Socio-educational Assessment of Electronic Games
In: Social education: Socialinis ugdymas, Band 40, Heft 1, S. 54-66
ISSN: 1392-9569
251 Ergebnisse
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In: Social education: Socialinis ugdymas, Band 40, Heft 1, S. 54-66
ISSN: 1392-9569
In: Idei i idealy: naučnyj žurnal = Ideas & ideals : a journal of the humanities and economics, Band 2, Heft 3, S. 5-29
ISSN: 2658-350X
In: Revista de administração: RAUSP, Band 52, Heft 4, S. 419-430
ISSN: 1984-6142
SSRN
Working paper
In: Edition Kulturwissenschaft Band 139
Cover -- Inhaltsverzeichnis -- Einleitung -- I. SPIELE DES WISSENS -- Der Affe der Natur: Zur Utopie des Spiels -- Balancing: Über die Möglichkeitsbedingungen interdisziplinärer Zusammenarbeit und die Freiheit der Forschung -- Spielen als wissenschaftliches Format -- Im Spiel der Chancen. La condition du non-savoir -- All In: Die Psychologie von Spiel und Ökonomie bei Karl Groos und Gabriel Tarde -- Laborious Playgrounds: Citizen science games as new modes of work/play in the digital age -- II. DAS WISSEN DER SPIELE -- Skyshard Legends: Interaktionsplanung in einem Augmented Virtuality-Spiel -- Gaming & Prävention Mit Computergames gegen die Volkskrankheit Demenz -- A whole world of games -- Playful Media: Über Independent-Games, Virtual Reality und das Lebensgefühl A MAZE -- Über Gamification und Ungewissheit -- Digitale und haptische Spiele im Vergleich: Ihre Potenziale für die Forschung am Beispiel von Decide&Survive -- Schmerzen be-greifbar machen: Ein Werkstattbericht -- Singleton: Skizze der Entstehung eines Spiels zur persönlichen Entwicklung in zehn Versionen -- Autor_innenverzeichnis
Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play. Discussion of representation of such groups in games has frequently been limited and cursory. In contrast, Gaming at the Edge builds on feminist, queer, and postcolonial theories of identity and draws on qualitative audience research methods to make sense of how representation comes to matter. In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity? What is the role of fantasy in representation? What is the importance of understanding market logic? In addressing these questions Shaw reveals how representation comes to matter to participants and offers a perceptive consideration of the high stakes in politics of representation debates. Putting forth a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and the blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis, Shaw finds new insight on the edge of media consumption with the invisible, marginalized gamers who are surprising in both their numbers and their influence in mainstream gamer culture.
In: Advances in game-based learning (AGBL) book series
"This book explores the theoretical and empirical understanding of electronic games and computer-mediated simulations. It also promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines"--
In: Emotions and technology
I. Embodied experiences: affective and cognitive benefits of gaming. Video games, nightmares, and emotional processing / Johnathan Bown, Jayne Gackenbach -- Infinite ammo: exploring issues of post-traumatic stress disorder in popular video games / Mathew Bumbalough, Adam Henze -- Emotion, empathy, and ethical thinking in Fable III / Karen Schrier -- Half a second, that is enough: involuntary micro-suspensions of disbelief and ectodiegesis as phenomena of immersion processes in pervasive games / Thaiane Oliveira -- II. Emotions tools and ties. Gamers and their weapons: an appraisal perspective on weapons manipulation in video games / Weimin Toh -- Emotional response to gaming producing Rosenblatt's transaction / April Sanders -- What type of narrative do children prefer in active video games? An exploratory study of cognitive and emotional responses / Amy S. Lu, Richard Buday, Debbie Thompson, Tom Baranowski -- Educational neuroscience and the affective affordances of video games in language learning / Tom Gorham, Jon Gorham -- III. Emotional affordances, videogames, and learning. Affect during instructional video game learning: story's potential role / Osvaldo Jiménez -- Social-emotional learning opportunities in online games for preschoolers / Mariya Nikolayev, Kevin Clark, Stephanie M. Reich -- Dashboard effects challenge flow-learning assumption in digital instructional games / Debbie Denise Reese -- Collaboration and emotion in Way / Karen Schrier, David Shaenfield -- Evaluating the use of a prosocial digital game identify and compare preschool children's social and emotional skills / Lynne Humphries
In: Studies in conflict & terrorism, Band 42, Heft 4/6, S. 383-406
ISSN: 1057-610X
World Affairs Online
In: Studies in conflict and terrorism, Band 42, Heft 4, S. 383-406
ISSN: 1521-0731
In: GSTF journal on media & communications: JMC, Band 2, Heft 2
ISSN: 2335-6626
AbstractPeople are uncertain about the role of excessive electronic game-playing on children's academic performance. It is on this premise that this study examines the effects of excessive electronic game-playing on children's academic performance in Port Harcourt. The study use survey and quasi-experiment to sample 371 students of Junior Secondary school 1-3 who are within the age brackets of 10-12. Based on the problem and objectives of the study, research questions were formulated. Research question one to know the extent of excessive game-playing among the children, while research question two sought ascertain the relationship between excessive game-playing and the academic performance of children. A null hypothesis was also formulated and tested with the Pearson Product Moment Correlation Coefficient with the level of significance tested at 0.5 level of significance. The findings showed that a proportion of the sampled population met the criterion of addiction and the majority of the children were still non-frequent gamers. The result also showed that there is a negative correlation between excessive game-playing and academic performance as the majority of the very high scorers in tests administered on the children were from the category labelled as non-frequent and low frequent gamers. The null hypothesis that said 'there is no significant relationship between extent of excessive play and academic performance was rejected, as the r-value was -0.27. Based on these findings, it was recommended that parents should monitor their children's gaming habits and that governments should control the importation of entertainment games and encourage more of educational games.
In: Electronic media research series
"This entry in the BEA Electronic Media Research Series, born out of the April 2017 BEA Research Symposium, takes a look at video games, outlining the characteristics of the medium as cognitive, emotional, physical, and social demanding technologies, and introduces readers to current research on video games. The diverse array of contributors in this volume offer bleeding-edge perspectives on both current and emerging scholarship. The chapters here contain radical approaches that add to the literature on electronic media studies generally and video game studies specifically. By taking such a forward-looking approach, this volume aims to collect foundational writings for the future of gaming studies"--
In: Computer Law and Security Review, Forthcoming
SSRN
This electronic version has been made available under a Creative Commons (BY-NC-ND) open access license. The first academic work dedicated to the study of computer games in terms of the stories they tell and the manner of their telling. Applies practices of reading texts from literary and cultural studies to consider the computer game as an emerging mode of contemporary storytelling in an accessible, readable manner. Contains detailed discussion of narrative and realism in four of the most significant games of the last decade: 'Tomb Raider', 'Half-Life', 'Close Combat' and 'Sim City'. Recognises the excitement and pleasure that has made the computer game such a massive global phenomenon