Search results for "Putin"
showing 10 items of 25297 documents
The Playful Affordances of Picture Book Apps for Children
2021
The tradition of children’s literature has evolved side by side with the market of children’s entertainment, games, and toys. The selection of contemporary print products includes a wide variety of materially or technologically enhanced picture books. This background is rarely considered in the examination of children’s book applications that have attracted scholarly interest after the arrival of smartphones and tablets during the early 2010s.The relationship between picture book apps, mobile games, and digital playthings requires further examination that considers the specific affordances of the mobile platform. Leaning on five case studies, this article examines how picture book apps affo…
Immersive gaming as journalism
2021
This chapter discusses immersion and how it may be applied to journalism. It begins by unraveling the concept of immersion itself as a reminder that it is not only connected to virtual reality or augmented reality technologies, but rather that it is a multifaceted concept that may be understood in many ways. The chapter turns specifically to the theorizing done in the context of digital games research, where immersion and some related concepts have been explored in detail over the last decades. This theorizing helps us see how immersion can be understood and in what way the concept may be problematic. The chapter maps out some of the historical precedents for immersion, discusses alternativ…
Exergaming usage : hedonic and utilitarian aspects
2017
There is a growing demand for information systems (IS) that could advance desirable health behaviours among people. While digital gaming has generally been perceived to increase individuals’ sedentary time, gaming can also act as a medium to promote health, for example, by increasing individuals’ levels of physical activity. Exergaming, a form of digital gaming that combines games with physical activity, has been mentioned as potential means of influencing physical activity levels. Previous research on exergaming has been dominated by a very device-centric perspective, focusing more on its technological and physical aspects, than a more user-centric perspective that focuses on the users and…
The effect of musical tempo on video game performance
2012
There is little research on music and audio in video games. What theory exists relies heavily upon borrowing concepts from similar fields such as film music. The empirical research conducted has been varied in scope, but small in number. This thesis explores the current state of theory and research in video game music and audio. In order to investigate if music can affect performance in a video game, an experiment was conducted. Participants were asked to play the popular video game Tetris multiple times to music of varying tempi. The performance of each participant for every game played was recorded and compared across the conditions. Although no statistically significant differences in pe…
Let’s Play Tinder! : Aesthetics of a Dating App
2021
This article provides an analysis of the “dating app” Tinder as an aesthetic ludic artifact. By scrutinizing the title’s features of gameplay and expressive–interpretive social interaction, Tinder usage is set into a frame theory context and shown to operate by multiple overlapping frames that allow romantic engagement to be entered as play and vice versa. peerReviewed
Study of Zumba game playing experience, related to previous knowledge of Zumba
2014
The focus of this research is to make an analysis of the experiences of Xbox Kinect Zumba game players in correlation to the real Zumba classes. Through the observation of the Zumba game, specifically using the Xbox Kinect motion detection technology, the researcher intends to create a user experience similar to the real classroom experience and/or create a situation pleasant enough to interest the subjects in real Zumba classes or further game playing, despite of their preconceptions about the game/activity. Negative results will be used to pinpoint what is lacking in this situation and environment to achieve the level of comfort and enjoyment required. The researcher intends to show that …
Games as Blends : Understanding Hybrid Games
2017
The meaning of what hybrid games are is often fixed to the context in which the term is used. For example, hybrid games have often been defined in relation to recent developments in technology. This creates issues in the terms usage and limitations in thinking. This paper argues that hybrid games should be understood through conceptual metaphors. Hybridity is the blending of different cognitive domains that are not usually associated together. Hybrid games usually blend domains related to games, for example digital and board games, but can blend also other domains. Through viewing game experiences as blends from different domains, designers can understand the inherent hybridity in various t…
A Complete, Exact and Efficient Implementation for Computing the Edge-Adjacency Graph of an Arrangement of Quadrics
2011
International audience; We present a complete, exact and efficient implementation to compute the edge-adjacency graph of an arrangement of quadrics, i.e. surfaces of algebraic degree 2. This is a major step towards the computation of the full 3D arrangement. We enhanced an implementation for an exact parameterization of the intersection curves of two quadrics, such that we can compute the exact parameter value for intersection points and from that the edge-adjacency graph of the arrangement. Our implementation is complete in the sense that it can handle all kinds of inputs including all degenerate ones, i.e. singularities or tangential intersection points. It is exact in that it always comp…
Le Robinson suisse, fontaine et source d'idées politiques
2007
International audience
Alignments of Time Intensity curves in sensory analysis
2006
International audience