Results 81 to 90 of about 13,388 (225)
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
Co-creativity has become a significant cultural and economic phenomenon. Media consumers have become media producers. This book offers a rich description and analysis of the emerging participatory, co-creative relationships within the videogames industry.
Banks, John A.
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Creative destruction in the Australian videogames industry
The Australian games industry is a textbook case in creative destruction. Australian developers have adaptively engaged with the rapidly transforming and uncertain conditions of the global videogames industry.
Banks, John +3 more
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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
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
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Space and place as expressive categories in videogames
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.This thesis sets out to explore some of the ways in which videogames use space as a means of expression.
Martin, Paul
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Diversão nos videogames: perfis de usuários de jogos eletrônicos [PDF]
Dissertação (mestrado) - Universidade Federal de Santa Catarina, Centro de Comunicação e Expressão, Programa de Pós-Graduação em Design e Expressão Gráfica, Florianópolis, 2011Os jogos eletrônicos surgiram na segunda metade do século XX e ainda levantam ...
Albuquerque, Rafael Marques de
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The zone of "becoming": game, text and technicity in videogame narratives
Videogames have emerged as arguably the most prominent form of entertainment in recent years. Their versatility has made them key contributory factors in social, literary, cultural and philosophical discourse; however, critics also tend to see videogames
Mukherjee, S
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The use of videogames for educational purposes seems to increasingly be in the eye of teachers and publishers of didactic materials. Videogames can be a great support for language learners since they increase their time of exposure in an entertaining way.
Ricardo Casañ Pitarch
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Playback – A Genealogy of 1980s British Videogames
Through interviews with developers, gamers, and journalists examining the phenomena of bedroom coding, arcade gaming, and format wars, mapped onto enquiry into the seminal genres of the time including driving, shooting, and maze chase, Playback: A ...
Wade, Alex
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