Search results for " Games"

showing 10 items of 334 documents

Pelitutkimuksen vuosikirja 2018

2018

pelitpelaaminenPokémon Go (peli)digital gamespeliteollisuusverkkopelitpelitutkimusdigitaaliset pelitmobiilipelitlautapelitgo (peli)
researchProduct

Politics and Sports Capitalism in the Southeast Asian Games

2020

The Southeast Asian Games has been negatively politicised since the 1950s. It has sported a complex interplay of colonialism, decolonisation, nationalism, geopolitics, patronage and capitalism. Repurposing it for the well-being of individual athletes and the regional sporting culture is long overdue. Yet, to depoliticise sports toward positive purpose necessitates collective political action. nonPeerReviewed

politisoituminenpolitiikkaurheiluSoutheast AsiaSoutheast Asian Games
researchProduct

Gdy problemy inspiracją do podnoszenia jakości kształcenia uczniów w młodszym wieku szkolnym

2014

problemy do rozwiązaniamyślenie twórczezasady postępowaniacreative thankingrules of conduct problems to salvegry problemoweproblematic games
researchProduct

Human, Technologies and Quality of Education: Proceedings of Scientific Papers, 2020

2020

reading literacy for 6 to 7 year old childrenchaplaincyEnglish language teachersacquisition of the English languageTeacher Training Programme for Character Educationinclusive education (inclusion)higher education internationalizationeducation lawmobile learning gameseducational attainmentFitnessnational identityself-regulated learning skillsphysical culturelearning disabilities:SOCIAL SCIENCES::Social sciences::Education [Research Subject Categories]a child with a hearing impairmentcultural aspect of education
researchProduct

Utożsamienie procesu leczenia z religią w światach gier - perspektywa narratologiczna

2020

Video games are among most influential cultural texts - their narratives are key in understanding the chain of reconfiguration of our media and culture. In many games, especially based on fantasy theme we can observe the identification of the healing process with religion, in form of priests, healing spells and holy places. SasułaIn our paper we try to study those identifications with narratology tools, based on work of Mieke Bal.

religionvideo gameshealingnarratology
researchProduct

Players' progression through GraphoGame, an early literacy game: Influence of game design and context of play

2019

Researchers of serious games frequently investigate outcomes of play but overlook the underlying game-design components that drive those outcomes. In this paper, I aim to show how game design and context of play influence progression through GraphoGame, an early-literacy game. This is done by means of two intersecting studies. The first study shows how the game can be represented by a model that explicitly hypothesizes how the interaction between the player and the game drives progression. The second study explores user data generated by first graders (N = 137) who played the game over a period of 25 weeks as part of early literacy instruction. The juxtaposition of these two studies reveals…

serious gamesSocial PsychologyEarly literacyCommunicationComputingMilieux_PERSONALCOMPUTINGContext (language use)GraphoGameliteracy gamesadaptive learning:Teknologi: 500 [VDP]Human-Computer InteractionGame designMathematics educationAdaptive learninggame designPsychology
researchProduct

Looking ahead in games research

2021

This thematic issue presents a number of emerging scholarships into the study of digital gaming. The articles are based on a 2019 symposium on game studies hosted by the Digital Games Research section of ECREA. As the phenomena related to digital gaming keep on evolving and emerging, so must research keep up with the times and constantly challenge itself. Whether speaking about validating previously developed research methods, imagining totally new ones, or even challenging the whole philosophy of science on which research is being done, there is a constant need for reappraisal and introspection within games research. As a cultural medium that has become deeply embedded into the social fabr…

serious gamesmedia_common.quotation_subjectdigital games302 Social interaction050801 communication & media studiesSocial interactionddc:070Field (computer science)lcsh:Communication. Mass mediaInteractive electronic Media0508 media and communications0504 sociologySociologyinteraktive elektronische Mediengame studiesNews media journalism publishingmedia_commonSocial sciences AnthropologyPhilosophy of scienceCommunication05 social sciences050401 social sciences methodsmethodologyGame researchData sciencelcsh:P87-96300 Social sciences AnthropologySocial fabricGame studiesddc:300IntrospectionPublizistische Medien JournalismusVerlagswesenddc:302digital games; game studies; methodology; serious gamesMedia and Communication
researchProduct

Vidēja pirmsskolas vecuma bērnu runas attīstības veicināšana muzikālās rotaļās un dziedāšanā

2019

Darba nosaukums: Vidējā pirmsskolas vecuma bērnu runas attīstības veicināšana muzikālajās rotaļās un dziedāšanā. Darba mērķis ir teorētiski izzināt un analizēt vidējā pirmsskolas vecuma bērnu runas attīstības veicināšanas iespējas muzikālajās rotaļās. Lai sasniegtu nostādīto mērķi tika izvēlētas tādas muzikālās darbībās – muzikālās rotaļas, dziedāšana. Darbā tika apkopotas un analizētas pedagogu, psihologu atziņas par bērnu runu, tā veidošanos vidējā pirmsskolas vecumā. Tika aprakstītas muzikālās darbības pirmsskolā. Veikti praktiski pētījumi, izmantojot muzikālās darbības un apstiprināti apgalvojumi – muzikālās rotaļas veicina bērnu runas attīstību. Darbam ir trīs nodaļa. Pirmā nodaļā anal…

singingPirmsskolas pedagoģijachildren’s speechmusical gamesmiddle preschool age
researchProduct

Constructing co-presence through shared VR gameplay

2021

This study analyzes how participants playing VR games construct co-presence and shared gameplay. The analysis focuses on in­stances of play where one person is wearing the VR equipment, and other participants are located nearby without the ability to directly interact with the game. We first show how the active player using the VR equipment draws on talk and embodied activity to signal their presence in the shared physical environment, while simul­taneously conducting actions in the virtual space, and thus creates spaces for the other participants to take part in gameplay. Second, we describe how other participants draw on the contextual config­urations of the moment in displaying co-presen…

single player gamesVR-gamesconversation analysispelaaminenComputer sciencekeskustelunanalyysivideopelitSIGNAL (programming language)ComputingMilieux_PERSONALCOMPUTINGVirtual spacevirtuaalitodellisuusMoment (mathematics)keskusteluEmbodied cognitionHuman–computer interactionPosition (vector)yksinpelitshared gameplayddc:793Co presenceDifferential (infinitesimal)läsnäoloConstruct (philosophy)conversationco-presence
researchProduct

Improving the game with user generated content : an overview of Skyrim mod users

2017

Käyttäjien luoma sisältö on merkittävä ja kasvava osa videopelikulttuuria. Tämä tutkielma tarkastelee fanien luomia ohjelmistomuokkauksia, modeja, joilla muutetaan tai lisätään sisältöä peleissä. Tutkielman tavoitteena on selvittää modien käyttäjien motivaatiota sekä tekijöitä, jotka vaikuttavat modien käyttämisen yleisyyteen. Vaikka modeja on tutkittu akateemisesti, on tutkimus modien käyttäjien näkökulmasta jäänyt hyvin vähäiseksi. Tässä tutkimuksessa tarkasteltiin suositun roolipelin, Skyrimin saatavilla olevia modeja. Empiirinen osuus toteutettiin kuvailevana kyselytutkimuksena, joka kohdistettiin erääseen suureen Skyrim-modiyhteisöön. Kyselyssä selvitettiin modien käyttöön liittyviä ta…

sisältötuotantomodausmoddingkäyttäjätverkkoyhteisötmoditkehittäminenSkyrim (peli)muokkausgame modificationpelituser generated contentpeliteollisuuscomputer gamesdigitaaliset pelitmods
researchProduct