Search results for "games"
showing 10 items of 429 documents
Alma Mater: 2013/ Rudens
2013
Mārcis Auziņš. Vienīgā Latvijas Universitāte - par izcilību izglītībā un zinātnē; Andra Čudare. Jānis Stradiņš un Mārcis Auziņš: kultūra zinātnē un zinātne kultūrā; Anete Enikova. Pretī akadēmiskajām zināšanām ar ielu sportu asinīs – Ghetto Games stipendiāti; LU Preses centrs. Piepūšamā kinoteātrī uzzini par klimata pārmaiņām Baltijā; Jeļena Poļakova. LU Ērģeles tapa par ziedojumiem – nu laiks tās atjaunot; Andra Čudare. Izcilnieki jeb kad 8 ir slikta atzīme; Indra Gleizde. Latvijas datorzinātniekus pazīst arī pasaulē; Laboratorijās izstrādātos skaistumkopšanas līdzekļus izmēģina brīvprātīgie; Gita Siliņa. Atmiņu pētnieku piedzīvojumi; LU Preses centrs. Iepazīs studijas no skolas brīvajā la…
Game learning analytics for understanding reading skills in transparent writing system
2020
Serious games are designed to improve learning instead of providing only entertainment. Serious games analytics can be used for understanding and enhancing the quality of learning with serious games. One challenge in developing computerized support for learning is that learning of skills varies between players. Appropriate algorithms are needed for analyzing the performance of individual players. This paper presents a novel clustering-based profiling method for analyzing serious games learners. GraphoLearn, a game for training connections between speech sounds and letters, serves as the game-based learning environment. The proposed clustering method was designed to group the learners into p…
Quando l'eroe disturba il mostro. Uno studio comparativo sulla figura del mostro-custode: Ḫubaba, Ladone e il serpente della Colchide
2013
Injustice in the Ruins and a Disordered Post-Apocalypse: Gothic Ideology in the Digital Game World of Fallout 3
2020
The Gothic is an influential source for storytelling in a wide range of digital games. Thus far, interpreting it in games and how they are informed by Gothic ideology has been little studied. This study seeks to address this gap in research by investigating these issues in the narrative of the action role-playing game, Fallout 3. More specifically, through a close reading of the game narrative and by drawing on theories of the Gothic, ideological aspects of the Gothic are analyzed in detail with specific reference to non-player characters and their actions and dialogue along with elements of the mise-en-scéne, style, and simulation. Results show how classic Gothic ideology is reproduced in …
Growing the Otome Game Market: Fan Labor and Otome Game Communities Online
2019
Otome games are a niche category of Japanese games marketed toward women. Outside its country of origin and the infrastructure of the anime media mix, its predominantly female player communities traditionally have defined these games as those that feature romance or dating simulation. In this paper, I look into how fan bloggers talk about their own work in marketing and distributing otome games beyond Japan. In the case of otome game fan blogging, the ability to shape discussions surrounding otome games also relies upon maintaining the image of players as good consumers. Although this work focuses on the practice of fan blogging, it is part of an ongoing study on otome games in English and …
Ballerfaring på mellomtrinnet : En kvalitativ studie om elevers erfaringer av ballspillundervisning i kroppsøving på mellomtrinnet
2019
Master grunnskolelærerutdanning for trinn 5-10, 5-årig masterprogram IDR507 - Universitetet i Agder 2019 The purpose of this master thesis is to map how pupils who have limited experience with ball games in their spare time,experience the teaching in physical education.This is done by first examining theory that can be used to extract experiences and insights with the students. Next, a qualitative study is carried out on how pupils with limited experience with ball games in their spare time,experience the teaching in physical education. To get knowledge of these pupils' experiences, informants from the intermediate classes were selected from two different schools. The pupils were first obse…
Associations between parental rules, style of communication and children's screen time
2015
Background Research suggests an inverse association between parental rules and screen time in pre-adolescents, and that parents’ style of communication with their children is related to the children’s time spent watching TV. The aims of this study were to examine associations of parental rules and parental style of communication with children’s screen time and perceived excessive screen time in five European countries. Methods UP4FUN was a multi-centre, cluster randomised controlled trial with pre- and post-test measurements in each of five countries; Belgium, Germany, Greece, Hungary and Norway. Questionnaires were completed by the children at school and the parent questionnaire was brough…
A formal model based on Game Theory for the analysis of cooperation in distributed service discovery
2016
New systems can be designed, developed, and managed as societies of agents that interact with each other by offering and providing services. These systems can be viewed as complex networks where nodes are bounded rational agents. In order to deal with complex goals, they require cooperation of the other agents to be able to locate the required services. The aim of this paper is formally and empirically analyze under which circumstances cooperation emerges in decentralized search of services. We propose a repeated game model that formalizes the interactions among agents in a search process where agents are free to choose between cooperate or not in the process. Agents make decisions based on…
Prevalence and Risk Factors for Internet Gaming Disorder (IGD) in a sample of 5,979 Italian Online Gamers
2020
Background: The prevalence of Internet Gaming Disorder (IGD) in the Italian population of gamers is unknown. Several risk factors, including time spent playing (TSP), are proposed as an epiphenomenon of emotional dysregulation. Methods: The study estimated the prevalence of IGD in at-risk Italian online gamers, and the interplay between alexithymia and other risk factors. 5,979 responders were surveyed. IGDS-SF9 estimated pathological gaming. TAS-20 measured Difficult in Identifying (DIF) and Describing Feelings (DDF), and Externally Oriented Thinking (EOT). Results: 43% of participants had pathological IGD scores. Male gender (OR=1.2, 95% C.I.=1, 1.5, p=0.019), TSP (OR=7.6, 95% C.I.=5.5, 1…
Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interac…
2016
Within the last two decades, many studies have addressed the clinical phenomenon of Internet-use disorders, with a particular focus on Internet-gaming disorder. Based on previous theoretical considerations and empirical findings, we suggest an Interaction of Person-Affect-Cognition-Execution (I-PACE) model of specific Internet-use disorders. The I-PACE model is a theoretical framework for the processes underlying the development and maintenance of an addictive use of certain Internet applications or sites promoting gaming, gambling, pornography viewing, shopping, or communication. The model is composed as a process model. Specific Internet-use disorders are considered to be the consequence …