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Playing online videogames—more than just entertainment? A qualitative study of virtual social participation in persons with spinal cord injury [PDF]
IntroductionSpinal cord injury (SCI) affects many aspects of life, physically, emotionally and socially. Engaging in online videogames holds the potential to facilitate increased social interactions for individuals with SCI.
R. Nilsen +6 more
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Developing a Virtual Museum: Experience from the Design and Creation Process
Virtual reality technology has grown significantly in recent years. The arrival of Head Mounted Displays (HDM) on the market for end-users has positioned these technologies as a new channel to promote new simulated or contextualized experiences.
Felipe Besoain +2 more
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“Emergent countries play, too!”
The present paper discusses questions related to the histories of videogames, more specifically in how we approach videogames in Global South. By using Zeebo, a Brazilian console produced in the late 2000s as an epistemic tool, I discuss the limitations
Bruno de Paula
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Un gioco da ragazze? Nuove eroine videoludiche tra realtà e idealizzazione
Videogames are a fundamental tool in shaping new generations’ collective imagination. In particular, videogames usually present limited depictions of masculinity and femininity and, for this reason, offer canonical norms concerning gender identity.
Dalila Forni
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Videogames, Youth, and Pandemic
Videogames have helped youth to cope with the negative effects of the pandemic. When weaddress negative effects of the pandemic, we are not only referring to Covid-19. We have facedterrible outcomes, and the one we are going to mention is mental health.
Juana Sofía Rodríguez Reina
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This article analyzes the relationship between power, knowledge, and an idea of American Exceptionalism in Cold War-themed videogames. The article focuses on three perspectives.
Regina Seiwald, Alex Wade
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What Children with Neuromotor Disabilities Need to Play with Technological Games
Game activity is fundamental for children’s cognitive and social development. During recent years, technology development has led to changes in several areas, including the ludic one.
Roberta Nossa +19 more
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Videogame researchers have long considered the role videogames play in different cultural, social, and political contexts around the world. However, when it comes to researching videogame production, literature on the nominally global videogame industry has primarily focused on the dominant sites of North America, Western Europe, and East Asia. In this
Daiiani, Mahsuum, Keogh, Brendan
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This article discusses four movies in which transgressions between gameworlds and diegetic realities take center stage: Brainscan (1994), Stay Alive (2006), Livescream (2018), and Choose or Die (2022).
Michael Fuchs
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#dametuits: Programa de formación y comunicación corporativa gamificada
#dametuits fue un programa puesto en marcha en el Centro Universitario de Tecnología y Arte Digital (U-tad) que tenía como objetivo el cambio de modelo comunicacional de la institución por medio del fomento de la participación formada y optimizada de los
Carlos González Tardón +1 more
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