Search results for "digitaaliset pelit"

showing 10 items of 92 documents

Why Digital Games Can Be Advantageous in Vocabulary Learning

2021

Vocabulary learning is an integral part of language learning; however, it is difficult. Although there are many techniques proposed for vocabulary learning and teaching, researchers still strive to find effective methods. Recently, digital games have shown potentials in enhancing vocabulary acquisition. A majority of studies in digital game-based vocabulary learning (DGBVL) literature investigate the effectiveness of DGBVL tasks. In other words, there are enough answers to what questions in DGBVL literature whereas why questions are rarely answered. Finding such answers help us learn more about the structure of the DGBVL tasks and their effects on vocabulary learning. Hence, to achieve this…

050101 languages & linguisticsLinguistics and LanguageVocabularyComputer sciencemedia_common.quotation_subject0211 other engineering and technologies02 engineering and technologycomputer.software_genrelanguage learningLanguage and LinguisticsInteractivitysanavarastoEncoding (memory)0501 psychology and cognitive sciencessanatword learningkielen oppiminenmedia_commonStructure (mathematical logic)digital game-based learningRepetition (rhetorical device)business.industrydigital game05 social sciences021107 urban & regional planningDUAL (cognitive architecture)Language acquisitionvocabulary learningVocabulary learningArtificial intelligencebusinesscomputerdigitaaliset pelitNatural language processingTheory and Practice in Language Studies
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Sanailua, suunsoittoa ja syrjintää : Nuorten kokemuksia pelikäytöksestä

2022

Artikkelissa tarkastellaan laadullisen kyselyaineiston (N=180) avulla suomenkielisten, 15–25-vuotiaiden nuorten kokemuksia pelikäytöksestä digitaalisten pelien parissa. Teema-analyysin avulla rakennetut teemat valottavat epäasiallisen pelikäytöksen syitä ja seurauksia, kilpailullisten pelien suunsoittokulttuuria, pelikulttuureissa esiintyvää rakenteellista syrjintää, sekä myönteistä pelikäytöstä. Pelikäytös näyttäytyy artikkelissa monipuolisena ja monimutkaisena kokonaisuutena, johon vaikuttavat niin yksilöiden ominaisuudet ja mieltymykset kuin pelikulttuurien ja yhteiskunnan rakenteet. Artikkelin lopussa esitetään ehdotuksia keinoista vähentää asiatonta pelikäytöstä. This article explores …

518 Media- ja viestintätieteetpelaaminennuoretsyrjintäkielenkäyttö6131 Teatteri tanssi musiikki muut esittävät taiteetennaltaehkäisyvihamielisyyskäyttäytyminenverkkopelitpelikulttuuridigitaaliset pelit
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Differences in Immaterial Details: Dimensional Conversion and Its Implications for Protecting Digital Designs Under EU Design Law

2021

AbstractThe paper considers three main questions: the legal status of digital designs from the perspective of EU design law, whether the protection is tied to the reproduction of physical products, and whether the scope of protection covers dimensional conversion such as using a 3D design in 2D form or vice versa. There are two sets of views regarding dimensional conversion: the “abstract” and the “concrete” view. These two different attitudes towards the scope of protection influence the manner in which the protectability of digital designs is assessed. In the “abstract” protection, it would not matter whether a product only exists as a digital image and not as a physical shape. In the “co…

Computer sciencevideopelitReproduction (economics)pelisuunnitteluComputingMilieux_LEGALASPECTSOFCOMPUTINGIntellectual propertylimitationsDigital imageimmateriaalioikeusRelevance (law)scope of protectionProduct (category theory)mallisuojaScope (project management)mallioikeusJurisprudencePerspective (graphical)EU lawexceptionsvideo gamesdesignsmuotoiluLawPolitical Science and International RelationsLawdigitaaliset pelitIIC - International Review of Intellectual Property and Competition Law
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“Not Only for a Celebration of Competitive Overwatch but Also for National Pride”: Sportificating the Overwatch World Cup 2016

2020

While the most popular forms of organized competitive digital gaming, also known as eSports, have begun finding their place within and in relation to both mainstream entertainment culture and the field of traditional sports, their history is one of struggling to be accepted as “true sports.” Partly because of this history, great effort has been put into the sportification of eSports by presenting competitions in familiar ways adapted from traditional sports. In this article, we examine the process of sportification of eSports in the context of tournament broadcasts. We analyze the Overwatch World Cup 2016 tournament, comparing its final broadcast to the 2014 FIFA World Cup’s final broadcast…

Cultural StudiesPridetelevisioelektroninen urheilumedia_common.quotation_subject518 Media and communicationsOverwatch050801 communication & media studiesbroadcastingEntertainment0508 media and communicationsBroadcasting (networking)sportificationurheiluArts and Humanities (miscellaneous)Political scienceMainstreamta616Relation (history of concept)Applied Psychologymedia_commonCommunicationmedia05 social sciencesComputingMilieux_PERSONALCOMPUTINGMedia studies050301 educationHuman-Computer InteractionFIFAAnthropology0503 educationdigitaaliset pelitGames and Culture
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Establishing Video Game Genres Using Data-Driven Modeling and Product Databases

2015

Establishing genres is the first step toward analyzing games and how the genre landscape evolves over the years. We use data-driven modeling that distils genres from textual descriptions of a large collection of games. We analyze the evolution of game genres from 1979 till 2010. Our results indicate that until 1990, there have been many genres competing for dominance, but thereafter sport-racing, strategy, and action have become the most prevalent genres. Moreover, we find that games vary to a great extent as to whether they belong mostly to one genre or to a combination of several genres. We also compare the results of our data-driven model with two product databases, Metacritic and Mobyga…

