Results 61 to 70 of about 3,953 (183)
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
doaj +1 more source
Abstract Contemporary research in TESOL spans a range of ethnographic approaches from ethnography of communication and language socialization to narrative inquiry, critical ethnography, autoethnography, and digital ethnography. The foci of ethnographic work have evolved from earlier work focusing on interactional approaches that examined how L2 ...
Peter Sayer
wiley +1 more source
Multimodality and Expressivity in Videogames [PDF]
This article addresses multimodality and expressivity in digital games, from the perspective of audiovisual communication, discussing essential critical dimensions regarding game literacy and experience. An overview on how we make meaning from audiovisual media is presented, to frame the focus on the multimodal cognitive nature of digital games.
openaire +3 more sources
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
doaj
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
doaj +1 more source
Perceptions of Parents and Children About Videogame Use
This study aims to investigate the gap in perceptions of parents and children on the use of videogames in childhood. Methods: A survey was conducted with 75 pairs formed by a son or daughter and one parent.
Michela Franzò +3 more
doaj +1 more source
Preventing Harassment and Gender-Based Violence in Online Videogames Through Education
The prevention and fight against harassment and gender violence in online videogames is a current problem. The aim of this research is to analyze the prevention work carried out in educational centers, with an emphasis on the Community of Madrid (Spain).
Andrea Gracia-Zomeño +3 more
doaj +1 more source
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
doaj +6 more sources
Videogames and learning of history: the assasin’s creed saga
This article studies the potential of videogames, in general, and Assasin’s Creed saga, particularly in the learning of History. It analyzes the characteristics of videogames, their motivational power, its plots, the historical aspects that best ...
Diego Téllez Alarcia +1 more
doaj +1 more source
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 +2 more sources

