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Rhétorique de l’engagement ludique dans des dispositifs de ludification
This article questions the links between engagement and different kinds of motivation to act, by problematizing the way in which gamification or ludification seeks to stimulate participation and the pursuit of an activity that is not a game.
Maude Bonenfant, Thibault Philippette
exaly +3 more sources
Higher Education: Technological Applications for Gamification and Ludification
Lecture Notes in Networks and SystemsSANTIAGO JAVIER PALIZ IBARRA +1 more
exaly +2 more sources
Playful Identities, or the Ludification of Culture
Games and Culture, 2006One of the main aims of game studies is to investigate to what extent and in what ways computer games are currently transforming the understanding of and the actual construction of personal and cultural identities. Computer games and other digital technologies such as mobile phones and the Internet seem to stimulate playful goals and to facilitate the
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Paratexts from Cinephilia to Mediaphilia. (through Ludification Culture)
2016According to the most influential dictionaries, “-philia” is – among other things – “a positive feeling of liking, the experiencing of affective and emotional states”, “a feeling of affection for a person or an institution”, “or for an art expression”.
TRALLI, LUCIA, MENARINI, ROY
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