Cultural StudiesTopic modelta520Game genreComputer sciencegenresvideopelitdigital gamesgenret050801 communication & media studiestext miningcomputer.software_genreData-driven0508 media and communicationsArts and Humanities (miscellaneous)quantitativeta517ta518topic modelMetacriticVideo gameta512game corpusApplied Psychologyta515ta113Databaseta213Communicationtekstinlouhinta05 social sciences050301 educationvideo gamesHuman-Computer Interactiondata-driven modelingDominance (economics)Anthropology0503 educationcomputerdigitaaliset pelitMobygamesgame genreGAMES AND CULTURE: A JOURNAL OF INTERACTIVE MEDIA
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Narrative Tools for Games : Focalization, Granularity, and the Mode of Narration in Games

2015

This article looks at three narratological concepts—focalization, granularity, and the mode of narration—and explores how these concepts apply to games. It is shown how these concepts can be used as tools for creating meaning-effects, which are understood here as cognitive responses from the player. Focalization is shown to have a hybrid form in games. This article also explores the different types of narrators and granularities in games, and how these three concepts can be used to create meaning-effects. This is done by discussing examples from several games, for example, Assassin’s Creed III, Skyrim, Fallout: New Vegas, and Civilization.

Cultural StudiesnarrativeComputer sciencemedia_common.quotation_subjectta6122kerronta050801 communication & media studiesgranularitycomputer.software_genrenarratologiamode of narration0508 media and communicationsArts and Humanities (miscellaneous)Focalizationperspectivesta616NarrativeApplied Psychologymedia_commonfokalisaatio060201 languages & linguisticsCognitive scienceCivilizationMultimediaCommunication05 social sciencesPerspective (graphical)Cognitionfocalization06 humanities and the artsmeaning-effectHuman-Computer InteractionAnthropology0602 languages and literatureGranularitycomputerdigitaaliset pelitCreed
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Digital Games in Early Childhood: Broadening Definitions of Learning, Literacy, and Play

2017

Digital games attract children and young people with imaginary worlds, fascinating stories, and shared experiences with peers. They also can add children’s learning and motivation and offer a variety of new affordances to explore and play with. The pedagogical use of digital games has been found to potentially intensify a more critical use and understanding of varied forms of media. In this chapter, we will focus on analyzing the role of digital games in early childhood, especially from the perspectives of learning, literacy, and play. This chapter examines digital games as playing an essential role in young children’s overall technology experiences, particularly in the context of the socia…

Early childhood educationoppiminenmedia_common.quotation_subjectContext (language use)GeneralLiterature_MISCELLANEOUSLiteracyvarhaislapsuus050906 social workPolitical sciencePedagogyMathematics educationEarly childhoodAffordancemedia_commonleikki05 social sciencesFictional universeComputingMilieux_PERSONALCOMPUTING050301 educationVariety (cybernetics)Social dynamicslukutaitoplay0509 other social sciences0503 educationdigitaaliset pelit
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Mission US: Flight to Freedom -peli historiallisen empatian rakentajana

2017

Flight to FreedomDD1-2009Mission USHistory (General) and history of EuropeHistory (General)verkkopelitgame studiespelitutkimusdigitaaliset pelitVertaisarvioitu artikkeliEnnen ja nyt: Historian tietosanomat
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Playing horror : narrative and genre in Valve's Left 4 Dead Series

2013

The place of story and narrative in digital games has been a hotly contested topic within the field of Game Studies during the past two decades. Beyond the question of whether games can or should be used for telling stories, research interest has focused on the nature of game narratives and their distinct qualities in comparison to other expressive media, like literature and film. The aim of this thesis is to contribute to this debate by examining the elements involved in storytelling not in digital games overall, but in one particular series, namely Valve Software‘s Left 4 Dead and Left 4 Dead 2. The use of this in-depth case study allows an examination of how various different elements co…

Game StudiesDigital GamesvideopelitKauhutarinatkerrontaKerronnalliset rakenteetpelitutkimusNarrativenarratiivisuusHorrortarinatStorytellingkauhudigitaaliset pelit
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Constructing identities in San Andreas : characterizing the protagonists in Grand Theft Auto V

2015

Digitaalisten pelien merkitys on nykyään huomattava taloudellisesti ja kulttuurisesti. Ihmiset käyttävät aikaa ja rahaa digitaalipelien pelaamiseen enemmän kuin koskaan aikaisemmin ja pelaajamäärät kasvavat jatkuvasti. Yksi viime vuosien suurimmista digitaalipeleistä, niin budjetiltaan kuin pelaajamäärältäänkin, on Grand Theft Auto V. Lisäksi GTA V on saanut erinomaiset arvostelut ja peliä pidetäänkin yhtenä parhaana digitaalipelinä kautta aikojen. Erityisesti pelin hahmoja on kehuttu. Edellä mainittujen seikkojen perusteella GTA V -pelin päähahmot, Michael, Franklin ja Trevor, ovat tämän tutkimuksen keskiössä. Tutkimuksessa Grand Theft Auto V -peliä tarkastellaan kulttuurituotteena. Päähah…

Grand Theft Auto V (peli)pelihahmotidentiteettidigitaaliset pelit
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