Results 21 to 30 of about 120 (98)
The differences between game and labor are culturally defined. According to places and cultures, those activities are similarly described as rational layouts of resources to achieve some specific goals, by following rules located into well-structured ...
Victor Potier
doaj +1 more source
Cet article élabore une nouvelle structure pour permettre d’étudier les jeux (games) comme des lieux de rationalisation sociale, en appliquant la théorie critique de la technologie de Feenberg.
Sara M. Grimes, Andrew Feenberg
doaj +1 more source
Trois stratégies pour favoriser l’engagement des participants à un MOOC [PDF]
Les principaux défis des MOOCs se résument souvent au faible taux de réussite (voir Breslow et al., 2013; Gillani, 2013; Karsenti, 2013), aux questions de propriété intellectuelle des contenus de cours (voir EDUCAUSE, 2012; Fowler et Smith, 2013; Porter,
Thierry Karsenti
doaj +1 more source
Playful Strategies in Print Advertising
The fact that people are increasingly eager to seek out playful experiences in their everyday lives is part of a trend known as the ludification of culture.
Alysa Karels, Teresa de la Hera
doaj +1 more source
Play and Gameful Movies: The 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. Ludification is usually associated with the construction of ludic identities and cultural practices in the usage of new media or with application of ...
openaire +2 more sources
In the general frame of a “ludification of culture” (Raessens 1) we are witnessing the rise of hybrid entertainment products such as Facebook Applications, media phenomena difficult to define as “games” or “play”, that carry a large share in the ...
Valentina Rao
doaj +3 more sources
Playful Identities. The Ludification of Digital Media Cultures [PDF]
In this edited volume, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which ...
de Mul, Jos +4 more
openaire +4 more sources
Playing in Operations Management
The current model of competency-based learning requires new tools that allow students to develop these competencies and become active subjects of their learning (rather than passive receivers of a contents).
Laura Guitart-Tarrés +6 more
doaj +1 more source
This paper aims for studying the ludification phenomenon through one of its realizations: the introduction of play in the writing of fan fictions on the Internet. According to the perspective of the "play studies" (Triclot, 2011) and of the "play design"
Fanny Barnabé
doaj +1 more source
Penser les phénomènes de ludicisation à partir de Jacques Henriot
Many neologisms are formed nowadays to think the contagion of play by different spheres of activity (gamification, ludification). Likewise, contemporary theorists (such as Malaby) insist on the necessity to consider play as a changing process ...
Sébastien Genvo
doaj +1 more source

