Results 81 to 90 of about 13,388 (225)

Military Videogames [PDF]

open access: yesThe RUSI Journal, 2019
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-creating Videogames

open access: yes, 2013
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.
core  

Creative destruction in the Australian videogames industry

open access: yes, 2016
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
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

Space and place as expressive categories in videogames

open access: yes, 2011
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
core  

Diversão nos videogames: perfis de usuários de jogos eletrônicos [PDF]

open access: yes, 2011
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
core  

The zone of "becoming": game, text and technicity in videogame narratives

open access: yes, 2008
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
core  

Language for Specific Purposes and Graphic-Adventure Videogames: Supporting Content and Language Learning

open access: yesObra Digital, 2017
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
doaj   +1 more source

Playback – A Genealogy of 1980s British Videogames

open access: yes, 2016
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
core  

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