Search results for " Games"

showing 10 items of 334 documents

Zīmola "Ghetto Games" komunikācijas analīze sociālajos tīklos

2016

Bakalaura darba tēma ir: Zīmola „Ghetto Games” komunikācijas analīze sociālajos tīklos. Bakalaura darba mērķis: ir izpētīt, kurā no „Ghetto Games” sociālo tīklu kontiem, cilvēki ir aktīvāki un kāda veida publicētie „Ghetto Games” materiāli, vairāk uzrunā sekotājus. Darbs sastāv no trīs daļām: teorētiskās, metodoloģiskās un empīriskās daļas. Teorētiskajā daļā tiek apskatīti trīs galvenie punkti: zīmols un zīmola komunikācija; integrētā marketinga komunikācija; sociālie tīkli un zīmola komunikācija sociālajos tīklos. Metodoloģiskajā daļā tiek paskaidrota: intervija, aptauja un kontentanalīze. Empīriskajā daļā, tiek pielietotas trīs metodes: aptauja; daļēji strukturēta intervija un kontentanal…

atpazīstamībaauditorija„Ghetto Games”Komunikācijas zinātnekomunikācijas modeļi
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Syöpää, sotaa ja masennusta

2018

autobiographical approachnarratiivisuusgame researchomaelämäkerrallisuusvideopelitepäonnistuminenvideo gamesnarrativitypelitutkimusfailure
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Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study

2020

BackgroundDigital gaming is one of the most popular forms of entertainment in the world. While prior literature concluded that digital games can enable changes in players’ behaviors, there is limited knowledge about different types of behavior changes and the game features driving them. Understanding behavior changes and the game features behind them is important because digital games can motivate players to change their behavior for the better (or worse). ObjectiveThis study investigates the types of behavior changes and their underlying game features within the context of the popular pervasive game Pokémon GO. MethodsWe collected data from 262 respondents with a critical incident techniqu…

behavior changedigital gamingpelaaminenComputingMilieux_PERSONALCOMPUTINGaugmented reality gamesInformation technologyT58.5-58.64location-based gamespelitutkimusexergamespervasive gamesPokémon GObehavior change support systempelaajatPublic aspects of medicineRA1-1270käyttäytyminenlisätty todellisuusdigitaaliset pelitJMIR Serious Games
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BIOPHARMACEUTICAL ALLIANCES AND COMPETITION: A REAL OPTIONS GAMES APPROACH

2013

The competitive landscape where pharmaceutical and biotechnology companies operate has changed radically due to a scientific/technological progress that has revolutionised the process by which drugs are developed. In fact, pharmaceutical industry more and more relies on advances in biochemistry and molecular biology. As a consequence, the number of partnerships between pharmaceutical and biotech firms has grown significantly. Research contributions addressing the biopharmaceutical alliances design have also focused on the optimal timing to sign a partnership. In this paper, we introduce and analyse the effect of competition in biotechnology industry by modelling the decisions of whether and…

business.industryTechnological changeProcess (engineering)Strategy and ManagementSettore ING-IND/35 - Ingegneria Economico-Gestionalereal options games.Biopharmaceutical alliances competition real options gamesCompetition (economics)AllianceBiopharmaceuticalBiopharmaceutical allianceManagement of Technology and InnovationGeneral partnershipEconomicsFirst-mover advantageBusiness and International ManagementMarketingbusinesscompetitionPharmaceutical industryInternational Journal of Innovation Management
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Distopía, eutopía y crisis social en el cine mainstream (Los casos de Los juegos del hambre y Del revés)

2018

espanolEn el marco de un mundo globalizado, la aparente "desideologizacion" que acompana a los bienes culturales actuales, sirve a los propositos de reproduccion del sistema capitalista, entendido este dentro de su vertiente cultural actual como un sistema omnipresente y omniabarcante. En este sentido, los productos culturales del mainstream estadounidense, continuan constituyendo, aun a dia de hoy, uno de los principales pilares a traves de los cuales el sistema se representa a si mismo, proponiendo y defendiendo determinados modos de vida, en concreto, el American Way of Life. En el actual contexto, el mainstream cinematografico, a traves de productos como “Los Juegos del Hambre” (The Hun…

business.industrymedia_common.quotation_subjectGeneral Social SciencesFace (sociological concept)Context (language use)Cultural industryMovie theaterCapitalist systemMainstreamIdeologySociologybusinessHumanitiesmedia_commonThe Hunger GamesRevista Austral de Ciencias Sociales
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The next level of research on electronic play : potential benefits and contextual influences for children and adolescents

