Results 81 to 90 of about 11,026 (225)

More‐Than‐Debt: Affective Topologies of Buy‐Now‐Pay‐Later (BNPL) Platforms in Singapore

open access: yesTransactions of the Institute of British Geographers, Volume 51, Issue 2, June 2026.
Short Abstract Buy‐now‐pay‐later (BNPL) platforms reconfigure indebtedness by operating as topological‐affective infrastructures that simultaneously modulate spatial relations and felt intensities. Drawing on diaries and interviews with BNPL users in Singapore, this paper reveals how platform mechanisms generate recursive movements across four ...
Gordon Kuo Siong Tan
wiley   +1 more source

Interactive 3D Environments by Using Videogame Engines [PDF]

open access: yes, 2005
In this paper we study the technologies that are available for interactive and cooperative 3D environments. In particular, we describe how state-of-the art videogame 3D engines can be fruitfully used to create interactive 3D worlds that leverage on the ...
SCARANO, Vittorio   +6 more
core   +1 more source

Revisiting Videogame Logic: Impossible Storyworlds in the Contemporary Hollywood Blockbuster

open access: yes, 2021
This paper demonstrates how two logics (narrative and videogame) function in a select number of contemporary blockbuster films. The paper is divided into three sections: The first outlines narrative and videogame logics; the second presents examples
Buckland, Warren
core   +1 more source

The Antecedents of Videogame Platform Trust and Their Sociodemographic Profile: The Key Role of Awareness and Ease of Use

open access: yesSystems
This study examines the formation of awareness, perceived ease of use and trust in the most widely used videogame platforms, in the context of increasing digital engagement.
Maica Amador-Marrero   +1 more
doaj   +1 more source

The state of Native representation in videogames

open access: yesEludamos
This commentary examines the state of Native representation in videogames from a Native perspective. Also, this commentary offers examples of Native Representation in Videogames from 1971 to 2025.
Thomas James Reed
doaj   +1 more source

Le jeu dans tous ses espaces

open access: yesSciences du Jeu, 2017
The generalization of games as a product and cultural practice is covering a wide heterogeneity of production, consumption and uses. The purpose of this piece is to explain how space and territories are a reading key for the understanding of play ...
Hovig Ter Minassian   +2 more
doaj   +1 more source

Cinema, videogame e livelli di realtà: giocare sul limite

open access: yes, 2011
Il saggio si propone di analizzare i rapporti tra cinema e videogame prendendo in considerazione alcuni casi in cui il videogioco costituisce racconto (o mondo diegetico) di secondo grado rispetto al film che lo ingloba.
RE V., RE, Valentina Carla
core  

FUNCIONALIDADE, ATIVIDADE E PARTICIPAÇÃO DE IDOSOS COM DOENÇA DE PARKINSON TRATADOS COM EXERGAME: UMA SÉRIE DE CASOS

open access: yesRevista Pesquisa em Fisioterapia, 2017
Introdução: A doença de Parkinson (DP) é uma doença crônica degenerativa que acomete os núcleos da base e causa problemas cognitivos, redução da força muscular, instabilidade postural e aumento do risco de quedas.
Alana das Mercês Silva   +3 more
doaj   +1 more source

Videogame Theory and Analysis

open access: yes, 2023
This course will serve as an introduction to the interdisciplinary academic study of videogames, examining their cultural, educational, and social functions in contemporary settings.
Robison, Alice
core  

Videogame Music: chiptunes byte back?

open access: yes, 2007
This chapter explores the sonic subcultures of videogame art and videogame-related fan art. It looks at the work of videogame musicians - not those producing the music for commercial games - but artists and hobbyists who produce musci by hacking and ...
Grethe Mitchell (17163610)   +1 more
core   +1 more source

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