Results 21 to 30 of about 27,668 (196)
La nouveauté de l'image vidéoludique
The idea that video games are a relevant object for philosophy is not immediately obvious. In order to question what a philosophy of video games could mean, we suggest a methodological reflection based on the potential novelty of the video game image. We
Michaël Crevoisier
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Remote Female Fixation—A Grounded Theory on Semi-Illegal Sharing of Nude Imagery Online
In this article, we present the classic grounded theory of remote female fixation, which provides new knowledge on the illegal sharing of sexualized images of young girls in networked communities on the internet.
Hilde Otteren, Astrid Gynnild
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Research on perceptions of gaming toxicity has focused on its verbal forms, while gameplay-related forms remain relatively understudied. Furthermore, assessments of gameplay actions as toxic may depend on situational considerations.
Valerie Yu +2 more
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« Piller, Tuer, Survivre » : Apocalypse zombie, exploration et expérience vécue dans DayZ
Dans cet article, je soutiens que le jeu vidéo DayZ est une représentation engagée de l’apocalypse zombie, bien plus que toute autre forme cinématographique ou littéraire, notamment grâce à son statut de média numérique et de simulation interactive.
Lars Schmeink
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Analysis of Russian and global game studies: ludology vs. narratology
The author reviews the past-to-present academic literature on game studies from the perspective of ludology and narratology. The academic study of video games has grown substantially since 2001 - the year Game Studies started publishing its first ...
Andrei A. Pugachev
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Instructional objectives to core-gameplay : a serious game design technique [PDF]
This paper explores a gap within the serious game design research. That gap is the ambiguity surrounding the process of aligning the instructional objectives of serious games with their core-gameplay i.e. the moment-to-moment activity that is the core of
Wyeth, Peta +5 more
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Pokemon Go is an augmented reality (AR) game which combines the use of smart mobile technology with physical exploration in the real world. It was a global phenomenon that rocked the world since 2016.
Yvette Chong +3 more
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Abstract Neuroanatomy is notoriously challenging due to its complexity and abstract spatial relationships, often evoking anxiety and frustration among learners. Educational escape rooms, a form of game‐based learning (GBL), can promote engagement and learning but typically require significant faculty time and resources to design.
Robert M. Becker +2 more
wiley +1 more source
Feedback-Based Gameplay Metrics and Gameplay Performance Segmentation: An audio-visual approach for assessing player experience. [PDF]
Gameplay metrics is a method and approach that is growing in popularity amongst the game studies research community for its capacity to assess players’ engagement with game systems.
Marczak, Raphaël
core
Guidelines for designing and implementing game‐based learning in comparative anatomy education
Abstract Game‐based learning (GBL) is increasingly used in health professions anatomy education to promote engagement, knowledge acquisition, collaboration, and application of knowledge. However, its application to comparative veterinary anatomy remains fragmented, with limited guidance on how games can be systematically designed around the specific ...
Arthur Chin Haeng Lau +1 more
wiley +1 more source

