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Showing 1 to 20 of 57 for “"Digital games"”.

  1. Digital games: motivation, engagement and informal learning

    … and informal learning, with respect to digital games and adult players. Following the reconceptualisation of motivation and engagement (as forms of micro and macro level involvement respectively) three linked studies were conducted. In the first study, 30 players were interviewed via …

    the-open-u Repository record for Digital games: motivation, engagement and informal learning (opens in a new tab)

  2. Playful Labors: Narrative, Work and Digital Games

    … applies a critical cultural studies approach to digital gaming. Specifically, I examine the strategic simulation genre, often called ""god games,"" such as SimCity, Civilization , and The Sims. Two ideas guide the various readings and analyses of digital games. First, despite being seen by many …

    uiuc Repository record for Playful Labors: Narrative, Work and Digital Games (opens in a new tab)

  3. Generating narrative through intelligent agents in digital games

    … in game design is how to create story-based games that allow the player to have a variety of experiences if the game is played more than once, preferably without burdening the designer with a prohibitive workload. In this project, I approach the problem of creating a game with a mutable …

    mit Repository record for Generating narrative through intelligent agents in digital games (opens in a new tab)

  4. Improving the Accessibility of Digital Games Using Partial Automation

    Partial automation is a games accessibility technique that can improve the accessibility of digital games to novices and players with disabilities. Under partial automation, the player shares control of the game with an AI copilot that performs gameplay actions that the player has difficulty …

    queens Repository record for Improving the Accessibility of Digital Games Using Partial Automation (opens in a new tab)

  5. Games and the open world : reading digital games through literary theory

    … presents a dualism that might be reductionist of digital games' true potential as a type of new media. The introduction of this dissertation will set this context, as well as present the main theories that will be utilised within the text. This will be followed by the main chapter, which is …

    malta Repository record for Games and the open world : reading digital games through literary theory (opens in a new tab)

  6. Playing Games with Art: The Cultural and Aesthetic Legitimation of Digital Games

    Like other popular cultural forms before them, digital games are undergoing a process of cultural and aesthetic legitimation; the question of digital games’ legitimacy as art is being raised with increasing urgency in a variety of different contexts. Mobilizing a conceptual framework derived from …

    york Repository record for Playing Games with Art: The Cultural and Aesthetic Legitimation of Digital Games (opens in a new tab)

  7. Gaming the past : designing and using digital games as historical learning contexts

    In the last decades, digital games based on historical themes or settings have become an important form of historical engagement. In many ways, this new way of connecting with the past presents unique characteristics, setting the medium apart from previous forms of historical mediation. In spite of …

    salford Repository record for Gaming the past : designing and using digital games as historical learning contexts (opens in a new tab)

  8. The Impact of Mental Model in Older Adults’ Experience of Digital Games

    As digital gaming becomes more popular among older adults, many researchers have studied elements that affect older adults’ adoption of digital games, including motivation ((Ijsselsteijn et al., 2007), potential health benefits(Hall et al., 2012), and preferences (Brown, 2012). This paper aims to …

    mit Repository record for The Impact of Mental Model in Older Adults’ Experience of Digital Games (opens in a new tab)

  9. Impact of digital games on early reading skills in a developing country context

    … at all. Recent research indicates the use of digital technologies as a vehicle for change across developing countries in the world. The use of low-cost digital technologies offers opportunities for equitable access to quality educational experiences and the development of lifelong learning …

    waikato-masters Repository record for Impact of digital games on early reading skills in a developing country context (opens in a new tab)

  10. FARMING AND FIGHTING AS PRACTICE AND PEDAGOGY: A PROCEDURAL FIELD ANALYSIS OF DIGITAL GAMES

    Video games are currently one of the leading entertainment mediums across the globe, with games like Call of Duty: Black Ops (Activision) selling 4.3 million dollars in the first week of sales and adding to the parent company Activision Blizzard's 2011 revenue of 4.9 billion dollars. In 2011 the …

    unm Repository record for FARMING AND FIGHTING AS PRACTICE AND PEDAGOGY: A PROCEDURAL FIELD ANALYSIS OF DIGITAL GAMES (opens in a new tab)

  11. “This will never happen in real life”: Cape Town tweens' responses to represented violence in digital games

