Results 101 to 110 of about 56,644 (210)

Gaming in library

open access: yesJLIS.it, 2015
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]

open access: yes, 2020
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]

open access: yes
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]

open access: yes, 2012
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

open access: yesEludamos
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
doaj   +1 more source

Understanding Videogames

open access: yesComunicación, 2022
Understanding Videogames. Simon Egenfeldt-Nielsen, Jonas Heide-Smith, Susana Pajares Tosca.
openaire   +1 more source

Brechtian alienation in videogames

open access: yesPress Start, 2014
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]

open access: yes, 2017
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]

open access: yes, 2013
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

open access: yesPress Start, 2016
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  

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