Search results for "ComputingMilieux_PERSONALCOMPUTING"

showing 10 items of 256 documents

CAMBIO DE ACTITUDES Y VALORES ANTE LA ENERGÍA TRAS EL USO DE UN JUEGO DE ROL

2010

Los juegos de rol en educación se han definido como dramatizaciones que se vertebran en torno a una situación concreta y utilizan la asignación de papeles a alumnos, quienes deberán defender con argumentos una opinión (previamente perfilada) frente a un problema. Cada vez más utilizados en la educación formal y no formal, destacan entre sus ventajas el convertir lo lúdico en aprendizaje, potenciar el aprendizaje de actitudes y valores y la conexión que se realiza con la vida real entre otros. La utilización de un juego de rol en una investigación educativa sobre cambio de actitudes y valores ante los recursos energéticos cuyos resultados educativos fueron positivos, permitió repetir dicha i…

rolInformation societyrepresentación de rolesWelfare economicsEducaciónlcsh:Information resources (General)ComputingMilieux_PERSONALCOMPUTINGComputer Science ApplicationsEducationPower (social and political)Formal educationSocieada de la informaciónJuegos de rol actitudes valores educación no formal autosuficiencia energética energías alternativas.personalidadeducación no-formallcsh:LPsychologylcsh:Educationlcsh:ZA3040-5185
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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…

roolipeliComputingMilieux_PERSONALCOMPUTINGrole-playGames--Study and teachingdigitaaliset pelitpelitutkimusInternational Journal of Role-Playing
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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
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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
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Assessing game experience: Heart rate variability, in-game behavior and self-report measures

2014

Assessing game experience by means of recordings of physiological reactions elicited during game play is a technique that has gained popularity in recent years in the field of digital games research. However, since physiological signals are typically linked to several psychological processes, the use of some measures such as cardiac activity or heart rate (HR) remains problematic. The goal of the present study is to investigate to what extent game logs and self-report measures of game experience have a predictive value for heart rate variability during game play. Our results showed that the accurate registration of in-game behaviors by means of game logs carries the potential of providing r…

ta113MultimediaComputer scienceComputingMilieux_PERSONALCOMPUTINGCardiac activityGame playcomputer.software_genrePredictive valuePopularitySelf-report studyHeart rate variabilityta516human activitiescomputerCognitive psychology
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Value Co-Creation and Co-Destruction in Online Video Games : An Exploratory Study and Implications for Future Research

2018

In this empirical study we studied how players of online video games co-create and co-destroy value. From players’ perceptions we identified that value co-creation and co-destruction occur amid themes of giving feedback and building relations. Feedback encourages players but it may also be harmful in the form of verbal abuse. Building relations relates to making friends in general but also on an international level. Building relations also relates to competition that creates a bad spirit. The most intensive interplay between value co-creation and codestruction was found in gaming groups. Gaming groups motivate players to engage in intense gameplay, but at the same time they are resourcedema…

ta113arvoketjutKnowledge managementbusiness.industryComputer sciencevideopelitarvonluonti05 social sciencesExploratory researchComputingMilieux_PERSONALCOMPUTING050109 social psychologyvideo gamesOnline videovalue co-creationvalue co-destructionpelitpelillistäminen0502 economics and businessCo-creation050211 marketing0501 psychology and cognitive sciencesgamificationbusinessValue (mathematics)games
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‘Knowing Development, Developing Knowledge?’ Introduction to a Special Issue

2014

The articles in this special issue give a flavor of the overall theme ‘Knowing development, developing knowledge’, the title of the second Nordic Conference for Development Research held in Finland...

ta520Development (topology)Geography Planning and DevelopmentComputingMilieux_PERSONALCOMPUTINGEngineering ethicsSociologyDevelopmentTheme (narrative)Forum for Development Studies
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Reconsidering passivity and activity in children’s digital play

2016

The discussion around children’s digital game culture has resulted in two contradictory images of children: the passive, antisocial children uncritically and mechanically consuming digital game content and the active, social children creatively using and interacting with digital game content. Our aim is to examine how these seemingly contradictory ideas of “active” and “passive” children could be considered. By means of empirical examples of children playing digital dress-up and makeover games, we will point out that for the successful use of these concepts, they need to be thoroughly contextualized. By discussing the context and referent of activity and passivity, it is possible to overcom…

ta520aktiivisuusSociology and Political SciencePassivity050801 communication & media studiesContext (language use)Referent0508 media and communicationsdiskurssi0501 psychology and cognitive sciencespassivityta518Content (Freudian dream analysis)lapsetchildhoodPoint (typography)Communicationactivity05 social sciencesPolarization (politics)ComputingMilieux_PERSONALCOMPUTINGlapsuusdigital playdiscoursePsychologypassiivisuusSocial psychologyverkkopelitdigitaaliset pelit050104 developmental & child psychologyCognitive psychology
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Do We Need Real-Time Hermeneutics? Structures of Meaning in Games

2011

Games differ from most other forms of media by being procedural and interactive. These qualities change how games create and transmit meaning to their players. The concept of “real-time hermeneutics” (Aarseth 2003) is analysed in order to understand how temporality affects the understanding of games. Temporal frames (Zagal and Mateas 2010) are introduced as an alternative way of understanding time in games. peerReviewed

temporaalisuuspelithermeneutiikkaComputingMilieux_PERSONALCOMPUTINGtulkintameaningmerkitysinterpretation
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The N-dimensional N-person chesslike game strategy analysis model

2016

In this research a mathematical, symmetric n-player game model, based on chess is designed. Symmetry in this context refers to players' positions with respect to each other. While the order of move naturally violates the symmetry, this problem may also be solved. The motivation for building this kind of game model stems from the difficulty of finding mathematical solutions for multi-player games in general. The number of varying factors is so huge, that finding optimal strategies is mathematically almost impossible. The best way to attempt this is to use simulation. Once the model has been built, it can be applied in many ways by using computational algorithms based on the created model. Ch…

tetraedritgame theorysymmetriatesselaatiotopologymultinomial formulaverkkoteoriachessgraph theorykombinatoriikkaComputingMilieux_PERSONALCOMPUTINGN-player strategy gamestrategiapelitkaksinpelitmultinomikaavamoninpelitcombinatoricstilingpeliteoriamatemaattiset mallittopologiashakkitetrahedron
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