    … children's understandings of violence in video games are congruent with their understandings of violence in their diverse South African life-worlds. This study argues that South African children have high exposure to violence in both their life-worlds and video games, but that locally-situated …

    cape-town Repository record for “This will never happen in real life”: Cape Town tweens' responses to represented violence in digital games (opens in a new tab)

  12. CREATING DIGITAL GAMES AS INTERACTIVE LEARNING ENVIRONMENTS: FACTORS THAT AFFECT PALESTINIAN TEACHERS' SUCCESS IN MODIFYING VIDEO GAMES FOR INSTRUCTION

    CREATING DIGITAL GAMES AS INTERACTIVE LEARNING ENVIRONMENTS: FACTORS THAT AFFECT PALESTINIAN TEACHERS' SUCCESS IN MODIFYING VIDEO GAMES FOR INSTRUCTION The purpose of this study was to investigate the factors that might predict Palestinian teachers' success in modding games for instruction. An …

    siu-theses Repository record for CREATING DIGITAL GAMES AS INTERACTIVE LEARNING ENVIRONMENTS: FACTORS THAT AFFECT PALESTINIAN TEACHERS' SUCCESS IN MODIFYING VIDEO GAMES FOR INSTRUCTION (opens in a new tab)

  13. Towards a social constructivist game-based learning model: a case of using digital games in sports studies in South Africa

    … learning. This study, therefore, focused on digital games, wikis and blogs, as tools to transform social practices that impede cross-cultural engagement. Since sport is seen as a vehicle for social change, it may create a space where cross-cultural interactions can take place, thereby …

    cape-town Repository record for Towards a social constructivist game-based learning model: a case of using digital games in sports studies in South Africa (opens in a new tab)

  14. Cyber-História: estratégias e possibilidades do ensino de História aliadas ao desenvolvimento de jogos digitais com o uso do Rpg Maker

    … for teaching History based on elements of digital game development, such as the RPG Maker game engine. The first chapter introduces fundamental concepts about digital games, including their history, classifications, potential as cultural artefacts, and use as historical sources, providing …

    brazil-ufba Repository record for Cyber-História: estratégias e possibilidades do ensino de História aliadas ao desenvolvimento de jogos digitais com o uso do Rpg Maker (opens in a new tab)

  15. Game worlds : a study of video game criticism

    … 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 …

    mit Repository record for Game worlds : a study of video game criticism (opens in a new tab)

  16. EFFECTS OF CHARACTER VOICE-OVER ON PLAYERS' ENGAGEMENT IN A DIGITAL ROLE-PLAYING GAME ENVIRONMENT

    … in a multimedia learning environment such as digital game-based learning. Regarding this point, game-based learning advocates (e.g., Gee, 2003; Prensky, 2001) have asserted that digital games have great potential to engage learners. Nonetheless, there have been only a small number of empirical …

    siu-theses Repository record for EFFECTS OF CHARACTER VOICE-OVER ON PLAYERS' ENGAGEMENT IN A DIGITAL ROLE-PLAYING GAME ENVIRONMENT (opens in a new tab)

  17. Gender identities at play : children's digital gaming in two settings in Cape Town.

    … settings, and explores their interpretation of digital games as gendered media texts. As an interdisciplinary study, it combines insights from Childhood Studies, Cultural Studies, Game Studies, domestication and performance theory. The concept ludic gendering is developed in order to explain how …

    cape-town Repository record for Gender identities at play : children's digital gaming in two settings in Cape Town. (opens in a new tab)

  18. Da ideia ao jogo digital: uma proposta de integração curricular no itinerário técnico e profissional do novo ensino médio

    … problems through the creation of educational digital games. That said, this research was guided by the following problem: Does the creation of educational digital games in an elective subject in the new high school foster the integration between FGB and the technical and professional pathway, …

    brazil-ufrn Repository record for Da ideia ao jogo digital: uma proposta de integração curricular no itinerário técnico e profissional do novo ensino médio (opens in a new tab)

  19. The future of tabletop games

    Tabletop games and digital games offer designers divergent affordances and provide players with different kinds of pleasures. Tabletop games excel at creating rich and immediate social interactions. They require players to enact game mechanics themselves resulting in powerful internalization of a …

    mit Repository record for The future of tabletop games (opens in a new tab)

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