Results 71 to 80 of about 19,745 (217)

Games “Customizados” e o Desenvolvimento de Habilidades Cognitivas Específicas: Criatividade, Sociabilidade E Capacitação Técnica Na Cibercultura

open access: yesRevista Contracampo, 2012
Partindo da percepção de que a “customização” de games tem uma relação direta com as ideias de Cognição Distribuída (Hutchins, 2000) e Atividade Ergódica (Aarseth, 1997), busca-se analisar, a partir de comunidades de compartilhamento dos jogos “Pro ...
José Carlos Messias   +2 more
doaj   +1 more source

Passion, craving, and affect in online gaming: Predicting how gamers feel when playing and when prevented from playing [PDF]

open access: yes, 2011
According to the Dualistic Model of Passion, two forms of passion can motivate a behavior: harmonious passion and obsessive passion. Across various life activities, studies have found that the two forms of passion show different relationships with affect,
Bartle   +30 more
core   +1 more source

Gamers in Real Life: Internet Gamer Typologies and Their Association With Problematic Gaming and Health Outcomes

open access: yesHuman Behavior and Emerging Technologies, Volume 2025, Issue 1, 2025.
Internet gaming is a popular pastime, which has surged in popularity in light of COVID‐19. While positive outcomes are common, some gamers experience problems associated with their gaming. For this reason, understanding how factors can influence healthy versus unhealthy internet gaming outcomes is crucial. This study developed gamer typologies based on
Lorelle Bowditch   +4 more
wiley   +1 more source

Digital play and the actualisation of the consumer imagination [PDF]

open access: yes, 2007
In this article, the authors consider emerging consumer practices in digital virtual spaces. Building on constructions of consumer behavior as both a sense-making activity and a resource for the construction of daydreams, as well as anthropological ...
Denegri-Knott, Janice, Molesworth, Mike
core   +1 more source

Impact of Gamification on Student Engagement and Behavior Moderated by Public Policy in Higher Education Institutions

open access: yesHuman Behavior and Emerging Technologies, Volume 2025, Issue 1, 2025.
This study investigates the impact of gamification on student engagement moderated by public policy in higher education. The psychological perspective of student engagement refers to the deep involvement of students in learning and acquiring knowledge. There are three dimensions of student engagement: cognitive, emotional, and behavioral.
Tayyaba Zia   +3 more
wiley   +1 more source

L’expérience communicationnelle immersive dans WoW, entre présence et engagement : Dynamiques d’équilibre entre espaces physique et numérique.

open access: yesInterfaces Numériques, 2018
Cet article a pour objectif de discuter d’un point de vue communicationnel la notion d’équilibre dans les environnements immersifs. Il s’agit de tenter de cerner un des aspects complexes des expériences vécues par les utilisateurs de ce type d ...
Jacques Ghoul Samson, Philippe Bonfils
doaj   +1 more source

Mom, Dad It’s Only a Game! Perceived Gambling and Gaming Behaviors among Adolescents and Young Adults: an Exploratory Study [PDF]

open access: yes, 2014
Gambling and gaming are increasingly popular activities among adolescents. Although gambling is illegal in Portugal for youth under the age of 18 years, gambling opportunities are growing, mainly due to similarity between gambling and other technology ...
Alexandre, J, Calado, F, Griffiths, MD
core   +2 more sources

Narratividad y mito en el videojuego de mundo abierto de fantasía épica. Mitos textuales, ambientales y performativo

open access: yesAmaltea: Revista de Mitocrítica
Este ensayo estudia la narratividad y el mito en el videojuego. Para ello, se explora la relevancia de los elementos narrativos en este soporte, como los personajes y el espacio, con la inclusión de una característica única: la interacción.
Antonio Castro Balbuena
doaj   +1 more source

Socialisations volontaires, médiateurs et régimes d’engagement dans les mondes virtuels : L’invitation, l’annonce et la carte : trois médiateurs des régimes d’engagement en plan et exploratoire lors d’événements en ligne

open access: yesInterfaces Numériques, 2018
Les utilisateurs de jeux vidéo en ligne et de mondes virtuels ont parfois des interactions qui ne sont pas instrumentalisées par le dispositif et l’environnement numérique dont ils font l’expérience. Les socialisations qui en résultent sont qualifiées de
Jean-François LUCAS
doaj   +1 more source

Taxation of Virtual Assets [PDF]

open access: yes, 2008
The development of vast social networks through Massively Multiplayer Online Role-Playing Games has created in-game communities in which virtual assets have real-world values. The question has thus arisen whether such virtual assets are legal subjects of
Wisniewski, Scott
core   +1 more source

Home - About - Disclaimer - Privacy