2005

Most research on electronic play has focused on its possible negative effects for children and adolescents, and contextual factors such as socioeconomic status (SES) and culture are rarely considered. This article considers the potential benefits of electronic play from a psychological perspective, as well as individual and contextual factors that may shape the influence of electronic play for children and adolescents. Demographics of players and the games themselves are presented, and recommendations for research and policy are discussed.

child developmentelectronic playvideopelitvideo gameselektroniset pelitcontextculture
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Utilizing content analysis in teaching materials for children with autism spectrum disorder

2019

It is important to look at how education materials for students with disability view disability itself. Raising the general public's awareness on autism is crucial because of the rise in the antivaxx and anti-science movements, particularly in the United States. This thesis utilizes Content Analysis to explore how a set of teaching materials for students with Autism Spectrum Disorder (ASD) understands ASD and the agency of the ASD child and creates trust with the readers. I analyze two argumentation styles to understand how those forms of argumentation create trust with the readers. This study is qualitative and relies on philosophical and cultural definitions of agency and personhood. In a…

children (age groups)autism spectrum disorderschildren (family members)autismparentslapset (ikäryhmät)autismikirjon häiriötasdleikitopetusfamily relationsvanhemmatautismiperhesuhteetteaching and instructionstudy materialplays and gameslapset (perheenjäsenet)oppimateriaali
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Jaunākā pirmsskolas vecuma bērnu vārdu krājuma bagātināšana didaktiskajās rotaļās

2018

Bakalaura darba tēma – “Jaunākā pirmsskolas vecuma bērnu vārdu krājuma bagātināšana didaktiskajās rotaļās”. Bakalaura darba autore: Indra Tišanova. Izvēlētās tēmas aktualitāte pamatojama ar to, ka didaktiskās rotaļas pirmsskolas vecuma bērniem rada patīkamas izjūtas, veicina sadarbības un citas nepieciešamās prasmes, tādēļ svarīgi izpētīt, kā ar rotaļu palīdzību var bagātināt bērnu vārdu krājumu. Pētījuma mērķis – teorētiski un praktiski izzināt vārdu krājuma bagātināšanas iespējas didaktiskajās rotaļās jaunākā pirmsskolas vecuma bērniem. Pētījums sastāv no divām daļām – teorētiskā un empīriskā pētījuma. Teorētiskajā daļā pētīti un izzināti latviešu un ārvalstu pedagoģijas un psiholoģijas p…

children of youngerdidactic gamesSkolas pedagoģijavocabularypedagogical activity
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Playing games in the cultural transformations in the second half of the twentieth century

2013

children's developmenttoysamusementplaying gamesdeucation and rearinggamesActa Humanica : časopis katedry pedagogických štúdií­
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Social integration in sports clubs: individual and organisational factors in a European context

2019

Sports clubs are often perceived as important mediums for social integration, but the empirical evidence to support this claim is limited. This article sets out to identify individual and organisational characteristics that are conducive to social integration of members and volunteers. Drawing on survey data from 13,000 members and volunteers in ten European countries, an exploratory factor analysis identified three dimensions of social integration. They match the overall conceptual distinction between socio-cultural and socio-affective integration and the sub-division of socio-affective integration into ‘interaction’ and ‘identification’. Multilevel regression analyses examined the relevan…

club membersSociology and Political Sciencebusiness.industry300 Social sciences sociology & anthropology05 social sciencesPhysical Therapy Sports Therapy and RehabilitationContext (language use)790 Sports games & entertainment030229 sport sciencesPublic relationsSocial integrationPeer reviewsocio-cultural integrationsports clubs03 medical and health sciences0302 clinical medicineSocial integration0502 economics and businessOrthopedics and Sports MedicineSociologybusinessEmpirical evidencehuman activities050212 sport leisure & tourismsocio-affective integrationEuropean Journal for Sport and Society
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