Results 11 to 20 of about 3,858 (164)
Premediating climate change in videogames: Repetition, mastery, and failure
This article starts with the observation that growth-oriented, techno-futurist narratives are predominant in climate change videogames. It then accounts for the lack of variety by arguing that these videogames are privileged expressions of premediation ...
op de Beke Laura
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This study examines the perceived impact of violent videogames from an influence of presumed influence perspective. The role of perceived telepresence and the amount of time spent playing violent videogames in influencing people’s beliefs about the ...
Xudong Liu, Ven-hwei Lo, Ran Wei
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Guest Editorial Preface. Applied Playfulness – 5th Vienna Games Conference (FROG11)
Konstantin Mitgutsch +2 more
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Uncovering literacy practices in the game Total War: Shogun 2 with a contract-agency model
This paper showcases how the Contract Agency Model can be used to uncover literacy practices in videogame’s own terms as a complement to existing, more ‘indirect’ games literacies, using as an example the videogame Total War: Shogun 2.
Pedro Pinto Neves +2 more
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Trends and correlates of the time spent playing videogames in Italian children and adolescents
Background: The use of electronic devices and screen-time behaviours among young people have increased in the last two decades. However, empirical evidence on trends in time spent playing videogames among Italian youths is lacking.
Simone Amendola
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Videogames and therapy: A narrative review of recent publication and application to treatment.
Individuals who play videogames can interact with virtual worlds, resulting in emotional and intellectual connections that have have therapeutic implications in the hands of a skilled and informed therapist.
Gilbert Ernest Franco +1 more
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Are videogame training gains specific or general?
Many recent studies using healthy adults document enhancements in perception and cognition from playing commercial action videogames. Playing action games (e.g., Call of Duty, Medal of Honor) is associated with improved bottom-up lower-level information ...
Adam C. Oei, Michael D. Patterson
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This paper tries to find a possible link between experience, education and videogames through Dewey's book "experience and education" wrote in 1938. This American philosopher, politician and pedagogist believed that there was a fixed point in education ...
Michele Domenico Todino +2 more
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O Eros em uma sociedade cansada: uma busca narcisista pelo outro através dos videogames
O artigo se propõe a discutir os videogames como meio para o preenchimento de uma lacuna entre as relações humanas. Em uma sociedade cansada, a busca por afeto através do outro como reafirmação das próprias crenças e realidade.
José Antônio Loures +1 more
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Cultural Heritage and Communication through Simulation Videogames—A Validation of Minecraft
The use of world-simulation videogames for cultural heritage (CH) communication presents one of the greatest opportunities for engaging people with the safeguarding of cultural resources.
Jorge Garcia-Fernandez, Leonor Medeiros
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