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Video Games and Comedy is the first edited volume to explore the intersections between comedy and video games. This pioneering book collects chapters from a diverse group of scholars, covering a wide range of approaches and examining the relationship between video games, humour, and comedy from many different angles.
Bonello Rutter Giappone, Krista +2 more
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Playing the Gospel of Video Games [PDF]
Even before modern technological era, there was a close relationship between religious education and technology. Religion has helped many people to understand new technologies and technologies have led to new understandings of religion, and even new ...
Ionut Cristian Baru (Romania)
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IMPACT OF PLAYING VIDEO GAMES ON COGNITIVE FUNCTIONING AND LEARNING STYLES
Video games are especially popular with teenagers and young adults as a form of entertainment, and their time spent playing video games has grown exponentially. The main purpose of this study was to assess the effect of video games on cognitive functions
Sumera Sattar +2 more
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BackgroundVideo games have grown in popularity since the 1970s, and tobacco imagery is present in a substantial subset of games, including those oriented to youth. Much like exposure to tobacco content in films, exposure to tobacco content in video games
Patricia A McDaniel, Susan R Forsyth
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Relacije umetnosti i video igara / Relations of Art and Video Games
When discussing the art of video games, three different contexts need to be considered: the 'high' art (video games and the art); commercial video games (video games as the art) and the fan art.
Manojlo Maravić
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The Role of Video Games in Learning EFL: A Case Study
This study examines learners’ perceptions of how much vocabulary they have acquired through video games; other aims of the study were to explore (1) whether exposure to video games is related to better grades, (2) time spent playing video games, (3 ...
Darko Kasanić
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Do teachers believe that video games can improve learning?
Although video games are increasing their presence in teens/children's private entertainment and there is ample evidence to support their educational possibilities, they are seldom introduced in classrooms.
Juan-Ignacio Pozo +2 more
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The popular press is replete with stories about the effects of video and computer games on the brain. Sensationalist headlines claiming that video games 'damage the brain' or 'boost brain power' do not do justice to the complexities and limitations of the studies involved, and create a confusing overall picture about the effects of gaming on the brain.
Bavelier, Daphné +5 more
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In the NeuroEvolving Robotic Operatives (NERO) game, the player trains a team of virtual robots for combat against other players' teams. The virtual robots learn in real time through interacting with the player. Since NERO was originally released in June, 2005, it has been downloaded over 50,000 times, appeared on Slashdot, and won several honors.
Stanley, Kenneth O. +3 more
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Augmented Reality Video Games: New Possibilities and Implications for Children and Adolescents
In recent years, the video game market has embraced augmented reality video games, a class of video games that is set to grow as gaming technologies develop.
Prithwijit Das +4 more
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