Results 1 to 10 of about 209,565 (214)

Against Game Studies

open access: yesMedia and Communication, 2021
The article explores the limitations of the current scholarly game studies (GS) field. Its central presuppositions are (1) that there are certain attributes broadly understood as “GS” by those writing in or adjacent to the field; (2) that those ...
Alex Gekker
doaj   +6 more sources

The light, the dark, and everything else: making sense of young people's digital gaming

open access: yesFrontiers in Psychology, 2023
Whether gaming has a beneficial or detrimental effect on young people's lives is a defining feature in both the research and the public discussion of youth digital gaming.
Mikko Meriläinen, Maria Ruotsalainen
doaj   +1 more source

Game Studies through ‘Conceptual Games’: The case of Doors

open access: yesDiGRA Digital Library, 2023
Can games be used to communicate theoretical knowledge that is relevant to game studies? Like conceptual works of art, some games are designed to convey intellectually significant ideas in ways that are not exclusively linguistic. Drawing from art theory, we argue that the kinds of ideas one can experience practically and firsthand through ‘conceptual ...
Gualeni, Stefano, Van de Mosselaer, Nele
openaire   +3 more sources

Story beats in videogames as value-driven choice-based unit operations

open access: yesImages, 2021
We present a framework of story beats, defined as microunits of dramatic action, as a tool for the ludonarrative analysis of videogames. First, we explain the Goal - Action - Reaction - Outcome model of the story beat.
Michał Mochocki, Raine Koskimaa
doaj   +1 more source

THREE TYPES OF NOSTALGIA IN COMPUTER GAMES

open access: yesSovremennye Issledovaniâ Socialʹnyh Problem, 2023
The article is devoted to the problems of representation of nostalgia in computer games and offers a distinction between its three interrelated forms: retrotopic, aestheticizing, nostalgia for childhood and lost parental home. These forms are featured in
Ksenia V. Igaeva
doaj   +1 more source

Editorial: Die Darstellung von künstlichem Leben im Computerspiel

open access: yesMedienPädagogik: Zeitschrift für Theorie und Praxis der Medienbildung, 2022
Darstellungen künstlicher Lebensformen beflügeln nicht nur die Fantasie, sondern sind auch Ausdruck einer Reflexion des technologischen Fortschritts.
Christopher Könitz
doaj   +1 more source

An Experimental Study of the Centipede Game [PDF]

open access: yesEconometrica, 1992
Summary: We report on an experiment in which individuals play a version of the centipede game. In this game, two players alternately get a chance to take the larger portion of a continually escalating pile of money. As soon as one person takes, the game ends with that player getting the larger portion of the pile, and the other player getting the ...
Richard McKelvey, Thomas Palfrey
openaire   +2 more sources

Visible foliar injury as a tool for the assessment of surface ozone impact on native vegetation: a case study from the Jizerské hory Mts

open access: yesJournal of Forest Science, 2010
Surface ozone is considered to be a very phytotoxic gaseous air pollutant. Its negative impacts at both the cell and the organ level have been shown, mainly as a result of experiments. However, the demonstration of ozone negative impacts on native plants
L. Matoušková   +3 more
doaj   +1 more source

Digitale Kontexte - Problemaufriss zur Erforschung digitaler Medien am Beispiel des Computerspiels

open access: yesTextpraxis, 2017
Ziel des Beitrags ist es, exemplarisch anhand der Game Studies vier Problemfelder bei der Erforschung digitaler Medien zu identifizieren. Diese werden in Verbindung gesetzt zu hier bislang unterrepräsentierten theoretischen, medialen und kulturellen ...
Hennig, Martin
doaj   +1 more source

British Digital Game Studies [PDF]

open access: yesTransactions of the Digital Games Research Association, 2018
This paper provides a short and potted recent history of digital games research in Great Britain. We begin this story in 2001. Though a substantial amount of research and writing on digital games has been taking place in Britain since at least the 1980s, for us the turn of the new millennium marks a logical starting point of our recent history.
MACCALLUM-STEWART, Esther   +2 more
openaire   +3 more sources

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