Search results for "ComputingMilieux_PERSONALCOMPUTING"

showing 10 items of 256 documents

Why Do Players Misuse Emotes in Hearthstone? : Negotiating the Use of Communicative Affordances in an Online Multiplayer Game

2018

This paper examines player-to-player interaction in Hearthstone: Heroes of Warcraft (Blizzard Entertainment, 2004). The game designers have attempted to limit what they see as negative interaction by forcibly limiting player-to-player social interaction. Based on an analysis of forum discussions, this empirical study illustrates how players utilize Hearthstone's restricted communication affordances for negative and insulting purposes, and how players negotiate their shared symbolic reality concerning this type of interaction, labeled "Bad Manner(s)" or "BM". The continuous debate over an issue which ultimately cannot be solved shows that players care deeply about the game and the surroundin…

emotesgriefingmoninpelitvuorovaikutusplayer communitytunteetHearthstoneplayer interactionComputingMilieux_PERSONALCOMPUTINGverkkoviestintäsosiaalinen vuorovaikutusverkkopelitpelikulttuuri
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The use of mobile technology for online shopping and entertainment among older adults in Finland

2017

Older adults use mobile devices for online shopping as often as younger adults.Mobile-based entertainment use is most typical for younger male adults.Older female adults use mobile-based entertainment least frequently.Age, household structure and high education predict mobile-based online shopping.Mobile-based entertainment use is best predicted by age and gender. Older adults are becoming an important market segment for all internet-based services, but few studies to date have considered older adults as online shoppers and users of entertainment media. Utilising the concept of life course, this article investigates the use of mobile technologies for online shopping and entertainment among …

endocrine system diseasesComputer Networks and CommunicationsInternet privacy050801 communication & media studiessmartphoneEntertainment0508 media and communicationsentertainmentMarket segmentation0502 economics and businessMobile technologyActive listeningElectrical and Electronic Engineeringolder adultsbusiness.industry05 social sciencesComputingMilieux_PERSONALCOMPUTINGAdvertisingonline shoppingviihdemobile technologytablet computerta5141Life course approach050211 marketingThe InternetInternet radiobusinessPsychologyMobile deviceTelematics and Informatics
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Defining Role-Playing Games as Language-Games

2011

Role-playing games are a diverse phenomenon, ranging from digital games to live action role-playing. Finding a definition that suits them all is hard, but attempts have been many. All of the definitions emphasize some aspects of role-playing games like rules, the role of players or the story. Many definitions do not describe role-playing games as such, but the activity that is role-playing. This paper looks at one of the latest attempts to define role-playing games, by Hitchens and Drachen (2009), and shows some potential problems with it. As an answer to these problems another definition is proposed, consisting of a game world, participants, shared narrative power and interaction. This def…

game researchdigital gamesComputingMilieux_PERSONALCOMPUTINGrole-playroolipelitdigitaaliset pelitpelitutkimus
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"Let's do this together and see what we can come up with!" : Teachers' Views on Applying Game-based Pedagogy in Meaningful Ways

2015

Game-based pedagogy offers a promising approach to renewing school education and making it more engaging. However, teachers’ ways of using game-based pedagogy have been rather traditional, not making use of its full potential. This paper presents initial findings on the experiences of teachers who participate in a project that aims to promote the meaningful use of game-based pedagogy. The findings suggest that game-based pedagogy could indeed play a key role in changing traditional practices in schools. Game-based approaches can support differentiated instruction, enhance pupils’ motivation and effort, provide new perspectives to assessment, and transform traditional roles in the classroom …

game-based learningpelitpelillistäminenplayfulnessoppiminengame-based pedagogyComputingMilieux_PERSONALCOMPUTINGComputingMilieux_COMPUTERSANDEDUCATIONschool educationoppimispelit
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Immersion revisited:A review of existing definitions of immersion and their relation to different theories of presence

2016

The term immersion continues to be applied inconsistently within and across different fields of research connected with the study of virtual reality and interactive media. Moreover, immersion is oftentimes used interchangeably with the terms presence and engagement. This article details a review of existing definitions of immersion originating within the study of video games, virtual environments, and literary works of fiction. Based on this review, a three-dimensional taxonomy of the various conceptualizations of immersion is proposed. That is, the existing definitions of immersion may be broadly divided into three categories, each representing a dimension of the taxonomy: immersion as a p…

immersionSocial Psychologylcsh:T58.5-58.64Computer sciencelcsh:Information technologyCommunication05 social sciencesComputingMilieux_PERSONALCOMPUTINGvideo gamesVirtual realitycomputer.software_genre050105 experimental psychologyHuman-Computer Interaction03 medical and health sciences0302 clinical medicineVirtual machinevirtual environmentsComputer graphics (images)Immersion (virtual reality)virtual reality0501 psychology and cognitive sciencespresencecomputer030217 neurology & neurosurgery
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Transmigrant and immigrant preschool visual response to intergenerational multimodal storytelling

