Results 11 to 20 of about 56,214 (258)

Videogame-Based Training: The Impact and Interaction of Videogame Characteristics on Learning Outcomes

open access: yesMultimodal Technologies and Interaction, 2022
Virtualized training provides high fidelity environments to practice skills and gain knowledge, potentially mitigating harmful consequences from real life mistakes. Current research has focused on videogames, believed to have characteristics that improve
Diana R. Sanchez
doaj   +1 more source

Visuospatial working memory and attention control make the difference between experts, regulars and non-players of the videogame League of Legends

open access: yesFrontiers in Human Neuroscience, 2022
Video games have been postulated as an emerging field for studying the cognition-expertise relationship. Despite this, some methodological practices hinder scientific advance (e.g., heterogeneous samples, an ambiguous definition of expertise, etc ...
C. Valls-Serrano   +3 more
semanticscholar   +1 more source

Videogame exposure positively associates with selective attention in a cross-sectional sample of young children

open access: yesPLoS ONE, 2021
There is growing interest in how exposure to videogames is associated with young children’s development. While videogames may displace time from developmentally important activities and have been related to lower reading skills, work in older children ...
Alexandria D Samson   +9 more
semanticscholar   +1 more source

The Effects of Videogame Musealization on Gameplay Experience

open access: yesCinergie, 2020
From the early days of videogame until the early 2000s, videogame play usually took place in two main contexts: the public one (which included video arcades, bars and pubs), and the domestic one, due to the dissemination of home consoles.
Roberto Cappai
doaj   +1 more source

Gamification as Online Teaching Strategy During COVID-19: A Mini-Review

open access: yesFrontiers in Psychology, 2021
The ongoing pandemic caused by coronavirus disease 2019 (COVID-19) has enforced a shutdown of educative institutions of all levels, including high school and university students, and has forced educators and institutions to adapt teaching strategies in a
Francisco Antonio Nieto-Escamez   +3 more
doaj   +1 more source

Matière à jouer : un projet historien de recherche-création vidéoludique pour mettre en jeu les traces du passé

open access: yesSciences du Jeu, 2023
« How can a balance between historiographical success and player entertainment be created? Solving that question may produce the greatest ongoing benefit to both the academic field and the development world » (Kempshall, 2020, p. 14).
Julien Bazile
doaj   +1 more source

Digital Competence and Literacy: Developing New Narrative Formats. The «Dragon Age: Origins» Videogame [PDF]

open access: yes, 2011
The approach of this article is centered on the concepts of digital competence and new narrative formats. We aim to apply these dimensions to the videogame «Dragon Age Origins», winner of the 2009 videogame of the year award.
Encabo-Fernández, Eduardo   +2 more
core   +3 more sources

Situating the videogame maker’s agency through craft

open access: yesConvergence: The International Journal of Research into New Media Technologies, 2021
It is now widely accepted that videogames are a cultural form, and that they generate cultural meaning through the possibilities and constraints through which they shape players’ experiences and choices.
B. Keogh
semanticscholar   +1 more source

O videogame como produto cultural: proposta para definir o jogo eletrônico como objeto empírico do campo da comunicação

open access: yesEsferas, 2022
Considerar o videogame como objeto empírico relevante na lógica das teorias de comunicação exige um entendimento reconfigurado de um brinquedo que se torna produto cultural.
Selma Oliveira, Luciano Mendes
doaj   +1 more source

The therapeutic use of videogames within secure forensic settings: a review of the literature and application to practice [PDF]

open access: yes, 2004
Engagement in leisure pursuits that involves the use of tools and objects and the exploration of a new environment can provide a success experience that leads to increased feelings of competence and mastery.
Gooch, P., Living, R.
core   +1 more source

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