Results 31 to 40 of about 2,163 (182)
War videogames raise a lot of controversy in the educational field and are by far the most played videogames worldwide. This study explores the factors that encouraged gamers to choose war videogames with a sample of 387 Call of Duty players.
Beatriz Elena Marcano Lárez
doaj +1 more source
An “Alternative to the Pen”? Perspectives for the Design of Historiographical Videogames
This article presents how the tools of videogame design can be used to convey historical arguments, and to what extent historians could benefit from creating such videogames. We begin by positioning our argument within the literature on the writing of history, linking it to formal and writing issues, which leads us to delve into various definitions of ...
openaire +2 more sources
The current study is an experimental digital game-based (DGBL) endeavor which tackles potential educational issues beyond the frequent use of games, language learning potentials in particular. It is characterized by a quantitative research design.
Rozhgar Jalal Khidhir, Hussein Ali Wali
doaj +1 more source
Feeling of Guilt, Stress, and Self‐Compassion Among Nursing Staff in the Workplace
ABSTRACT Caring for others is a core goal of nursing staff, but providing inadequate care can lead to feelings of guilt which might result in heightened levels of stress. However, self‐compassion might function as a buffer, since it can help to cope with feelings of guilt.
Benedikt Hackert +3 more
wiley +1 more source
How can children and young people have a voice in urban treescapes?
Abstract Scientific understanding of climate change has, to date, failed to result in sufficient action. This paper proposes that a deficit model of top‐down learning and dissemination in relation to public engagement with science may be part of the problem, particularly when considering the attitudes, values and empowerment of children and young ...
Simon Carr +10 more
wiley +1 more source
Ludoformer Lovecraft : Sunless Sea comme mise en monde du mythe de Cthulhu
According to Lovecraft, any attempt to explicitly materialize the suggested horror within his works could only do harm to it. What are the videogame’s characteristics that are invoked to frame the ludic experience and address the challenge of the horror ...
Julien Bazile
doaj +1 more source
Games and gamification projects in the Australian public sector
Abstract This article surveys the arrival of gameful government into Australian public sector practice. Gameful government is a shorthand, descriptive term denoting the interpenetration of (video)games, and design elements and thinking from them, into public sector work.
David Threlfall, Catherine Althaus
wiley +1 more source
We present some results of an ongoing research project where university engineering students were asked to construct videogames involving the use of physical systems models.
Angel PRETELÍN-RICÁRDEZ +1 more
doaj +1 more source
Split-Screen: Videogame History Through Local Multiplayer Design
Abstract By looking at videogame production through a two-vector model of design—a practice determined by the interplay between economic and technological evolution—we argue that shared screen play, as both collaboration and competition, originally functioned as a desirable pattern in videogame design, but has since become problematic ...
Grabarczyk +2 more
openaire +4 more sources
Abstract We examine how a single exploitative employer decision event, conceptualized as a shock, interacts with employees' accumulated perceived employer exploitation to amplify feelings of violation and influence adverse employee reactions. This interaction effect, and its boundary conditions, constitutes the primary theoretical contribution of the ...
Dorothea Roumpi +3 more
wiley +1 more source

