Search results for "Games"

showing 10 items of 429 documents

Caccia e Raccolta ai tempi del digitaleUn esperimento di Psicologia Evoluzionistica basato su Serious Games

2012

Settore M-PSI/01 - Psicologia GeneraleSettore INF/01 - InformaticaPsicologia Evoluzionistica Serious Games
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Video Games in Real Life

2013

Settore SPS/07 - Sociologia GeneraleVideo game digital media Games studies social uses
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Etnografia e MMORPG: Virtual ethnography and videogamers

2011

Games studies etnografia MMORPG videogiochi

Settore SPS/08 - Sociologia Dei Processi Culturali E ComunicativiSettore SPS/07 - Sociologia GeneraleGames studies etnografia MMORPG videogiochi
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“SIMaging the CITY. The Educational Use of Simulation Video Games for Disadvantaged Youth”

2013

Settore SPS/08 - Sociologia Dei Processi Culturali E ComunicativiVideo games educational use disadvantaged youth
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SIMaging the City. The Educational Use of Video Games in a Youth Club of Palermo (Italy)

2013

Settore SPS/08 - Sociologia Dei Processi Culturali E ComunicativiVideo games media education video game education
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Media/Digital Competence. The European and Italian Definition

2016

In 2007, the European Union Commission issued a Communication titled A European approach to media literacy in the digital environment where media literacy is clearly defined as “the ability to access the media, to understand and to critically evaluate different aspects of the media and media contents and to create communications in a variety of contexts” (European Commission, 2007: 3). This paper discusses this definition and present the Italian way to it.

Settore SPS/08 - Sociologia Dei Processi Culturali E ComunicativiVideogames disadvantaged youth social work empowerment media education
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Punchline behind the hotspot : structures of humor, puzzle, and sexuality in adventure games (with Leisure Suit Larry in Several Wrong Places)

2021

Back in the late 1970s and early 1980s, during the embryonic era of computers, hackers, and all that digitalized punk jazz, who would have guessed that one of the period’s juvenile narrative arts—“interactive fiction” it was called at the time—would soon lead to a pop cultural revolution? A young scholar named Mary Ann Buckles did. Having spent years analyzing a piece of software that the present history knows as the most influential of all computerized text-based playthings, Adventure, in 1985, Buckles eventually completed her doctoral dissertation with a first-ever focus on something that had thus far been struggling to be taken seriously by cultural critics: storygames running on compute…

Sex in video gamesseikkailupelitvideopelitComputer adventure games -- HumorvitsitPuzzles and gamesLeisure suit Larry -- Computer gamesseksualisoituminenongelmanratkaisupelitseksuaalisuushuumoridigitaaliset pelitVideo games -- Social aspects
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Performance Analysis of Cooperative V2V and V2I Communications Under Correlated Fading

2019

Cooperative vehicular networks will play a vital role in the coming years to implement various intelligent transportation-related applications. Both vehicle-to-vehicle (V2V) and vehicle-to-infrastructure (V2I) communications will be needed to reliably disseminate information in a vehicular network. In this regard, a roadside unit (RSU) equipped with multiple antennas can improve the network capacity. While the traditional approaches assume antennas to experience independent fading, we consider a more practical uplink scenario where antennas at the RSU experience correlated fading. In particular, we evaluate the packet error probability for two renowned antenna correlation models, i.e., cons…

Signal Processing (eess.SP)FOS: Computer and information sciencesvehicle-to-infrastructure (V2I)Computer scienceComputer Science - Information TheoryReliability (computer networking)Real-time computingStackelberg gameComputer Science - Networking and Internet Architecturelangaton tiedonsiirto0502 economics and businessTelecommunications linkFOS: Electrical engineering electronic engineering information engineeringStackelberg competitionpeliteoriaFadingfading channelsElectrical Engineering and Systems Science - Signal ProcessingIntelligent transportation systemerror probabilitygamesNetworking and Internet Architecture (cs.NI)liikennetekniikka050210 logistics & transportationVehicular ad hoc networkreliabilityNetwork packetsignal to noise ratioInformation Theory (cs.IT)Mechanical Engineering05 social sciencesvehicle-to-vehicle (V2V)rakenteettomat verkotTransmitter power outputComputer Science Applicationsantenna correlationAutomotive Engineeringälytekniikkavehicular ad hoc networksantennas
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Didaktiskās spēles kā vārdu krājuma sekmētājas 5-6 gadus veciem bērniem

2017

Bakalaura darbs ,,Didaktiskās spēles kā vārdu krājuma sekmētājas 5-6 gadus veciem bērniem” ir par vārdu krājuma pilnveidošanas iespējām bērniem 5-6 gadu vecumā, izmantojot didaktiskās spēles. Pētījuma mērķis: Izpētīt 5-6 gadus vecu bērnu vārdu krājuma bagātināšanas iespējas, izmantojot didaktiskās spēles. Pirmsskolas vecumā galvenais mācību darbības veids ir rotaļa. Rotaļu, spēļu laikā bērns iegūst jaunas zināšanas, prasmes, attieksmes. Bērns didaktisko spēļu laikā mācās apgūt jaunus vārdus, darina jaunus vārdus, domā teikumus, stāstus, tātad - mācās. Bērns jaunās prasmes apgūst rotaļājoties. Vārdu krājuma pilnveidošana ir viens no būtiskākajiem uzdevumiem darbā ar pirmsskolas vecuma bērnie…

Skolas pedagoģijaimprovementasDidacticgamesvocabulary
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EmoTIC: Impact of a game-based social-emotional programme on adolescents

2021

[EN] Introduction Technologies provide a brilliant opportunity to promote social-emotional competences, well-being and adjustment in adolescence. Game-based programmes and serious games are digital tools that pursue an educational goal in an attractive environment for adolescents. The purpose of this study was therefore to determine the effectiveness of emoTIC, a game-based social-emotional programme designed according to Mayer, Caruso, and Salovey's model of emotional intelligence. Materials and methods The participants were 119 adolescents between 11 and 15 years, randomly assigned to the experimental group and the control group. The adolescents completed questionnaires to assess their em…

Social CognitionMaleApplied psychologyEmotionsIntelligenceSocial SciencesInnovación educacionalAnxietyAdolescentsFamiliesLearning and MemorySurveys and QuestionnairesSocial emotional learningMedicine and Health SciencesPsychologyChildChildrenEmotional IntelligenceMultidisciplinary05 social sciencesQR050301 educationMétodo de aprendizajeMedicineEngineering and TechnologyGame basedFemalePsychology050104 developmental & child psychologyResearch ArticleSocial PsychologyAdolescentScienceMEDLINEPsychological StressEquipmentHuman LearningMental Health and PsychiatryLearningHumans0501 psychology and cognitive sciencesCommunication EquipmentBehaviorEnseñanza secundariaCognitive PsychologyBiology and Life SciencesSelf ConceptProsocial BehaviorGames ExperimentalVideo GamesAge GroupsPeople and PlacesCognitive SciencePopulation GroupingsCell Phones0503 educationLENGUAJES Y SISTEMAS INFORMATICOSNeurosciencePLoS ONE
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