Results 31 to 40 of about 27,668 (196)
Understanding Computer Role-Playing Games: A Genre Analysis Based on Gameplay Features in Combat Systems [PDF]
A game genre as diverse as that of computer role-playing games is difficult to overview. This poses challenges or both developers and researchers to position their work clearly within the genre.
Stenström, Christopher Dristig +3 more
core
Códigos comunicativos de la producción audiovisual masiva en YouTube
El objeto del artículo es el panorama concreto de los modos de realizar que los creadores de contenido para YouTube han desarrollado de forma autoregulada. Se han identificado prácticas formales ampliamente recurrentes, y se ha definido la fragmentación
Daniel Quintero Ramírez
doaj +1 more source
Form flows function: Learner‐centered game Re‐design in a STEM classroom
Abstract Re‐designing games facilitates interest‐driven learning and immerses learners in systems thinking. However, there are limited studies exploring how the form and function of tabletop games influence learners' design decisions and learning experiences. To address this gap, we conducted a mixed‐methods study in a STEM classroom in western Canada.
Farzan Baradaran Rahimi +2 more
wiley +1 more source
On Making Good Games - Using Player Virtue Ethics and Gameplay Design Patterns to Identify Generally Desirable Gameplay Features [PDF]
This paper uses a framework of player virtues to perform a theoretical exploration of what is required to make a game good. The choice of player virtues is based upon the view that games can be seen as implements, and that these are good if they ...
Björk, Staffan, Bj\uf6rk, Staffan
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The Effects of Videogame Musealization on Gameplay Experience
From the early days of videogame until the early 2000s, videogame play usually took place in two main contexts: the public one (which included video arcades, bars and pubs), and the domestic one, due to the dissemination of home consoles.
Roberto Cappai
doaj +1 more source
This review highlights the misuse of antidepressants as potential cognitive‐enhancing agents in Esports. Despite pharmacological effects that overlap with those of psychostimulants, antidepressants remain an under‐recognised source of doping in Esports.
Kassim Ali Salum +4 more
wiley +1 more source
Huge Balls: An exploration of the comprehension of ludo-narrative elements of a game art installation [PDF]
Huge balls is a game art project created by Group Jean-Luc supported by Ensadlab for the exhibitionJonglopolis at the Carreau du Temple in Paris 2018.
Guofan Xiong, Daniel Plata, Chu-Yin Chen
doaj +1 more source
ABSTRACT Purpose To evaluate 6‐month knowledge retention and long‐term satisfaction after two pedagogical escape games (PEGs) addressing foundational (3D printing) and clinical (pediatric dentistry) content in a dental curriculum. Methods In this monocentric serial cross‐sectional study, immediate post‑PEG knowledge was assessed in fifth‑year dental ...
Lina Grich +8 more
wiley +1 more source
Class depictions in videogames are prevalent, yet understudied. In this article, we analyse how the working class – particularly working-class men – have been depicted in videogames over the past 30 years.
Iantorno Michael +3 more
doaj +1 more source
Gameplayowe transgresje w grach cyfrowych
The latest and increasingly sophisticated digital simulations, often set in fantastical worlds, have become like laboratories in which players/ audiences can test their knowledge of culture, their ethical beliefs, interpretive skills, and ...
Rafał Kochanowicz
doaj +1 more source

