Results 11 to 20 of about 56,644 (210)
#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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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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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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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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The therapeutic use of videogames within secure forensic settings: a review of the literature and application to practice [PDF]
Engagement in leisure pursuits that involves the use of tools and objects and the exploration of a new environment can provide a success experience that leads to increased feelings of competence and mastery.
Gooch, P., Living, R.
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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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