Results 101 to 110 of about 11,026 (225)
Managing to play: the everday lives of adult videogame consumers.
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
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
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Encouragement in videogame interactions
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
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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
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
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 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
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The semiotic construction of values in the videogame Watch Dogs
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
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Motivations for videogame play: Predictors of time spent playing
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]
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

