Results 101 to 110 of about 11,026 (225)

Managing to play: the everday lives of adult videogame consumers.

open access: yes
Against a backdrop of videogame producers keen to promote themselves as a 'serious' adult entertainment industry, and persistent media reports on the 'dangers' of videogame play, this research examines the lived experiences of adult videogame players.
Molesworth, Mike
core  

Videogame soundscapes [PDF]

open access: yes, 2012
This paper proposes a methodological framework to analyze the sonic output of computer games by investigating and adapting available soundscape studies, as discussed primarily by R. Murray Schafer and Barry Truax.
Music and the Moving Image Conference VII   +1 more
core  

Encouragement in videogame interactions

open access: yes, 2020
This paper explores how participants encourage each other in videogame interactions in private settings. It aims to contribute to a better understanding of encouragement as multimodal practice in videogame interaction. In the paper we focus especially on
Colón de Carvajal, Isabel   +1 more
core  

A representação do espaço e da paisagem nas telas de videogame: possibilidades para o ensino de geografia

open access: yesGeografares, 2018
Os jogos eletrônicos fazem parte do cotidiano da sociedade. Embora sejam muitas vezes tratados como objetos de lazer, podem contribuir para compreensão de temas geográficos como espaço e paisagem.
Eduardo Lorini Carneiro, Luciana Backes
doaj   +2 more sources

Quando jogar é aprender: o videogame na sala de aula

open access: yes, 2012
Este trabalho tem por objetivo demonstrar a tese de que ovideogame pode se constituir em um importante instrumento demediação na aprendizagem de línguas. Para isso, destaca trêsaspectos do videogame: (1) o videogame é uma prática socialcaracterizada pelo
Marzari, Gabriela Q.   +3 more
core   +1 more source

L’immaginario storico promosso dai videogiochi: un’opportunità in chiave didattica

open access: yesStudi sulla Formazione
The paper aims at discussing how historical knowledge is transmitted in the videogame series “Age of Empires”. Charsky&Mims (2008) suggested that students, at the end of the videogame activity, compare the information gathered with that provided by ...
Domenico Francesco Antonio Elia
doaj   +1 more source

Videogame cities in motion

open access: yes, 2014
Videogame cities are 'real-and-imagined' spaces whose ubiquity as a setting for games illustrates the persistent fascination with the opportunities for play in urban space.
Schweizer, Robert Thomas
core  

The semiotic construction of values in the videogame Watch Dogs

open access: yes, 2016
The past decade has seen videogames become an important facet in the economic and cultural tapestry of the 21st century. However, while the Australian Curriculum: English (ACE) advocates the teaching of multimodal texts (ACARA, 2016), videogames have ...
Lowien, Nathan
core  

Motivations for videogame play: Predictors of time spent playing

open access: yes, 2016
The aim of the current research was to identify factors that are associated with the amount of time people play videogames. The current study extends previous research by exploring this question with a variety of genres of videogames.
Gardner, John   +2 more
core   +1 more source

Computer games: Apprehension of learning strategies [PDF]

open access: yesRevista Brasileira em Promoção da Saúde, 2003
Computer games and mainly videogames have proved to be an important tendency in Brazilian children’s play. They are part of the playful culture, which associates modern technology to traditional play preserving the importance of the latter.
Carlos Antonio Bruno da Silva   +3 more
doaj  

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