نتایج جستجو برای: videogames

تعداد نتایج: 817  

Journal: :Terra Roxa e Outras Terras: Revista de Estudos Literários 2023

O artigo investiga a construção de efeitos estéticos entre videogames e seus jogadores, tomando por base tradição acadêmica da teoria literária trazendo como exemplo análise o jogo Kentucky Route Zero (Cardboard Computer 2020). Partimos uma abordagem interdisciplinar que incorpora do efeito Wolfgang Iser (1996, 1999) à área game studies, buscando responder seguinte pergunta: para jogador, se dá...

Journal: :Games for health journal 2013
Tom Baranowski Richard Buday Debbe Thompson Elizabeth J Lyons Amy Shirong Lu Janice Baranowski

Many investigators are considering developing videogames for health (video-G4Hs) but have questions about how to get started. This report provides guidance for investigators considering a G4H as a behavioral intervention procedure from a team of experienced G4H developers. Thirteen commonly asked questions are answered, including defining a G4H, considerations in developing a team, consideratio...

2005
Clara Fernández-Vara José Pablo Zagal Michael Mateas

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.

Journal: :IEEE-RITA 2009
Natalia Padilla Zea José Luis González Sánchez Francisco Luis Gutiérrez Vela Marcelino J. Cabrera Patricia Paderewski

— In this paper we propose some guidelines to design educational and collaborative videogames from the viewpoint of playability. Player's experiences are empowered in order to produce implicit learning during the game process. Also, these guidelines are intended to take advantage of collaborative learning compared to others traditional learning processes. Diseño de videojuegos colaborativos y e...

2014
Peter Christiansen

In response to the rise of the biopolitical state, which derives power from its ability to “make live” and “let die,” some scholars have argued that death itself can serve as a form of resistance to biopower. As virtual worlds become increasingly intertwined with the physical world, the concept of in-game death can have rhetorical force to resist both physical and virtual biopower. This paper d...

1980
Pablo Moreno-Ger Sancho Thomas Iván Martínez-Ortiz José Luis Sierra Baltasar Fernández-Manjón

In this paper, we propose three different ways of using IMS Learning Design to support online adaptive learning modules that include educational videogames. The first approach relies on IMS LD to support adaptation procedures where the educational games are considered as Learning Objects. These games can be included instead of traditional content to adapt the learning experience to the preferen...

2013
R Peach

This paper examines some of the ways that Massively Multiplayer Online Role-Playing Games (MMORPG)s such as World of Warcraft (Blizzard Entertainment, 2004) disperses and fragments subjectivity by enabling players to create their game experiences into virtual autobiographies through the recognition that these experiences are perceived simultaneously by the individual and the avatar. The theorie...

2015
Brian Schrank

and embodied awareness, which establishes the conditions for metaphor, play, imagination, and inspiration. These four conditions are the subjects of the final four chapters. Particularly interesting is the emphasis on play, which in this context extends far beyond the more traditional notions of play therapy, rough-and-tumble play, or even imaginative play. Play here is discussed in a very spec...

Journal: :Jornal de pediatria 2015
Gerson Luis de Moraes Ferrari Timóteo Leandro Araújo Luis Carlos Oliveira Victor Matsudo Mauro Fisberg

OBJECTIVE To describe the association between electronic devices in the bedroom with sedentary time and physical activity, both assessed by accelerometry, in addition to body mass index in children from São Caetano do Sul. METHODS The sample consisted of 441 children. The presence of electronic equipment (television, personal computer, and videogames) in the bedroom was assessed by a question...

2009
Tanya Krzywinska

The focus of this paper is on sex and videogames, seeking to provide a counterweight to the sensationalist treatment of the topic within the popular press. The author argues that there is surprisingly little explicit sexual imagery in games and asks what accounts for its disproportionate absence. An account is given of the way that the interactive nature of games which do include sex either in ...

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