Results 31 to 40 of about 619,314 (359)

Video game preservation in the UK: a survey of records management practices [PDF]

open access: yes, 2014
Video games are a cultural phenomenon; a medium like no other that has become one of the largest entertainment sectors in the world. While the UK boasts an enviable games development heritage, it risks losing a major part of its cultural output through ...
Bachell, Alasdair, Barr, Matthew
core   +3 more sources

Relacije umetnosti i video igara / Relations of Art and Video Games

open access: yesAM: Art + Media, 2012
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
doaj   +1 more source

Automated state of play: rethinking anthropocentric rules of the game [PDF]

open access: yes, 2018
Automation of play has become an ever more noticeable phenomenon in the domain of video games, expressed by self-playing game worlds, self-acting characters, and non-human agents traversing multiplayer spaces.
Fizek, Sonia
core   +1 more source

Do teachers believe that video games can improve learning?

open access: yesHeliyon, 2022
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
doaj   +1 more source

Optimizing Player and Viewer Amusement in Suspense Video Games [PDF]

open access: yes, 2019
Broadcast video games need to provide amusement to both players and audience. To achieve this, one of the most consumed genres is suspense, due to the psychological effects it has on both roles.
León, Carlos   +3 more
core   +3 more sources

From video game to ethnographic video game

open access: yesRevue Française des Méthodes Visuelles
The evolution of visual methods transcends the traditional documentary film, embracing various digital formats alongside cinema. Video games, serious games, phone applications and virtual reality are now being used to carry out research, collect data and present the results to the scientific community and the general public. In this article, we look at
Ibanez Bueno, Jacques   +1 more
openaire   +3 more sources

Playing with the future: social irrealism and the politics of aesthetics [PDF]

open access: yes, 2013
In this paper we wish to explore the political possibilities of video games. Numerous scholars now take seriously the place of popular culture in the remaking of our geographies, but video games still lag behind.
Bramwell T.   +17 more
core   +2 more sources

Augmented Reality Video Games: New Possibilities and Implications for Children and Adolescents

open access: yesMultimodal Technologies and Interaction, 2017
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
doaj   +1 more source

Designing wheelchair-based movement games [PDF]

open access: yes, 2015
People using wheelchairs have access to fewer sports and other physically stimulating leisure activities than nondisabled persons, and often lead sedentary lifestyles that negatively influence their health.
Birk, Max   +5 more
core   +1 more source

Notes on the Biographical Meaning of Games and Online-Games

open access: yesEludamos, 2009
The usual stereotype of the player of video games is that as young and male. That players become older and video games abide in peoples´ lives is still a new perspective on video games.
Helle Meister, Gerrit Herlyn
doaj   +1 more source

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