Results 41 to 50 of about 56,644 (210)

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

The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification [PDF]

open access: yes, 2013
The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and ...
Misuraca, Gianluca, Stewart, James
core   +1 more source

Alcohol approach–avoidance task behavior and brain potentials differentially predict ecologically assessed alcohol craving and consumption in early emerging adulthood

open access: yesAddiction, EarlyView.
Abstract Aims The current study measured the extent to which different neurobehavioral indices of incentive‐motivational salience attribution to alcohol cues predict alcohol craving and consumption in the natural environment. Design, setting, and participants Laboratory study at a university in Missouri, USA, followed by a smartphone‐based 21‐day ...
Roberto U. Cofresí   +4 more
wiley   +1 more source

Sexism and violence: socialization through video games

open access: yesFeminismo/s, 2009
A reiterative discourse on school violence is being explained in mass media reducing the problem to a controlled space: educational institutions. In this article, we analyze if certain violent climates taking place in classrooms are related to the ...
Enrique Javier Díez Gutiérrez
doaj   +1 more source

Videogames in the museum:participation, possibility and play in curating meaningful visitor experiences [PDF]

open access: yes, 2016
In 2014 Videogames in the Museum [1] engaged with creative practitioners, games designers, curators and museums professionals to debate and explore the challenges of collecting and exhibiting videogames and games design.
Love, Lynn, White, Gregor
core  

Creative communities:shaping process through performance and play [PDF]

open access: yes, 2016
This paper studies the use of play as a method to unlock creativity and innovation within a community of practice (a group of individuals who share a common interest and who see value in interaction to enhance their understanding).
Galloway, Dayna, Parker, Lynn
core   +3 more sources

Out of the dark – Psychological perspectives on people's fascination with true crime

open access: yesBritish Journal of Psychology, EarlyView.
Abstract The success of the true crime media genre reflects humanity's avid curiosity about violence, deviance, and murder, yet psychological research on this phenomenon is lacking. In this article, we highlight why true crime consumption may be relevant to various research fields that go beyond simple media preferences.
Corinna Perchtold‐Stefan   +5 more
wiley   +1 more source

Strange Reality: On Glitches and Uncanny Play

open access: yesEludamos, 2010
Videogames have had to struggle with balancing the requirements of 'good' gameplay with a drive toward increasing graphical and narrative realism, spurred on by constantly improving technologies of simulation and computer graphics. Despite these advances
Eben G. Holmes
doaj   +1 more source

Resources for Media Literacy: Mediating the Research on Children and Media [PDF]

open access: yes, 2012
Mucho se ha investigado sobre la educación en medios, su importancia y objetivos. Más allá de las directivas, resoluciones o recomendaciones, la investigación en esta área ha permitido profundizar y solidificar sus fundamentos, al tiempo que ha ...
Pereira, Luis   +2 more
core   +4 more sources

Talking Fanart: Small Stories About Drawings and Games

open access: yesChildren &Society, EarlyView.
ABSTRACT The present paper investigates small stories of Minecraft fanart as a part of children's gaming practices. The data consists of interviews with ten Swedish children between 10 and 18 years old about the creation of digital drawings. Taking an ethnomethodological and conversation analytical approach paper directs attention to how Finley talks ...
Pål Aarsand
wiley   +1 more source

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