Results 31 to 40 of about 13,388 (225)
Videogames, Here for Good [PDF]
There is a long-standing debate about the potential contribution of videogames to negative outcomes in youth; however, definitive conclusions have not been reached. As the debate continues, the use of videogames for good, as vehicles for delivering health promotion and risk prevention interventions, is growing.
Lynn E, Fiellin +2 more
openaire +2 more sources
Can videogames be used to develop the infant stage educational curriculum?
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
You died. Play again? Examining the fictional content of videogames
Videogames are often overlooked in philosophical discussions of art. But as philosophy of art has expanded over the years to include not only traditional arts like music, theatre, and painting but also contemporary arts like film and television, each has
Willis, Marissa
core +1 more source
An ontology for videogame interoperability
During the last 20 years, video games have become very popular and widely adopted in our society. However, despite the growth on video game industry, there is a lack of interoperability that allow developers to interchange their information freely and to form stronger partnerships.
Parkkila, Janne +6 more
openaire +2 more sources
What is Videogame Formalism? Exploring the Pillars of Russian Formalism for the Study of Videogames [PDF]
This article provides a general overview of the theoretical foundations of formalism to assess their usefulness for the study of videogames and thereby establish grounds for a more robust approach. After determining that formalism has been used as a go-to term for a variety of ontological and methodological approaches in game studies, this article ...
openaire +2 more sources
How can children and young people have a voice in urban treescapes?
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
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
Affective Videogames and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me [PDF]
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
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
Games and gamification projects in the Australian public sector
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

