Search results for " Games"
showing 10 items of 334 documents
Pelitutkimuksen vuosikirja 2018
2018
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
Gdy problemy inspiracją do podnoszenia jakości kształcenia uczniów w młodszym wieku szkolnym
2014
Human, Technologies and Quality of Education: Proceedings of Scientific Papers, 2020
2020
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.
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…
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…
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…
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…
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…