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MedienWirtschaft, 2007
Online-Gaming wird immer beliebter. Anfangs als Nischenphänomen für Computer-Kids belächelt, haben sich Online-Spiele inzwischen einen festen Platz im Medienkonsum erobert – weitgehend unabhängig von Alter, Bildung, Einkommen oder Geschlecht. Da Online-Gaming Zeit und insbesondere konzentrierte Aufmerksamkeit bindet, tritt es in Wettbewerb mit ...
Ralf Kaumanns +2 more
openaire +1 more source
Online-Gaming wird immer beliebter. Anfangs als Nischenphänomen für Computer-Kids belächelt, haben sich Online-Spiele inzwischen einen festen Platz im Medienkonsum erobert – weitgehend unabhängig von Alter, Bildung, Einkommen oder Geschlecht. Da Online-Gaming Zeit und insbesondere konzentrierte Aufmerksamkeit bindet, tritt es in Wettbewerb mit ...
Ralf Kaumanns +2 more
openaire +1 more source
Choice Reviews Online, 2010
This chapter describes an online video teleconferencing tool the authors have created that allows learners to collaborate, negotiate, discuss, share ideas and emotions, and establish relationships while engaged in educational games and simulations. The ENJEUX-S (L’Environnement multimédia évolué de JEUX éducatifs et de Simulations en ligne) multimedia ...
Louise Sauvé +2 more
+4 more sources
This chapter describes an online video teleconferencing tool the authors have created that allows learners to collaborate, negotiate, discuss, share ideas and emotions, and establish relationships while engaged in educational games and simulations. The ENJEUX-S (L’Environnement multimédia évolué de JEUX éducatifs et de Simulations en ligne) multimedia ...
Louise Sauvé +2 more
+4 more sources
2006
Despite the rise of computer games as a leisure phenomenon, relatively little research has been conducted in this area. A majority of the research to date has concentrated on adolescent players (Griffiths, 1996, 1997a). Furthermore, most of the research has tended to concentrate on the more negative aspects, such as excessive play and addiction ...
Mark Griffiths +2 more
openaire +2 more sources
Despite the rise of computer games as a leisure phenomenon, relatively little research has been conducted in this area. A majority of the research to date has concentrated on adolescent players (Griffiths, 1996, 1997a). Furthermore, most of the research has tended to concentrate on the more negative aspects, such as excessive play and addiction ...
Mark Griffiths +2 more
openaire +2 more sources
2011
Online gaming has become a major part of our culture. In order to understand this new media in our society we must examine the motivations for playing these types of games and how that impacts individuals processing of information. This book chapter sets out to examine those motivations and how motivational processing influences in-game content during ...
openaire +2 more sources
Online gaming has become a major part of our culture. In order to understand this new media in our society we must examine the motivations for playing these types of games and how that impacts individuals processing of information. This book chapter sets out to examine those motivations and how motivational processing influences in-game content during ...
openaire +2 more sources
Computers in Entertainment, 2014
Computer-based games have become an important social phenomenon of modern society. Fast-growing online games are becoming the dominant sector in computer-based games. The development of online games involves many disparate disciplines from the technology, entertainment, and behavior sciences.
openaire +1 more source
Computer-based games have become an important social phenomenon of modern society. Fast-growing online games are becoming the dominant sector in computer-based games. The development of online games involves many disparate disciplines from the technology, entertainment, and behavior sciences.
openaire +1 more source
Online Game Marketplace for Online Game Virtual Item Transaction
2019 8th International Congress on Advanced Applied Informatics (IIAI-AAI), 2019This paper trying to create something new regarding the online game marketplace for producing an integrated marketplace with several combined genre and categories of games. The primary purpose of this research is to develop e-commerce for online games and explain the benefit that people can get from it.
Randy Rachmadi +5 more
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