Results 1 to 10 of about 1,694,010 (153)

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   +1 more source

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

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

Avatars Going Mainstream: Typology of Tropes in Avatar-Based Storytelling Practices [PDF]

open access: yes, 2016
Due to the growing popularity of video games, gaming itself has become a shared experience among media audiences worldwide. The phenomenon of avatar-based games has led to the emergence of new storytelling practices.
Tymińska, Marta
core   +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

The Placebo Effect in Digital Games [PDF]

open access: yes, 2015
Play-testing of digital games is a crucial part of any game development process, used to gather feedback about the game and correct any existing and potential flaws with the design.
Cairns, P., Denisova, A.
core   +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

Load Shifting in the Smart Grid: To Participate or Not? [PDF]

open access: yes, 2015
Demand-side management (DSM) has emerged as an important smart grid feature that allows utility companies to maintain desirable grid loads. However, the success of DSM is contingent on active customer participation.
Mandayam, Narayan B.   +3 more
core   +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

Home - About - Disclaimer - Privacy