Search results for "GAME"
showing 10 items of 1663 documents
Study on anther culture in hazelnut (Corylus avellana L.) .
2013
Gamifying Teacher Students’ Learning Platform
2020
This paper presents initial results from a study exploring teacher students’ experiences related to the gamification of an online learning platform in higher education. The aim was to get an understanding of the participants’ views regarding the use of game elements and to examine the user type profile of this group in order to explore the potential of applying user types in planning gamification solutions for teacher students. The participants’ overall experience of having game elements as part of their course platform was principally positive. User types students presented were investigated using the Hexad scale adapted from game design: in this user group, Socialiser and Philanthropist w…
Sztuka gier wideo. Wybrane aspekty badań nad estetycznością i artyzmem gier komputerowych
2015
Autor podejmuje problematykę różnorodności stanowisk krytycznych w badaniach nad estetycznością i artyzmem gier wideo (stanowiska te są częścią pluralistycznego dyskursu nad sztuką gier komputerowych). W artykule zestawione zostają sądy i teorie reprezentujące różne sposoby traktowania kategorii estetyczności i artyzmu gier wideo, ze szczególnym uwzględnieniem argumentów negujących i aprobujących istnienie sztuki gier komputerowych. Obok zarysu genezy artystycznych gier wideo podejmowana jest refleksja nad teorią badań sztuki gier komputerowych w odniesieniu do teorii sztuki Ryszarda W. Kluszczyńskiego oraz Josepha Margolisa.
Drowing in Fuel: A case report
2011
Zīmola "Ghetto Games" komunikācijas analīze sociālajos tīklos
2016
Bakalaura darba tēma ir: Zīmola „Ghetto Games” komunikācijas analīze sociālajos tīklos. Bakalaura darba mērķis: ir izpētīt, kurā no „Ghetto Games” sociālo tīklu kontiem, cilvēki ir aktīvāki un kāda veida publicētie „Ghetto Games” materiāli, vairāk uzrunā sekotājus. Darbs sastāv no trīs daļām: teorētiskās, metodoloģiskās un empīriskās daļas. Teorētiskajā daļā tiek apskatīti trīs galvenie punkti: zīmols un zīmola komunikācija; integrētā marketinga komunikācija; sociālie tīkli un zīmola komunikācija sociālajos tīklos. Metodoloģiskajā daļā tiek paskaidrota: intervija, aptauja un kontentanalīze. Empīriskajā daļā, tiek pielietotas trīs metodes: aptauja; daļēji strukturēta intervija un kontentanal…
Aural Concentration Game (Pelmanism) for Music Education
2009
Syöpää, sotaa ja masennusta
2018
Engagement by lamination of autopoietic concentric interaction systems in games : a study of football and Pokémon GO
2018
The aim of this paper is to rethink games and game design within the theory of self-producing interaction systems. With this research, I seek to identify several dynamics of play and engagement elicited by games that, by extension, can serve as game design parameters. The research is oriented toward an analysis of football (soccer) and Pokémon GO within the context of Niklas Luhmann’s (2002/2012) theoretical framework of autopoiesis (i.e., self-producing interaction systems). The theoretical discussion of play situations in the two games reveals five concentric interaction systems through which games motivate play and engagement. These game dynamics are continuing simultaneous communication…
I contratti bancari
2016
Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study
2020
BackgroundDigital gaming is one of the most popular forms of entertainment in the world. While prior literature concluded that digital games can enable changes in players’ behaviors, there is limited knowledge about different types of behavior changes and the game features driving them. Understanding behavior changes and the game features behind them is important because digital games can motivate players to change their behavior for the better (or worse). ObjectiveThis study investigates the types of behavior changes and their underlying game features within the context of the popular pervasive game Pokémon GO. MethodsWe collected data from 262 respondents with a critical incident techniqu…