Results 71 to 80 of about 56,214 (258)
Understanding the videograme genre: a qualitative analysis of the “playing contract”
Available in the widest variety of forms, with or without the ”story” or the scoring, played alone (single player), with a few partners (multiplayer) or with many others (massive multiplayer online games), the videogames categories are built on multiple
Tulia Maria Cășvean
doaj +1 more source
An Introduction to Videogame Genre Theory. Understanding Videogame Genre Framework [PDF]
Paraphrasing Eco, the "playing contract" should allow players to instantly recognize a genre. Videogames use resources from the fertile field of popular culture, exploiting models, pre-worked materials, well-known heroes, stereotypes, and myths.
Tulia-Maria Cășvean
doaj +1 more source
Environmental designs:a typology towards an expanded field [PDF]
In this paper we offer a provisional typology of the primary categories of environmental or ecological relationships depicted, represented or simulated in games.
Abraham, Benjamin, Jayemanne, Darshana
core +2 more sources
Use of videogames (VGs) is almost ubiquitous in preadolescents’ and adolescents’ everyday life. One of the most intriguing research topics about positive effects of VG use is about the domain of visuospatial competencies.
Luca Milani, Serena Grumi, P. Di Blasio
semanticscholar +1 more source
Imagining the Nation in the 21st Century
ABSTRACT This paper investigates how our imagining of the nation has evolved from the 1600s to this day. Reviewing the well‐known analysis of Benedict Anderson, this paper carries the argument further, investigating how our imagining of our national communities has changed alongside sociopolitical, economic and technological transformations.
Anna Triandafyllidou
wiley +1 more source
Percepção visual em mundos virtuais. Consumindo mensagens publicitárias através dos olhos do avatar
Assumir uma personalidade, controlar suas ações e executar tarefas são características instrinsecamente ligadas aos mundos virtuais, como por exemplo: os metaversos e os videojogos.
Eduardo Zilles Borba
doaj +1 more source
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
Heike Baldauf-Quilliatre +1 more
semanticscholar +1 more source
Abstract Urban blue spaces are increasingly recognised as important determinants of mental health. This empirical study investigates the mental health benefits of blue space exposure in Shkodra, Albania. Data from 534 respondents were collected through the Albanian Urban Blue Spaces (AUBS) Survey.
Samel Kruja +3 more
wiley +1 more source
Auditory Experiences in Game Transfer Phenomena: [PDF]
This study investigated gamers’ auditory experiences as after effects of playing. This was done by classifying, quantifying, and analysing 192 experiences from 155 gamers collected from online videogame forums. The gamers’ experiences were classified as:
A. B.Ortiz de Gortari +2 more
core +1 more source
Game‐Making for Cultural Change and Empowered Youth Participation
ABSTRACT Background Game‐making has the potential to foster cultural participation and empowerment, yet its role as a form of culture‐making remains underexplored. Existing approaches to cultural engagement often overlook the creative and participatory possibilities of game‐making for addressing pressing cultural challenges and promoting youth ...
Kim Holflod +5 more
wiley +1 more source

