Results 21 to 30 of about 13,388 (225)
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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História no videogame, videogame como história [PDF]
<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
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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Visual Narratives in Videogames: How Videogames Tell Stories Through Graphical Elements
Videogame is a unique and, at the same time, widely diversified medium. The typical elements of oral, written, musical, visual –but also interactive, spatial, environmental– narration are found merged together in different ways creating 'elsewheres ...
Alessandro Soriani, Stefano Caselli
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Emulation is the most sincere form of flattery : retro videogames, rom distribution and copyright [PDF]
The Internet has made it possible for amateur game creators to collaborate on projects irrespective of geographical location. The success of projects such as Minecraft, and even CounterStrike, demonstrates that ‘indie’ developers can create entertainment
Farrand, Benjamin Matthew +2 more
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There is growing interest in how exposure to videogames is associated with young children's development. While videogames may displace time from developmentally important activities and have been related to lower reading skills, work in older children ...
Alexandria D Samson +9 more
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