Results 11 to 20 of about 670,205 (233)

Analisis Visual Warna pada Game Post Apocalyptic (Studi Game The Last Of Us, Metro Exodus, dan Horizon Zero Dawn)

open access: yesANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia, 2020
Abstrak Video game sebagai bentuk media visual di era modern memiliki peranan dalam masyarakat sebagai salah satu bentuk hiburan yang bersifat interaktif.
Daniel Kurniawan Salamoon   +1 more
doaj   +1 more source

Is playing violent video games a risk factor for aggressive behaviour? Adding narcissism, self-esteem and PEGI ratings to the debate

open access: yesFrontiers in Psychology, 2023
IntroductionAggressive behaviour is a challenge for society. There continues to be considerable debate over whether the consumption of violent video games affects aggression, as violent video game content has become more accessible in recent years due to
Szymon Zbigniew Olejarnik   +2 more
doaj   +1 more source

Traduire le jeu vidéo : un équilibrage des dynamiques intersémiotiques

open access: yesSciences du Jeu, 2022
This article is the result of plurisemiotic and microtextual analyses of video game translations. In it, we create a reading grid based on a theoretical tool that we specifically developed for video game translation in a previous work. The application of
Pierre-Yves Houlmont
doaj   +1 more source

Chronotypology:a comparative method for analyzing game time [PDF]

open access: yes, 2020
This article presents a methodology called “chronotypology” which aims to facilitate literary studies approaches to video games by conceptualizing game temporality.
Jayemanne, Darshana
core   +1 more source

Semi-automatic construction of video game design prototypes with MaruGen

open access: yesRevista Facultad de Ingeniería Universidad de Antioquia, 2021
Machinations Ruleset Generator (MaruGen) is a semi-automatic system for the generation of mechanics, rules, spaces (environments), and missions for video games. The objective of this system is to offer an expression mechanism for the video game designer
Italo Felipe Capasso-Ballesteros   +1 more
doaj   +1 more source

Just how expert are “expert” video-game players? Assessing the experience and expertise of video-game players across “action” video-game genres [PDF]

open access: yes, 2013
Video-game play (particularly “action” video-games) holds exciting promise as an activity that may provide generalized enhancement to a wide range of perceptual and cognitive abilities (for review see Latham et al., 2013a).
Latham, Andrew J.   +2 more
core   +1 more source

Predicting Video Game Addiction: The Effects of Composite Regulatory Focus and Interpersonal Competence Among Indonesian Teenagers During COVID-19 Pandemic

open access: yesIslamic Guidance and Counseling Journal, 2021
Video game addiction is recognized as a mental health problem caused by uncontrolled access to video gaming platforms. Proper assistance and counseling programs based on the addiction causing factors are required to reduce the tendencies of video game ...
Yudhi Purwa Nugraha, Awalya Awalya, Mulawarman Mulawarman
doaj   +1 more source

Pathological game use in adults with and without Autism Spectrum Disorder [PDF]

open access: yesPeerJ, 2017
This study tested whether adults with autism spectrum disorder (ASD) are at higher risk for pathological game use than typically developing (TD) adults. Participants included 119 adults with and without ASD.
Christopher R. Engelhardt   +2 more
doaj   +2 more sources

Les histoires orales comme outil de préservation de l’histoire et de la culture du jeu vidéo

open access: yesSciences du Jeu, 2023
The questions of preserving gameplay and the personal experiences of players still elude historians and game scholars. While video recording of gameplay sessions for preservation purposes is an established method, oral history is underutilized in the ...
Dany Guay-Bélanger, Adam Lefloïc Lebel
doaj   +1 more source

Video Games and Citizenship

open access: yesCLCWeb: Comparative Literature and Culture, 2013
In their article "Video Games and Citizenship" Jeroen Bourgonjon and Ronald Soetaert argue that digitization problematizes and broadens our perspective on culture and popular media, and that this has important ramifications for our understanding of citizenship.
Bourgonjon, Jeroen, Soetaert, Ronald
openaire   +4 more sources

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