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Reflections on ludification:Approaching a conceptual framework – and discussing inherent challenges [PDF]
This article discusses the relatively new concept of ludification with the attempt of laying the theoretical groundwork for further studies. Although ludification ties in with both gamification and the concept and practice of transmedia it possesses ...
Larsen, Lasse Juel, Walther, Bo Kampmann
core +5 more sources
Play and Gameful Movies: Ludification of Modern Cinema [PDF]
The aim of this article is to advance a conceptual framework of ludification by separating out current thinking to incorporate two noninteractive cinematic areas—playful aesthetics and gameful narratives.
Larsen, Lasse Juel
core +8 more sources
Alibis for Adult Play: A Goffmanian Account of Escaping Embarrassment in Adult Play. [PDF]
The social meanings of play sit at odds with norms of responsible and productive adult conduct. To be ‘caught’ playing as an adult therefore risks embarrassment. Still, many designers want to create enjoyable, non-embarrassing play experiences for adults.
Deterding S.
europepmc +6 more sources
Blacksad: Under the Skin. Transmedia and Ludification as Cultural Experience
Media convergence and transmediality have led fictional worlds originally developed in graphic novels to be expanded in more recent media such as video games, where environments and characters become playable and where storytelling elements intertwine with game mechanics and rules.
Marta Fernández Ruiz +1 more
doaj +8 more sources
A Game of COVID. Ludification as a Way to Make Sense of a Pandemic
Many aspects of handling the COVID-19 pandemic bear a resemblance to patterns found in games. We observe point displays and leader boards, the visible assumption of roles, classic archetypes, the collection of resources, and spatial awareness. We argue that these patterns manifest spontaneously as a form of analogical reasoning, because people lack ...
Raab MH, Carbon CC, Doebler NA.
europepmc +3 more sources
Software process improvement programs are partly founded on software measurement. However, despite their importance, it has been pointed out in the literature that many students are leaving the academic world without the necessary skills to conduct this kind of process.
Lennon Sales Furtado +4 more
wiley +1 more source
Multilingual English users’ linguistic innovation
Abstract Can ‘non‐native’ speakers of English innovate in English? This seemly simple question bothers sociolinguists and sociolinguistic research because we feel uncertain whether the ‘inventive’ productions by ‘non‐native’ speakers should be treated as evidence of creativity or mistakes.
Li Wei
wiley +1 more source
The Ludification of the Archaeological Past – Opportunities and Threats
exaly +2 more sources
Games culture and media practices [PDF]
Our aim in this article is to explore the relationship between videogames and other practices related to audiovisual media in everyday life; we are specifically interested in examining how far videogames, as a cultural form that combines audiovisual ...
Alsina González, Pau David +4 more
core +4 more sources

