Results 81 to 90 of about 56,644 (210)

Curating the Arcade: Strategies for the Exhibition of Videogames

open access: yesInternational Journal of Film and Media Arts, 2017
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

open access: yesCхід, 2019
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

Preventing Harassment and Gender-Based Violence in Online Videogames Through Education

open access: yesSocial Sciences
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

Assessing the gaming experience using puppetry [PDF]

open access: yes, 2008
In this paper we address the question: What factors of game experience are measured and have to be measured? by proposing a concept called Puppetry to assess the experience while playing videogames.
Blandford, A.   +2 more
core  

Automatic mental processes, automatic actions and behaviours in game transfer phenomena: an empirical self-report study using online forum data [PDF]

open access: yes, 2014
Previous studies have demonstrated that the playing of videogames can have both intended and unintended effects. The purpose of this study was to investigate the influence of videogames on players’ mental processes and behaviours in day-to-day settings ...
A Ichimura   +25 more
core   +1 more source

A Toolkit for Exploring Affective Interface Adaptation in Videogames [PDF]

open access: yes, 2003
From its humble beginnings back in the early 1960’s the videogame has become one of the most successful form of HCI to date. However if we look more closely at the interactions between the game and gamer it becomes evident little has changed since the ...
Allanson, J., Gilleade, Kiel
core   +1 more source

Perceptions of Parents and Children About Videogame Use

open access: yesMultimodal Technologies and Interaction
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

Videogames and learning of history: the assasin’s creed saga

open access: yesContextos Educativos: Revista de Educación, 2014
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

The game transfer phenomena scale: an instrument for investigating the nonvolitional effects of video game playing [PDF]

open access: yes, 2015
A variety of instruments have been developed to assess different dimensions of playing videogames and its effects on cognitions, affect, and behaviors.
Anderson CA   +6 more
core   +2 more sources

Scientific rigor through videogames

open access: yesTrends in Biochemical Sciences, 2014
Hypothesis-driven experimentation - the scientific method - can be subverted by fraud, irreproducibility, and lack of rigorous predictive tests. A robust solution to these problems may be the 'massive open laboratory' model, recently embodied in the internet-scale videogame EteRNA.
Treuille, Adrien, Das, Rhiju
openaire   +2 more sources

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