Results 11 to 20 of about 3,953 (183)

An Iranian Videogame Industry? Localizing Videogame Production Beyond The “Global” Videogame Industry

open access: yesMedia Industries, 2022
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
openaire   +3 more sources

Premediating climate change in videogames: Repetition, mastery, and failure

open access: yesNordic Journal of Media Studies, 2021
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
doaj   +1 more source

Guest Editorial Preface. Applied Playfulness – 5th Vienna Games Conference (FROG11)

open access: yesEludamos, 2012

Konstantin Mitgutsch   +2 more
doaj   +1 more source

Videogames: Dispelling myths and tabloid headlines that videogames are bad [PDF]

open access: yesElectronic Workshops in Computing, 2014
Videogamers are often portrayed as adolescent overweight males eating fast food in their bedroom, and videogames often blamed in the media for violent crime, obesity, social isolation and depression. However videogaming is a mainstream activity. In Australia 65% of the population play videogames (Digital Australia 2014), and humanity as a species play ...
Jones, Christian   +4 more
openaire   +3 more sources

História no videogame, videogame como história [PDF]

open access: yesFronteiras & Debates, 2019
<p><strong>Resenha de: </strong>CHAPMAN, Adam. 2016. <em>Digital games as history</em>: how videogames represent the past and offer access to historical practice. Nova York, Routledge, 290 p.</p>
openaire   +1 more source

Uncovering literacy practices in the game Total War: Shogun 2 with a contract-agency model

open access: yesInternational Journal of Film and Media Arts, 2020
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
doaj   +1 more source

Cultural Geography and Videogames [PDF]

open access: yesGeography Compass, 2011
Abstract While videogames have been a popular form of entertainment practice for a number of decades, it is only recently that they have been paid much attention by academics. Although there is a burgeoning body of scholarship that deals with videogames in new media and games studies, human geography is only just beginning to offer ...
Ash, James, Gallacher, Lesley Anne
openaire   +3 more sources

Are videogame training gains specific or general?

open access: yesFrontiers in Systems Neuroscience, 2014
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
doaj   +1 more source

Videogames and therapy: A narrative review of recent publication and application to treatment.

open access: yesFrontiers in Psychology, 2016
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
doaj   +1 more source

Trends and correlates of the time spent playing videogames in Italian children and adolescents

open access: yesMediterranean Journal of Clinical Psychology, 2021
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
doaj   +1 more source

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