Results 91 to 100 of about 56,214 (258)
The game transfer phenomena scale: an instrument for investigating the nonvolitional effects of video game playing [PDF]
A variety of instruments have been developed to assess different dimensions of playing videogames and its effects on cognitions, affect, and behaviors.
Anderson CA +6 more
core +2 more sources
The aim of this article is to examine and defend videogame cognitivism (VC). According to VC, videogames can be a source of cognitive successes (such as true beliefs, knowledge or understanding) for their players. While the possibility of videogame-based learning has been an extensive topic of discussion in the last decades, the epistemological ...
openaire +2 more sources
ABSTRACT New literacies are not defined by their medium, but by broader shifts in how literacy is practiced. Offline, role‐playing games, tabletop games, and interactive narratives are becoming more and more popular, affording students the ability to engage with and change storylines.
Brady L. Nash +2 more
wiley +1 more source
D. Felini (a cura di), Video game education. Studi e percorsi di formazione
Nei confronti di una trattazione scientifica dei videogame c’è tuttora qualche scetticismo. I pregiudizi, più volte denunciati, ancora hanno qualche sussistenza: persiste qualche analisi sociale che considera i videogame oggetti diabolici che provocano ...
Alex Tribelli
doaj
Split-Screen : Videogame History through Local Multiplayer Design [PDF]
By looking at videogame production through a two-vector model of design – a practice determined by the interplay between economic and technological evolution – we argue that shared screen play, as both collaboration and competition ...
Grabarczyk, Pawel +1 more
core
Affective Videogames and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me [PDF]
In this paper we describe the fundamentals of affective gaming from a physiological point of view, covering some of the origins of the genre, how affective videogames operate and current conceptual and technological capabilities.
Allanson, Jen, Dix, Alan, Gilleade, Kiel
core +2 more sources
BackgroundFreezing of gait and falls represent a major burden in patients with advanced forms of Parkinson’s disease (PD). These axial motor signs are not fully alleviated by drug treatment or deep-brain stimulation. Recently, virtual reality has emerged
D. Nuic +5 more
semanticscholar +1 more source
Talking Fanart: Small Stories About Drawings and Games
ABSTRACT The present paper investigates small stories of Minecraft fanart as a part of children's gaming practices. The data consists of interviews with ten Swedish children between 10 and 18 years old about the creation of digital drawings. Taking an ethnomethodological and conversation analytical approach paper directs attention to how Finley talks ...
Pål Aarsand
wiley +1 more source
This study examines the formation of awareness, perceived ease of use and trust in the most widely used videogame platforms, in the context of increasing digital engagement.
Maica Amador-Marrero +1 more
doaj +1 more source
Experiences of time loss among videogame players: an empirical study [PDF]
Playing videogames is now a major leisure pursuit, yet research in the area is comparatively sparse. Previous correlational evidence suggests that subjective time loss occurs during playing videogames. This study examined experiences of time loss among a
Griffiths, MD, Parke, A, Wood, RTA
core +1 more source

