Search results for "games"
showing 10 items of 429 documents
Why Do Teachers Use Game-Based Learning Technologies? The Role of Individual and Institutional ICT Readiness
2015
This paper investigates how different individual and institutional factors pertaining to ICT readiness influence teachers’ adoption of game-based learning technologies. The data were gathered from Finnish primary, lower secondary and upper secondary school teachers (N=1668) with an online survey. The results indicate that openness towards ICT, ICT attitude and the ICT compatibility with teaching positively influence the perceived value whereas openness towards ICT, supportive organizational ICT culture, ICT selfefficacy and ICT compatibility with teaching positively influenced the actual use of game-based learning technologies. However, the structural model could explain only little of the …
Field location and player roles as constraints on emergent 1-vs-1 interpersonal patterns of play in football
2017
This study examined effects of player roles on interpersonal patterns of coordination that sustain decision-making in 1-vs-1 sub-phases of football in different field locations near the goal (left-, middle- and right zone). Participants were fifteen U-16 yrs players from a local competitive amateur team. To measure interpersonal patterns of coordination in the 1-vs-1 dyads we recorded: (i) the relative distance value between each attacker and defender to the centre of the goal, and (ii), the relative angle between the centre of the goal, each defender and attacker. Results revealed how variations in field locations near the goal (left-, middle- and right-zones) constrained the relative dist…
Utilizing games in the co-production of mental health services
2020
This study analyses the application of a co-production approach in utilizing digital games and game-related methods in mental health services. The goal is to offer a real-world experiment on co-production, focusing on mental health service users, active gamers and mental health practitioners who worked together in equal ways and valued each other’s unique contributions during the experiment. The implications of a co-production approach for applying digital games in the field of mental healthcare are somewhat limited and under-explored. In this case study, seven workshop sessions were held involving service users, gamers and professionals. Participants were interviewed concerning their exper…
När barnet blir expert: Förklaringar av ord och procedurer i det digitala spelet Growtopia
2019
The ability to explain word meanings is central to a child’s language development and socialisation into different domains of language use. In previous research explanations have been shown to be linked to cognitive and linguistic development as well as academic language and discursive skills. This paper analyses what kinds of linguistic and discursive competences are put to use in explanation activities in interactions between an 8-year-old bilingual child (Albin) and his mother around a digital game. The data comes from a larger data set of video-recordings and field observation of children’s interactions around games. The analysis focuses on explanation sequences in which the child expli…
I will send badass viruses. Peer threats and the interplay of pretend frames in a classroom dispute
2014
This paper explores threats as they appear in children's everyday dispute interactions. The main purpose is to extend understandings of children's interactions and disputes in order to show how young boys construct threats in pretend frames within a classroom peer dispute by drawing upon the resources of the video game world and a verbally constructed fight. The conceptual and methodological frameworks underpinning the analysis are conversation analysis and Goffman's concept of frame. The analysis focuses on one episode that illustrates how the boys, in the absence of the teacher, invoke, share and switch frames within the dispute. Using pretence, they posit threats and build attack strateg…
Il gioco linguistico del significato letterale
2018
Literal Meaning is a widely used notion, which seems to be well rooted in the strong intuition that words have a meaning in themselves. However, as pointed out in previous literature (e.g. RECANATI 2004), this theoretical notion seems to be problematic in accounting for some aspects of the nature of linguistic meaning. Embracing these criticisms, we will show how the heuristic power of this notion becomes apparent when looking at some specific types of contexts, namely those language games where it is necessary to retrieve the meaning of words in isolation. This will allow us to argue in favour of consistency of this notion with theoretical framework with a strong focus on the contextual na…
A decade of research into player communities in online games
2013
The social dynamics of player communities in online games have been the subject of much research during the last decade. Following a systematic review of empirical research publications from 2000–2010, this article synthesizes the key methods and concepts researchers have used to study and characterize player communities. It also synthesizes the key aspects and operationalizations researchers have concentrated on. The analysis shows that qualitative approaches have been more common than quantitative ones. The concepts used to characterize player communities were often not clearly defined or overlapped in meaning. Yet they revealed a prevalence of micro (groups or teams), meso (guilds or org…
Exploring translation strategies in video game localization
2012
This paper addresses the issue of video game localisation focusing on the different strategies to be used from the point of view of Translation Studies. More precisely, the article explores the possible relation between the translation approaches used in the field and the different genres or textual typologies of video games. As the narrative techniques and the story lines of video games have become more complex and well-developed, the adaptation of games entails a serious challenge for translators. Video games have evolved into multimodal and multidimensional products and new approaches and insights are required when studying the adaptation of games into different cultures. Electronic ente…
Stationary and Initial-Terminal Value Problem for Collective Decision Making via Mean-Field Games
2017
Given a large number of homogeneous players that are distributed across three possible states, we consider the problem in which these players have to control their transition rates, following some optimality criteria. The optimal transition rates are based on the players' knowledge of their current state and of the distribution of all the other players, thus introducing mean-field terms in the running and the terminal cost. The first contribution is a mean-field model that takes into account the macroscopic and the microscopic dynamics. The second contribution is the study of the mean-field equilibrium resulting from solving the initial-terminal value problem, involving the Kolmogorov equat…