Results 71 to 80 of about 13,388 (225)
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
doaj
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 Motor skill acquisition involves plastic changes across distributed neural networks, and anodal transcranial direct current stimulation (a‐tDCS) applied over primary motor cortex (M1) is often used to modulate excitability and potentially enhance learning.
Brandon O. Blake +5 more
wiley +1 more source
Narrative and Performance: Reconceptualizating the Relationship in the Videogames Domain
Should videogames be treated seriously? The time itself children and teenagers spend on them and the actual amount of money invested in such games by the media and entertainment industry ought to tell us something about the significance videogames have ...
Solidoro, Adriano
core
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
The Effects of Videogames on Language Learning
After the appearance of computers, consoles and videogames, there has been a great debate around the effects of them on their users’ problem-solving, communication and other mental skills.
Tóth, Boglárka
core
Failure in videogames: similarities and differences to textile craft [PDF]
This paper applies Juul’s (2013) account of failure in videogames to an analysis of hand knitting to argue that there are similarities and differences between videogame play and textile craft practice, specifically through a case study of Unravel ...
Brock, Tom, Latham, Gemma
core
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
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
Towards a cultural science of videogames: evolutionary social learning
This paper outlines a cultural science approach to videogames. Using the example of the independently developed Minecraft, we examine the dimensions of social learning involved in playing videogames that are characterised by relatively unscripted gaming ...
Banks, John +5 more
core +1 more source

