نتایج جستجو برای: digital games
تعداد نتایج: 360314 فیلتر نتایج به سال:
The investigation monitored the digital game-playing behaviours of 428 primary-aged students (aged 10-12 years). Chi square analysis revealed that boys tend to spend more time playing digital games than girls while boys and girls play quite different game genres. Subsequent analysis revealed statistically significant gender differences in terms of the types of mathematics-rich games students pr...
Computer games form an important sector of the digital economy, computing and entertainment industries, and are very sophisticated in many ways. They have gone beyond pure entertainment value and the game paradigm and technology are now increasingly used in education, training, storytelling and anywhere one needs to create an engaging environment. Artificial Intelligence (AI) techniques facilit...
This paper explores the relation between criticism and establishment of narrative forms and genres, focusing on the cultural situation of video games. Comparing the context of early film criticism and contemporary video game criticism, I argue that the public negotiation of meaning and value codifies a new medium as it emerges. In the case of digital games in particular, contemporary critics ap...
In this paper, we report the usability lessons learned from the usability studies of digital game-based physical exercises for elderly people. We conducted four usability studies of digital games for elderly people’ physical exercise activities in Finland and Japan. The usability studies include the evaluation of commercial digital games (e.g. Microsoft Xbox game), the existing in-house game by...
This conceptual paper aims to clarify the theoretical underpinnings of game based learning (GBL) and learning with digital learning games (DLGs). To do so, it analyses learning of game related skills and contents, which occurs constantly during playing conventional entertainment games, from three perspectives: learning theory, emotion theory, and motivation theory. It is assumed that by an anal...
The purpose of this paper is to present a series of observations made by researchers and educators on the integration of serious games in the educational experience of users with intellectual disabilities (ID). Data were gathered from four different studies and different games were used, in order to identify a successful model of games based learning application. Moreover, results that highligh...
s Excluded(n = 3,141) Irretrievable Citations(n = 5) Not Eligible(n = 970) Literature review:32Ineligible research design:767Ineligible participant population: 67Ineligible game/intervention:40Ineligible outcome type:19Ineligible language/publication year: 16Ineligible effect size info29 FIGURE 1. Study identification flow diagram.
Academic research on digital games has been conducted for over 30 years. However, the abundance of disciplines conducting research on the topic makes it challenging for the interested to get a holistic and comprehensive account of past digital game studies. Yet, sophisticated text mining tools designed for structured science information resources, such as the ISI Web of Science or INSPEC, make ...
In recent years, playful interactions with biological materials, including live organisms, have been increasingly explored and implemented. Such biotic games are motivated and enabled by biotechnological advances and their increasing presence in everyday life constitute a form of human-biology interactions (HBI). Here we systematically discuss the design space for “digital-biology hybrid” games...
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