4 more sources

Digital Games

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
openaire   +1 more source

Technology trees in digital gaming

Proceeding of the 16th International Academic MindTrek Conference, 2012
Technology 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 ...
openaire   +1 more source

GAMED: digital educational game development methodology

SIMULATION, 2015
Development 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
openaire   +1 more source

Game Scenes: Theorizing Digital Game Audiences

Games and Culture, 2010
This 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
openaire   +1 more source

Digital distribution of games

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
openaire   +1 more source

Involvement and presence in digital gaming

Proceedings of the 4th Nordic conference on Human-computer interaction: changing roles, 2006
This 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
openaire   +1 more source

Testing educational digital games

Communications of the ACM, 2021
Diversifying usability studies utilizing rapid application development.
openaire   +1 more source

Digital Games

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.
openaire   +1 more source

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