Results 31 to 40 of about 56,644 (210)

Can We Programme Utopia? The Influence of the Digital Neoliberal Discourse on Utopian Videogames [PDF]

open access: yes, 2018
This article has a dual purpose. The first is to establish the relationship between videogames and utopia in the neoliberal era and clarify the origins of this compromise in the theoretical dimension of game studies.
Navarrete-Cardero, Luis   +1 more
core   +2 more sources

Videogame exposure positively associates with selective attention in a cross-sectional sample of young children.

open access: yesPLoS ONE, 2021
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
doaj   +1 more source

Military Videogames [PDF]

open access: yesThe RUSI Journal, 2019
This article demonstrates the significance of military videogames, exploring the changes in representations (how war is depicted) and production processes (the links between the military and videogames industries) that have occurred from the 1990s to the present.
openaire   +1 more source

Can videogames be used to develop the infant stage educational curriculum?

open access: yesJournal of New Approaches in Educational Research, 2014
The utilization of videogames is not too common due to their consideration as an element that interferes with the educational and learning process. Thus, few teachers are ready to include videogames as didactic tools.
Verónica Marín Díaz   +1 more
doaj   +1 more source

Affective Videogames and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me [PDF]

open access: yes, 2005
In this paper we describe the fundamentals of affective gaming from a physiological point of view, covering some of the origins of the genre, how affective videogames operate and current conceptual and technological capabilities.
Allanson, Jen, Dix, Alan, Gilleade, Kiel
core   +2 more sources

How can children and young people have a voice in urban treescapes?

open access: yesPeople and Nature, EarlyView.
Abstract Scientific understanding of climate change has, to date, failed to result in sufficient action. This paper proposes that a deficit model of top‐down learning and dissemination in relation to public engagement with science may be part of the problem, particularly when considering the attitudes, values and empowerment of children and young ...
Simon Carr   +10 more
wiley   +1 more source

Demon girl power: Regimes of form and force in videogames primal and Buffy the Vampire Slayer [PDF]

open access: yes, 2005
'There's nothing like a spot of demon slaughter to make a girl's night'. Since the phenomenal success of the Tomb Raider (1996) videogame series a range of other videogames have used carefully branded animated female avatars.
Krzywinska, T
core  

Sustainability: The Forgotten Arena of eSports Research—A Systematic Literature Review From an ESG Perspective

open access: yesSustainable Development, EarlyView.
ABSTRACT Despite the growth of eSports, the sector faces critical challenges related to its sustainability. This research analyzes these issues from an environmental, social, and governance (ESG) perspective. This paper consists of a systematic literature review on eSports and its implications for sustainability.
M. Ertz   +5 more
wiley   +1 more source

Games and gamification projects in the Australian public sector

open access: yesAustralian Journal of Public Administration, EarlyView.
Abstract This article surveys the arrival of gameful government into Australian public sector practice. Gameful government is a shorthand, descriptive term denoting the interpenetration of (video)games, and design elements and thinking from them, into public sector work.
David Threlfall, Catherine Althaus
wiley   +1 more source

All in a day's work

open access: yesNordicom Review, 2021
Class depictions in videogames are prevalent, yet understudied. In this article, we analyse how the working class – particularly working-class men – have been depicted in videogames over the past 30 years.
Iantorno Michael   +3 more
doaj   +1 more source

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