Results 121 to 130 of about 56,214 (258)

Making videogame history: videogame preservation and copyright law [PDF]

open access: yesInteractive Entertainment Law Review, 2018
The continued accessibility of older videogames is threatened by the obsolescence of the hardware and software platforms on which they operate and the degradation of the physical media on which they are stored. This has made videogame preservation a topic of increasing concern to cultural heritage institutions.
openaire   +2 more sources

A Virtual Object-Location Task for Children: Gender and Videogame Experience Influence Navigation; Age Impacts Memory and Completion Time

open access: yesFrontiers in Psychology, 2018
The use of virtual reality-based tasks for studying memory has increased considerably. Most of the studies that have looked at child population factors that influence performance on such tasks have been focused on cognitive variables.
David Rodríguez-Andrés   +3 more
semanticscholar   +1 more source

Media Multitasking Among American Youth: Prevalence, Predictors and Pairings [PDF]

open access: yes, 2006
In recent years, the issue of media multitasking has sparked a broad discussion about the potential impact on children and youth and has raised concerns among non-profits about how best to engage young people with social marketing campaigns.To help ...
Ulla G. Foehr
core  

Language-GAME-Players: Articulating the pleasures of ‘violent’ game texts [PDF]

open access: yes, 2008
Young peoples’ voices have been considered irrelevant or unreliable when it comes to discussing the influence and impact of their engagement with screen-mediated depictions of violence.
Schott, Gareth R.
core   +2 more sources

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

Demon girl power: Regimes of form and force in videogames primal and Buffy the Vampire Slayer [PDF]

open access: yes, 2005
'There's nothing like a spot of demon slaughter to make a girl's night'. Since the phenomenal success of the Tomb Raider (1996) videogame series a range of other videogames have used carefully branded animated female avatars.
Krzywinska, T
core  

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

Fact, Fiction and Virtual Worlds [PDF]

open access: yes, 2020
This paper considers the medium of videogames from a goodmanian standpoint. After some preliminary clarifications and definitions, I examine the ontological status of videogames.
Declos, Alexandre
core  

Understanding Videogames

open access: yesComunicación, 2022
Understanding Videogames. Simon Egenfeldt-Nielsen, Jonas Heide-Smith, Susana Pajares Tosca.
openaire   +1 more source

Brechtian alienation in videogames

open access: yesPress Start, 2014
Immersion is constantly being broken in video games via the intrusion of mechanics and features that cause no end of distraction, breaking the player's engagement in both the game's narrative and in the gameplay. Yet these breaks are an integral part of games, whether through loading, saving or any other mechanical system that detracts from the playing
openaire   +2 more sources

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