Results 61 to 70 of about 56,644 (210)
Environmental designs:a typology towards an expanded field [PDF]
In this paper we offer a provisional typology of the primary categories of environmental or ecological relationships depicted, represented or simulated in games.
Abraham, Benjamin, Jayemanne, Darshana
core +2 more sources
Abstract Urban blue spaces are increasingly recognised as important determinants of mental health. This empirical study investigates the mental health benefits of blue space exposure in Shkodra, Albania. Data from 534 respondents were collected through the Albanian Urban Blue Spaces (AUBS) Survey.
Samel Kruja +3 more
wiley +1 more source
Digital Competence and Literacy: Developing New Narrative Formats. The «Dragon Age: Origins» Videogame [PDF]
The approach of this article is centered on the concepts of digital competence and new narrative formats. We aim to apply these dimensions to the videogame «Dragon Age Origins», winner of the 2009 videogame of the year award.
Encabo-Fernández, Eduardo +2 more
core +3 more sources
Game‐Making for Cultural Change and Empowered Youth Participation
ABSTRACT Background Game‐making has the potential to foster cultural participation and empowerment, yet its role as a form of culture‐making remains underexplored. Existing approaches to cultural engagement often overlook the creative and participatory possibilities of game‐making for addressing pressing cultural challenges and promoting youth ...
Kim Holflod +5 more
wiley +1 more source
Many people argue that stories can be experienced by audiences through very specific mediums such as films or books. This paper will diverge from the beaten track and introduce its readers to the contemporary and interactive medium of videogames ...
George Vasilikaris
doaj +1 more source
Heritage destruction and videogames:ethical challenges of the representation of cultural heritage [PDF]
Representations of historical or cultural sites in videogames have always been contested by videogames scholarship, arguing that historical games often court controversy. This paper examines the history of the National and University Library in Sarajevo,
Chapman, Adam +2 more
core
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
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
doaj +1 more source
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
Videogames, consumption and education
The ever-increasing success and use of videogames is a reality in our current society, being 54% of the total consumption of audiovisual or interactive entertainment in Spain in 2007. One of the aspects to be taken into consideration, with respect to the
Felix ETXEBERRIA VALERDI
doaj

