Results 101 to 110 of about 56,644 (210)
This article deals with the introduction, the management and the use of the videogames in the library services. The reasons for reassessing the videogame medium in cultural institutions have been examined, along with the features of its language and its
Cecilia Biggi
doaj +4 more sources
Fact, Fiction and Virtual Worlds [PDF]
This paper considers the medium of videogames from a goodmanian standpoint. After some preliminary clarifications and definitions, I examine the ontological status of videogames.
Declos, Alexandre
core
CALLABLE SWAPS, SNOWBALLS AND VIDEOGAMES [PDF]
Although economically more meaningful than the alternatives, short rate models have been dismissed for financial engineering applications in favor of market models as the latter are more flexible and best suited to cluster computing implementations.
Albanese, Claudio
core +1 more source
Putting the "Fun Factor" Into Gaming: The Influence of Social Contexts on Experiences of Playing Videogames [PDF]
The increasingly social nature of gaming suggests the importance of understanding its associated experiences and potential outcomes. This study examined the influence of social processes in gameplay and different gaming contexts on the experience of ...
Bryce, Jo, Kaye, Linda Katherine
core
Queer gender identities and videogames
This narrative literature review discusses peer-reviewed research articles connecting queer gender identities and videogames. Its main purpose is to describe directions of research on connections between queer gender identities and videogames, and to ...
Mark Maletska
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Understanding Videogames. Simon Egenfeldt-Nielsen, Jonas Heide-Smith, Susana Pajares Tosca.
openaire +1 more source
Brechtian alienation in videogames
Immersion is constantly being broken in video games via the intrusion of mechanics and features that cause no end of distraction, breaking the player's engagement in both the game's narrative and in the gameplay. Yet these breaks are an integral part of games, whether through loading, saving or any other mechanical system that detracts from the playing
openaire +2 more sources
Set theory ontology as an approach to gaming’s composite form [PDF]
This paper will explore the possibilities that mathematical set theory has to offer the scholarly study of videogames. Videogames are highly heterogeneous objects of study, comprising what Linderoth (2015) has called a ‘composite form’: complex ...
Clemens, Justin +3 more
core
Playing outside the box:transformative works and computer games as participatory culture [PDF]
The main purpose of this study is to examine the creative fan community as a paradigm of participatory culture, from a computer games perspective. A review of relevant literature is used to examine transformative works and the related subculture in its ...
Mavridou, Orion, Sloan, Robin J. S.
core +2 more sources
Default Characters and the Embodied Nature of Play: Race, Gender, and Gamer Identity
This paper examines several recent controversies in the gaming and popular culture fandoms that revolved around issues of sexuality, race, and gender. It uses these examples as a means for examining which roles and identities are privileged when it comes
Jacob Steven Euteneuer
doaj

