نتایج جستجو برای: videogames
تعداد نتایج: 817 فیلتر نتایج به سال:
Depictions of scientific development in popular media carry significant influence over the way that the public envisions science as a process and as an institution. One such popular depiction of science is the “Tech Tree,” a common game mechanic in strategy videogames. This mechanic is often problematic, as in its most common form, the tech tree depicts a technologically deterministic view of s...
Our 20-week "Wii Club" intervention for overweight and obese adolescents demonstrated weight loss, increased self-efficacy, and improved peer support from cooperative exergame play. Videogames that require motor activity in a social context may be a fun, effective tool to promote healthy weight and physical activity among youth.
Despite an increasingly complex academic discourse, the videogame medium lacks an agreed-upon definition. Its relationship to previous media is somewhat unclear, and the unique attributes of the medium have not yet been fully catalogued. Drawing on theory suggesting that videogames can convey ideas, I will argue that the videogame medium is capable of modeling and critiquing elements of moral p...
Background Videogames can be useful tools for teaching and learning. To plan educational uses, potential benefits possible problematic aspects of specific titles need to critically assessed by teachers school leaders prior implementation. Theory Method Based on game ontological models, we identify salient areas inquiry in games research use these structure a template evaluation. This way operat...
Videogames receive increasing acclaim as a medium capable of artistic expression, emotional resonance, and even transformative potential. Yet while discussions concerning the status games art have long history in research, little is known about player experience (PX) art, their characteristics, what impact they may on players. Drawing from Empirical Aesthetics, we surveyed 174 people whether ha...
As mudanças no estilo de vida das crianças, principalmente o envolvimento com videogames, têm impactado nível competência motora e influenciado estado saúde durante a infância, adolescência idade adulta. O presente estudo teve como objetivo comparar desempenho motor crianças 10 anos idade, que dedicam seu tempo livre jogos digitais aquelas brincam ao ar livre. Uma anamnese foi usada para quanti...
This paper deals with the basic spatial configurations in videogames from early games until today, focusing on how they position the player with respect to the playfield, and how they affect gameplay. The basic spatial configurations are defined by a few basic features (cardinality of gameplay, cardinality of gameworld and representation) which combined can account for most videogame spaces.
In this essay you will find a theory about the relation of videogames and rules. The analysis illustrates the Social Ontology Project founded by John Searle and introduces some new concepts, such as Gameframe, Cyberplace and Interactive Figmentum. After some theoretical arguments you will find a double grill to categorize player types regarding to rules.
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