Results 51 to 60 of about 3,858 (164)
Videogames como ferramenta de divulgação científica e cultural
Com aproximadamente 3 bilhões de jogadores em todo o mundo (40% da população mundial), os videogames são uma importante atividade cultural. Diferentemente do aprendizado em um contexto típico de sala de aula, os videogames envolvem os jogadores na ...
Rafael Bisso-Machado
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The aim of this article is to examine and defend videogame cognitivism (VC). According to VC, videogames can be a source of cognitive successes (such as true beliefs, knowledge or understanding) for their players. While the possibility of videogame-based learning has been an extensive topic of discussion in the last decades, the epistemological ...
openaire +2 more sources
ABSTRACT New literacies are not defined by their medium, but by broader shifts in how literacy is practiced. Offline, role‐playing games, tabletop games, and interactive narratives are becoming more and more popular, affording students the ability to engage with and change storylines.
Brady L. Nash +2 more
wiley +1 more source
Talking Fanart: Small Stories About Drawings and Games
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
Abstract Objective Immersive virtual reality (VR) enhances ecological validity and facilitates intuitive and ergonomic hand interactions for performing neuropsychological assessments. However, its comparability to traditional computerized methods remains unclear. This study investigates the convergent validity, user experience and usability of VR‐based
Panagiotis Kourtesis +2 more
wiley +1 more source
CONSTRUCTION OF MEANINGS RELATED TO VIOLENT CONTENTS OF VIDEO GAMES IN CHILDREN AGED 11 TO 14 [PDF]
This project was part of the research line entitled "Violence and the Media" developed by the Faculty of Psychology of the Universidad de la Sabana.
Vaca Vaca, Patricia +1 more
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This article deals with the introduction, the management and the use of the videogames in the library services. The reasons for reassessing the videogame medium in cultural institutions have been examined, along with the features of its language and its ...
Cecilia Biggi
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Abstract Background and aims Craving is a central construct across different kinds of addictive disorders, but craving assessments are highly heterogeneous. Our aim was to develop a valid, standardized and short scale for assessing subjective feelings of acute craving for different substances and addictive behaviors using the same set of items.
Stephanie Antons +6 more
wiley +1 more source
Basic hermeneutic approaches to interpretation of videogames
The article is devoted to the videogame interpretation and the basic hermeneutic approaches to interpretation of videogames. Videogames are complex contemporary phenomenon that differs from other media with its interactivity and specific relations ...
Olexandr Horban, Maria Maletska
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Curating the Arcade: Strategies for the Exhibition of Videogames
Videogames can be found in a diversity of museums as tools for engagement, mediation, and interpretation, but their relatively recent inclusion as collection objects in institutions such as the MoMA and the V&A raises tensions between the medium and the ...
Sofia Romualdo
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