Search results for "digital game"
showing 10 items of 27 documents
Real-time hermeneutics : meaning-making in ludonarrative digital games
2015
Book review: Shaules, Joseph (2015). The Intercultural Mind : Connecting Culture, Cognition, and Global Living
2015
Introduction: Exploring Nordic Game Research
2014
Nordic DiGRA 2012 Conference was held at the University of Tampere on June 6-8, 2012. In this Special Issue of the Transactions of DiGRA journal, we present a selection of the best papers of that conference.
Videogames and L2 learning opportunities : does the amount of digital gaming show in increased English proficiency among Finnish upper comprehensive …
2015
Digitaalisten pelien pelaaminen on edelleen varsinkin nuorten suomalaisten keskuudessa yleinen harrastus. Mediana pelit tarjoavat monille kosketuksen englannin kieleen vapaa-ajallakin, ja tällaisesta informaalista koulun ulkopuolisesta englannin kielestä on tutkimusten mukaan suurta hyötyä kieltenopiskelijalle. Tässä tutkielmassa tarkasteltiin keskisuomalaisten yhdeksäsluokkalaisten (N=34) videopelien pelaamisen yhteyttä englannin kielitaitoon, jota arvioitiin oppilaiden kolmen viimeisimmän englannin kurssiarvosanan keskiarvolla, sekä pienellä synonyymien yhdistelytestillä. Oppilaiden videopeliharrastusta sekä muita koulun ulkopuolisia englanninkielisiä harrastuksia kartoitettiin kyselyllä.…
Defining Role-Playing Games as Language-Games
2011
Role-playing games are a diverse phenomenon, ranging from digital games to live action role-playing. Finding a definition that suits them all is hard, but attempts have been many. All of the definitions emphasize some aspects of role-playing games like rules, the role of players or the story. Many definitions do not describe role-playing games as such, but the activity that is role-playing. This paper looks at one of the latest attempts to define role-playing games, by Hitchens and Drachen (2009), and shows some potential problems with it. As an answer to these problems another definition is proposed, consisting of a game world, participants, shared narrative power and interaction. This def…
Design implications for digital scratch-card games
2008
Beyond the pale : gaming controversies and moral panics as rites of passage
2017
Throughout the history of Western popular culture, new emerging forms of media have been perceived as threats to social norms, societal order and moral foundations. The present compilation dissertation situates the medium of digital games into this centuries-old continuum. This study contents that controversies and moral panics that originate from the aforementioned concerns should be perceived as cultural rites of passage for new media, which indicate their transition from one state into another, from periphery into mainstream. This study demonstrates that gaming controversies and moral panics are rarely situational or random events. Rather, they are manufactured through social interaction…
Language acquisition through interaction between gamers in digital gaming environments
2014
Internetin kautta pelattavat moninpelit tarjoavat monenlaisia mahdollisuuksia harjoitella Englannin kielitaitoa, sekä käyttää sitä hyväksi erilaisissa kommunikointitilanteissa. Pelien hyötyä kieltenoppimisessa on jo jonkin verran tutkittu, mutta tutkimus rajoittuu suurelta osin itse pelien sisältöihin. Lähivuosina internetin kautta pelaaminen yhdessä toisten pelaajien kanssa on yleistynyt, mikä on avannut keskustelua myös pelien interaktiivisuuden vaikutuksista kielitaitoon. Internetissä tapaa usein pelaajia monista erilaisista kulttuureista ja taustoista, mikä rikastuttaa kielikulttuuria sekä mahdollistaa kielenkäytön harjoittelun matalan kynnyksen tilanteissa. Suomalaiset pelaavat interne…
Is School a Better Environment Than Home for Digital Game-Based Learning? The Case of GraphoGame
2015
This study investigated how the use of an online reading game differs in home and school environments. First and second graders (N = 194) participated in an 8-week training during which they used the reading program GraphoGame either at home or at school under the supervision of parents or teachers. Child participants were recommended by parents and teachers recruited from the list of GraphoGame users, and adults decided whether the training took place at home or at school. We measured the frequency and duration of playing, children’s engagement, development of reading skill and reading interest, and adult supportive involvement. The results revealed that children who played GraphoGame at s…
Role of situational context in use continuance after critical exergaming incidents
2019
Use continuance is crucial in terms of information systems (IS) success. Previous research has shown that situational context can be central for IS use continuance but has paid limited attention to its specific characteristics. Furthermore, the link between situational context and use continuance has remained unexplored in the novel area of “exergames,” which are defined as digital games requiring physical effort from the player that determines the outcome of the game. Studying exergames is deemed important due to their potential in providing health benefits for users, revenues for providers, and well‐being for societies. However, their potential remains unreached because users tend to disc…