2021

Newly arrived (refugees, migrants, transmigrants, immigrants) children require a shiftin intergenerational storytelling. Intergenerational storytelling enables culturally and linguistically diverse emergent learners exposure to not only language but socio-cultural knowledge, values and practices. This study examines the intergenerational storytelling and art session held at a co-joined pre-school and elderly care home. There were 15 pre-school children aged 4-6, half of whom were newly arrived in Finland, and 4 Finnish elder storytellers. The theme of the project was to utilize everyday socio-cultural practices. The study used Pink’s visual semiotic and Kress’ multimodality for analysis. Th…

kotoutuminen (maahanmuuttajat)ComputingMilieux_PERSONALCOMPUTINGtaidelähtöiset menetelmätlapset (ikäryhmät)esikoululaisetsatutunnitsosiaalinen vuorovaikutusmaahanmuuttajatikääntyneetmultimodaalisuusEdukacja Międzykulturowa
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Lastenkirjallisuuden digitalisoituminen : leikillisyys ja pelillisyys lastenkirjasovelluksissa

2017

There is an increasing amount of digital literature for children, which has mainly gone undetected by literary studies. It is worth noting how many functionalities in digital literature, considered as novelties not present in print literature, have actually been employed in children’s literature (pop-up books, books with audio-extensions etc.) for a long time. During the past decade, tablet devices, especially, have been employed as platforms for children’s digital literature, which takes advantage of their touch screens, audio-visual capabilities and computing power. These literary apps, as well as various augmented books, follow many of the traditional traits of children’s literature, but…

lastenkirjallisuuspelillistäminenComputingMilieux_PERSONALCOMPUTINGdigitalisaatio
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A GAMING APPROACH FOR CULTURAL HERITAGE KNOWLEDGE AND DISSEMINATION

2019

Abstract. In these last years, video games have become one of the most popular entertainment for children/teenagers/adults thanks to their appealing and seductive features and, in this context, the Serious Games (SG) have become an important research field. The most popular SGs in Cultural Heritage (CH) used the historical building like scenario where the game is playing. In this paper we show the procedure to achieve a CH video game where the Cultural Heritage is the main actor and not the scenario of the game. Furthermore, the game is not a SG but an Action-Adventure Game (AAG) or Survival Game (SuG), in a largest heading it can be classified as Entertainment Games (EGs). The novelty of t…

lcsh:Applied optics. PhotonicsComputer scienceContext (language use)Cultural Heritage02 engineering and technologyVirtual realitycomputer.software_genrelcsh:TechnologyEntertainmentHBIM0202 electrical engineering electronic engineering information engineeringLevel of detailVideo gameAvatarMultimedialcsh:TComputingMilieux_PERSONALCOMPUTINGNoveltylcsh:TA1501-1820020207 software engineeringSemanticsCultural heritageNURBSlcsh:TA1-2040Settore ICAR/17 - Disegno020201 artificial intelligence & image processingAugmented realitylcsh:Engineering (General). Civil engineering (General)Parametric modellingcomputerThe International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences
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The Use of Digital Storytelling for ESP in a Technical English Course for Aerospace Engineers.

2012

Digital Storytelling is a powerful pedagogical tool for both students and educators, which started to be used for teaching and learning purposes a few years ago, becoming more and more popular over time. The use of digital storytelling in non-specific language learning contexts has been widely explored, as shown in the literature. However, its use in technical-scientific contexts of English for Specific Purposes (ESP) has not been so widely studied. This paper explores a project of digital storytelling for ESP carried out at the Universitat Politècnica de València, in Spain. The methodology was divided into several stages: completing a pre- and a post-survey, learning about digital storytel…

lcsh:Language and LiteratureDigital storytellingLinguistic skillsbusiness.industryComputer sciencemedia_common.quotation_subjectTeaching methodlinguistic skillsLlengües modernesComputingMilieux_PERSONALCOMPUTINGDigital storytellingInterpersonal communicationEnglish for specific purposesLanguage acquisitionWebQuestPresentationPedagogyEnglish for specific purposesComputingMilieux_COMPUTERSANDEDUCATIONlcsh:PElectronic publishingbusinessmedia_common
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On the Prevalence of Addicted or Problematic Gaming in Finland

2019

Highlights • A dataset from Finland in 2015 (systematic random sampling N = 4511) suggests an (unweighted) prevalence rate of certain “addicted gaming” (videogame play) to be 0.6% among local gamers and 0.03% among the whole population. • The implied prevalence of certain “problematic gaming” (videogame play) climbs to 1.4% among local gamers and 0.6% among the whole population. • Of those “addicted” individuals to whom videogame play was a problem “almost always,” eight reported their hours of play during a week (72, 30, 10, 7, 4, 1, 1, 1), which indicate that “addicted gaming,” if understood as excessive play, might not be optimal for describing such problems.

lcsh:Social pathology. Social and public welfare. CriminologyGaming disordervideopelitmedia_common.quotation_subjectlcsh:BF1-990prevalenceInternet privacyinternet gaming disorder030508 substance abuselcsh:HV1-9960Internet gaming disordergaming disorder03 medical and health sciences0302 clinical medicineriippuvuusmental disordersPrevalenceFinlandmedia_commonDiscussionpelaaminenbusiness.industryAddictionComputingMilieux_PERSONALCOMPUTING030227 psychiatryPsychiatry and Mental healthlcsh:PsychologyThe InternetInformationSystems_MISCELLANEOUS0305 other medical sciencebusinessPsychologyverkkopelithuman activitiesAddictive Behaviors Reports
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