Search results for "Art and design"
showing 4 items of 4 documents
How to Define Games and Why We Need to
2019
This article provides guidelines on how to make useful game definitions and discusses when that is a worthwhile undertaking. It examines a recent article attempting to define videogames (Bergonse in Comput Games J 6(4):239–255, 2017. https://doi.org/10.1007/s40869-017-0045-4), and uses it as an example to discuss game definitions in general. It concludes with reasons why making a final definition of games is not possible and why we need to continue to define games. peerReviewed
Use of ICT in the teaching of art and design in the context of secondary education in Italy
2019
Currently, we are participating in the discovery and use of different multimedia resources, digital platforms and technological devices that are making inroads into the educational system. This study deals with the use of new multimedia technologies, specifically developed in a Secondary School of First Cycle in Sicily in the province of Agrigento. The purpose of this communication is to present partial results of a broader research project on the use of ICT in teaching art and design in the context of secondary education in Sicily with the intention to explore the impact on the methodology multimedia teaching resources and technological devices. We intend to develop an innovative methodolo…
Interpretive Challenges in Games
2018
This paper argues that these is a category of challenges often overlooked in game studies. It is here called "interpretive challenges" and it requires players to sort out contextual and ambiguous information.
Multiverse Ethnography: A Qualitative Method for Gaming and Technology Use Research
2021
This article introduces multiverse ethnography as a systematic team-based qualitative method for studying the mechanical, structural and experiential properties of video games and other technological artefacts. Instead of applying the ethnographic method to produce a single in-depth account, multiverse ethnography includes multiple researchers carrying out coordinated synergetic ethnographic work on the same research object, thus producing a multiverse of interpretations and perspectives. To test the method, 41 scholars carried out a multiverse ethnography on two video games, Cyberpunk 2077 and Among Us. Explorative thematic findings regarding both titles are reported and methodological imp…