نتایج جستجو برای: videogames

تعداد نتایج: 817  

Journal: :Cadernos de saude publica 2010
Samuel C Dumith Pedro C Hallal Ana M B Menezes Cora Luiza Araújo

The aim of this study was to estimate the prevalence of sedentary behavior and investigate associated factors in adolescents 11 years of age from the 1993 birth cohort in Pelotas, Rio Grande do Sul State, Brazil. Sedentary behavior was investigated with a questionnaire, and was defined as spending more than two hours per day watching television, playing videogames, or using the computer. Of the...

2000
CARLO FABRICATORE

In a social context marked by the crucial relevance of the development of the individual, it is of primary importance to focus the attention on those social phenomena that can contribute to it and are often underestimated and underexploited in terms of learning processes. Videogaming (i.e., the activity of playing a videogame) is certainly one of such phenomena, and its importance and popularit...

2008
José P. Zagal Clara Fernández-Vara Michael Mateas

This article explores the early evolution of the structure and management of gameplay in videogames. The authors introduce the notion of gameplay segmentation to capture the role that design elements such as level, boss, and wave play in videogames and identify three modes of segmentation. Temporal segmentation limits, synchronizes, and/or coordinates player activity over time. Spatial segmenta...

Journal: :Trends in Biochemical Sciences 2014

Journal: :Geography Compass 2011

Journal: :Journal of New Approaches in Educational Research 2014

2007
Mike Molesworth

George Romero’s Dawn of the Dead is a film which has been criticised for its violence, but which also contains insights into our consumer society. In this paper I argue that videogames, which are similarly criticised for being violent, also tell us about one trajectory of consumer culture. Drawing from recent re-evaluations of the flâneur-shopper I consider the temporal, spatial and panoptic sc...

2008
Ian Bogost

As this is the inaugural issue of the International Journal of Gaming and Computer-Mediated Simulations it is appropriate to start with a work that attempts to provide a theoretical framework for how and why videogames can move and influence people’s lives. The question of how well Bogost achieves this goal depends upon the audience. While Bogost’s thesis is ripe for a mainstream discussion, th...

Journal: :Games and Culture 2014

Journal: :Popular Communication 2006

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