Search results for "Games"
showing 10 items of 429 documents
Distopía, eutopía y crisis social en el cine mainstream (Los casos de Los juegos del hambre y Del revés)
2018
espanolEn el marco de un mundo globalizado, la aparente "desideologizacion" que acompana a los bienes culturales actuales, sirve a los propositos de reproduccion del sistema capitalista, entendido este dentro de su vertiente cultural actual como un sistema omnipresente y omniabarcante. En este sentido, los productos culturales del mainstream estadounidense, continuan constituyendo, aun a dia de hoy, uno de los principales pilares a traves de los cuales el sistema se representa a si mismo, proponiendo y defendiendo determinados modos de vida, en concreto, el American Way of Life. En el actual contexto, el mainstream cinematografico, a traves de productos como “Los Juegos del Hambre” (The Hun…
The next level of research on electronic play : potential benefits and contextual influences for children and adolescents
2005
Most research on electronic play has focused on its possible negative effects for children and adolescents, and contextual factors such as socioeconomic status (SES) and culture are rarely considered. This article considers the potential benefits of electronic play from a psychological perspective, as well as individual and contextual factors that may shape the influence of electronic play for children and adolescents. Demographics of players and the games themselves are presented, and recommendations for research and policy are discussed.
Utilizing content analysis in teaching materials for children with autism spectrum disorder
2019
It is important to look at how education materials for students with disability view disability itself. Raising the general public's awareness on autism is crucial because of the rise in the antivaxx and anti-science movements, particularly in the United States. This thesis utilizes Content Analysis to explore how a set of teaching materials for students with Autism Spectrum Disorder (ASD) understands ASD and the agency of the ASD child and creates trust with the readers. I analyze two argumentation styles to understand how those forms of argumentation create trust with the readers. This study is qualitative and relies on philosophical and cultural definitions of agency and personhood. In a…
Jaunākā pirmsskolas vecuma bērnu vārdu krājuma bagātināšana didaktiskajās rotaļās
2018
Bakalaura darba tēma – “Jaunākā pirmsskolas vecuma bērnu vārdu krājuma bagātināšana didaktiskajās rotaļās”. Bakalaura darba autore: Indra Tišanova. Izvēlētās tēmas aktualitāte pamatojama ar to, ka didaktiskās rotaļas pirmsskolas vecuma bērniem rada patīkamas izjūtas, veicina sadarbības un citas nepieciešamās prasmes, tādēļ svarīgi izpētīt, kā ar rotaļu palīdzību var bagātināt bērnu vārdu krājumu. Pētījuma mērķis – teorētiski un praktiski izzināt vārdu krājuma bagātināšanas iespējas didaktiskajās rotaļās jaunākā pirmsskolas vecuma bērniem. Pētījums sastāv no divām daļām – teorētiskā un empīriskā pētījuma. Teorētiskajā daļā pētīti un izzināti latviešu un ārvalstu pedagoģijas un psiholoģijas p…
Playing games in the cultural transformations in the second half of the twentieth century
2013
Social integration in sports clubs: individual and organisational factors in a European context
2019
Sports clubs are often perceived as important mediums for social integration, but the empirical evidence to support this claim is limited. This article sets out to identify individual and organisational characteristics that are conducive to social integration of members and volunteers. Drawing on survey data from 13,000 members and volunteers in ten European countries, an exploratory factor analysis identified three dimensions of social integration. They match the overall conceptual distinction between socio-cultural and socio-affective integration and the sub-division of socio-affective integration into ‘interaction’ and ‘identification’. Multilevel regression analyses examined the relevan…
Exploration: an overarching focus for holistic development
2021
Incentive Mechanism for Edge Computing-Based Blockchain: A Sequential Game Approach
2022
The development of the blockchain framework is able to provide feasible solutions for a wide range of Industrial Internet of Things (IIoT) applications. While the IIoT devices are usually resource-limited, how to make sure the acquisition of computational resources and participation of the devices will be the driving force to realize blockchain. In this work, an edge computing-based blockchain framework is considered, where multiple edge service providers (ESPs) can provide computational resources to the IIoT devices. We focus on investigating the trading between the devices and ESPs, where ESPs are the sellers and devices are the buyers. A sequential game is formulated and by exploring the…
Convenience Behavior and Being Overweight in Adults: Development and Validation of the Convenience Behavior Questionnaire
2019
The etiology of overweight and obesity is a mixture of genetic determinants, environmental factors, and health behaviors. Especially intra- and interpersonal inactive behaviors, here termed convenience, seems to play an important role. The objective was to develop and validate the Convenience Behavior Questionnaire (CBQ) to assess convenience-related items and their association with overweight and obesity in a large population. A sample of 1233 subjects aged 18–82 years from six population groups took part in a self-administered questionnaire. Test-retest reliability was estimated and the independent association between convenience-related items and overweight and obesity was investigated. …
Shared Situational Awareness in a Professional Soccer Team: An Explorative Analysis of Post-Performance Interviews
2020
Sport science research has done little to elaborate on the cognitive factors that turn a collection of individual players into a coordinated elite team. The purpose of this paper is to clarify if the players and coach of an elite soccer team express shared situational awareness. Ten players and one coach were exposed to twelve video pictures from a previous soccer match, and their statements for each picture were recorded and analyzed using a qualitative approach. Two of five game situations were with ball possession and three out of seven were without ball possession