Results 11 to 20 of about 1,683,219 (290)

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

Gry pamięci. Valiant Hearts: The Great War i My Memory of Us w perspektywie kultury historycznej

open access: yesImages, 2021
The paper aims to outline how video games Valiant Hearts: The Great War (Ubisoft Montpellier, 2014) and My Memory of Us (Juggler Games, 2018) use narrative and ludic structures to create commemorative stories about the First World War and the Second ...
Marcin Pigulak
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

Surveillant assemblages of governance in massively multiplayer online games:a comparative analysis [PDF]

open access: yes, 2014
This paper explores governance in Massively Multiplayer Online Games (MMOGs), one sub-sector of the digital games industry. Informed by media governance studies, Surveillance Studies, and game studies, this paper identifies five elements which form part ...
De Paoli, Stefano   +2 more
core   +3 more sources

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   +2 more sources

Disrupting video game distribution

open access: yesNordic Journal of Media Studies, 2019
This article analyses the disruptive potential of Valve’s game distribution platform, Steam, focusing specifically on how Steam has evolved into a de facto online social network and how Valve uses constant feature changes as part of its corporate ...
Werning Stefan
doaj   +1 more source

Motivating children to learn effectively: exploring the value of intrinsic integration in educational games [PDF]

open access: yes, 2011
The concept of intrinsic motivation lies at the heart of the user engagement created by digital games. Yet despite this, educational software has traditionally attempted to harness games as extrinsic motivation by using them as a sugar coating for ...
Ainsworth, Shaaron E, Habgood, MP Jacob
core   +1 more source

Playing Muller Games in a Hurry [PDF]

open access: yes, 2010
This work studies the following question: can plays in a Muller game be stopped after a finite number of moves and a winner be declared. A criterion to do this is sound if Player 0 wins an infinite-duration Muller game if and only if she wins the finite ...
Angelo Montanari   +15 more
core   +8 more sources

Perceiving the Default: Navigating Choice Architecture in Video Games / Vaikesätte jälgedes: valikuarhitektuuri navigeerimine videomängudes

open access: yesMethis: Studia Humaniora Estonica, 2021
: Using Cass Sunstein and Richard Thaler’s concept of nudge (2008), this article transforms Stuart Hall’s notion of preferred reading (1973) into the concept of preferred playing to create a new approach to textual analysis appropriate for video games as
Marie-Luise Meier
doaj   +1 more source

Gamification in higher education and stem : a systematic review of literature [PDF]

open access: yes, 2016
In recent years, gamification, the use of game elements in non-game contexts, has drawn the attention of educators due to the possibility of making learning more motivating and engaging; this led to an increase of research in the field.
Chiluiza, Katherine   +2 more
core   +1 more source

Home - About - Disclaimer - Privacy