Results 1 to 10 of about 50,001 (265)

Museums in video games | Video games in museums

open access: yespiano b, 2019
In the last few years, video games reached a maturity that is now recognized at an institutional level and that led them to enter in schools and museums. The musealization of the video game proposes a series of analysis opportunities.
Elisabetta Modena
doaj   +2 more sources

A quantitative approach to pre-service primary school teachers’ attitudes towards collaborative learning with video games: previous experience with video games can make the difference

open access: yesInternational Journal of Educational Technology in Higher Education, 2017
Increasing interest has been shown in using video games as an educational resource due to their pedagogical possibilities and their current expansion as an entertainment activity. However, their use in schools is still far from mainstream practice, which
Marta Martín del Pozo   +2 more
doaj   +3 more sources

Failure to demonstrate that playing violent video games diminishes prosocial behavior.

open access: yesPLoS ONE, 2013
BackgroundPast research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect.
Morgan J Tear, Mark Nielsen
doaj   +3 more sources

A systematic review of trends and gaps in the production of scientific knowledge on the sociopolitical impacts of emojis in computer-mediated communication

open access: yesCogent Social Sciences, 2022
This systematic literature review analyses trends in original research on emoji use in computer-mediated communications (CMC) published between 2011 to 2021. In total, 823 articles were identified that met the search criteria.
Borja Barinaga-López   +2 more
doaj   +1 more source

No priming in video games [PDF]

open access: yesComputers in Human Behavior, 2018
Video games depict a variety of different concepts. Models of learning in games like the GLM (General Learning Model) and GAM (General Aggression Model) predict that exposing players to these in-game concepts can lead to important changes in player behaviour.Priming effects are thought to be key to determining these changes in behaviour.
David Zendle   +2 more
openaire   +3 more sources

Educational Video Games as Tools for Raising Awareness of the Protection and Preservation of Cultural Heritage

open access: yesDigital Presentation and Preservation of Cultural and Scientific Heritage, 2023
This paper focuses on educational video games with a thematic orientation related to conserving and preserving Cultural Heritage (CH). Educational video games are effective and contemporary tools for influencing and educating users.
Yavor Dankov, Andjela Dankova
doaj   +1 more source

Videogames: escapism or an effective tool for anticorruption enlightenment?

open access: yesRussian Journal of Economics and Law, 2023
Objective: to analyze video games with anticorruption components and to make a conclusion of the possibility to use them in anticorruption education with various mechanics, plots and narratives.Methods: analysis and summarization of the narrative of ...
A. L. Melnikova, A. S. Mitsul
doaj   +1 more source

Video Game for Monkeys [PDF]

open access: yesNeuron, 2009
Recent progress in neurophysiological recording has developed in two directions. One relies on multimicroelectrodes to study correlations in neuron firing. The other relies on sophisticated tasks to distinguish successive stages of neuronal processing. In this issue of Neuron, Shichinohe et al.
Schlag, John D., Schlag-Rey, Madeleine
openaire   +2 more sources

Pengaruh Estetik Video Game terhadap Minat Gamer dengan Genre Survival

open access: yesJurnal Saintekom, 2023
Video games have many genres and for this research, the author focuses on survival genre Video games. Video games with the survival genre give players freedom and try to survive in the world provided by the video game. Because players are free to explore
Chayen Remington Huan   +1 more
doaj   +1 more source

The (In)visible Agency of Video Games Localizers: A Case Study [PDF]

open access: yesMedia and Intercultural Communication: A Multidisciplinary Journal, 2023
The sociological study of video games from the perspective of Translation Studies is a largely uncharted territory. The present study seeks to address this gap by shedding light on the (in)visible agency of video games translators into Persian.
Amir Arsalan Zoraqi, Mohsen Kafi
doaj   +1 more source

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