Videogames as Remediated Memories
نویسندگان
چکیده
منابع مشابه
M Videogames as Educational Research Tools
ost reported effects of videogames particularly in the popular press appear to centre upon the alleged negative consequences. These have included my own research into video game addiction,1,2 increased aggressiveness,3 and the various medical and psychosocial effects.4 However, there are many references to the posit ive benefits of videogames in the literature.5,6 Research dating right back to ...
متن کاملVideogames: Dispelling myths and tabloid headlines that videogames are bad
Christian M Jones Laura Scholes Daniel Johnson Mary Katsikitis Michelle C. Carras University of the Sunshine Coast University of the Sunshine Coast Queensland University of Technology University of the Sunshine Coast Johns Hopkins University Queensland, Australia Queensland, Australia Queensland, Australia Queensland, Australia Baltimore, MD, USA [email protected] [email protected] dm.johns...
متن کاملEthical Reasoning and Reflection as Supported by Single-Player Videogames
Ethically notable games are those that provide opportunities for encouraging ethical reasoning and reflection. This chapter examines how games can encourage rational and emotional responses. By examining ethically notable videogames, I illustrate a few of the different design choices that can be used to encourage these responses and the effects they have on players. I also identify five challen...
متن کاملPlay's the Thing: A Framework to Study Videogames as Performance
Performance studies deals with human action in context, as well as the process of making meaning between the performers and the audience. This paper presents a framework to study videogames as a performative medium, applying terms from performance studies to videogames both as software and as games. This performance framework for videogames allows us to understand how videogames relate to other...
متن کاملProduction and Deployment of Educational Videogames as Assessable Learning Objects
The generalization of game-based Learning Objects as serious learning material requires their integration into pre-existing e-learning infrastructure (systems and courses) and the inclusion of gameplay-aware assessment procedures. In this paper, we propose an approach to the production and development of educational graphic adventure videogames that can be deployed as normal Learning Objects in...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
ژورنال
عنوان ژورنال: Games and Culture
سال: 2014
ISSN: 1555-4120,1555-4139
DOI: 10.1177/1555412014565641