Results 11 to 20 of about 13,388 (225)
Cultural Geography and Videogames [PDF]
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
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Videogames: Dispelling myths and tabloid headlines that videogames are bad [PDF]
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
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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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Videogames, consumption and education
The ever-increasing success and use of videogames is a reality in our current society, being 54% of the total consumption of audiovisual or interactive entertainment in Spain in 2007. One of the aspects to be taken into consideration, with respect to the
Felix ETXEBERRIA VALERDI
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The Semiotic Construction of Evaluative Meaning in Videogames: Explicating the Portrayal of Values [PDF]
Videogames have evolved into a ubiquitous form of entertainment that requires player engagement. Popular press and research literature are scattered with concerns over the values represented in videogames that have traditionally been designed for male ...
Lowien, Nathan
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#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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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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Guest Editorial Preface. Applied Playfulness – 5th Vienna Games Conference (FROG11)
Konstantin Mitgutsch +2 more
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Using Frustration in the Design of Adaptive Videogames [PDF]
In efforts to attract a wider audience, videogames are beginning to incorporate adaptive gameplay mechanics. Unlike the more traditional videogame, adaptive games can cater the gaming experience to the individual user and not just a particular group of ...
Kiel M Gilleade +3 more
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Playability in Action Videogames: A Qualitative Design Model [PDF]
n the 1990s the videogame industry has managed to become the fastest growing segment of the entertainment industry in America. However, only a very low number of videogame products manage to cover the costs of production and generate earnings ...
Nussbaum, M +5 more
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