Search results for "games"

showing 10 items of 429 documents

L'utilisation du médiateur ludique pour favoriser le développement des compétences non-académiques en formation supérieure

2015

The competency-based curriculum is being more and more used in France, and leads to pedagogical changes. This raises questions about what to teach, and how to teach. More specifically, the characteristics of thegeneration Y, including the fact that this generation considers education as a consumption value, being engaged only if they get some direct personal benefits, leads to invest some methods of innovative pedagogy, in order to get students’ interest and engagement. At the same time, literature about soft skills, show the importance of those skills for success, encouraging to more include soft skills in education. The research presented in this thesis, aims to assess how a games-based a…

Compétence sociale[SHS.EDU]Humanities and Social Sciences/EducationGames-based approach[SHS.EDU] Humanities and Social Sciences/EducationJeu éducatifFormationHigher educationÉrgothérapie[ SHS.EDU ] Humanities and Social Sciences/EducationOccupational therapyGeneration Ysoft skills
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Preventing problematic internet use during the COVID-19 pandemic: Consensus guidance

2020

As a response to the COVID-19 pandemic, many governments have introduced steps such as spatial distancing and “staying at home” to curb its spread and impact. The fear resulting from the disease, the ‘lockdown’ situation, high levels of uncertainty regarding the future, and financial insecurity raise the level of stress, anxiety, and depression experienced by people all around the world. Psychoactive substances and other reinforcing behaviors (e.g., gambling, video gaming, watching pornography) are often used to reduce stress and anxiety and/or to alleviate depressed mood. The tendency to use such substances and engage in such behaviors in an excessive manner as putative coping strategies i…

ConsensusDistancingSocial connectednesslcsh:RC435-571Internet privacyPneumonia Viral610 Medicine & healthAnxietyArticleSocial group03 medical and health sciences2738 Psychiatry and Mental HealthBetacoronavirus0302 clinical medicinelcsh:PsychiatryPandemicAdaptation PsychologicalmedicinePornographyHumans10064 Neuroscience Center ZurichSalut mentalPandemicsInternetbusiness.industryDepressionSARS-CoV-23203 Clinical PsychologyClinical Psychology; Psychiatry and Mental health; COVID-19COVID-1910058 Department of Child and Adolescent PsychiatryAnxiety Disorders030227 psychiatryPsychiatry and Mental healthClinical PsychologyWork (electrical)PsychologieVideo GamesInformation and Communications Technology10076 Center for Integrative Human PhysiologyAnxietyMental healthmedicine.symptomPsychologybusinessCoronavirus Infections030217 neurology & neurosurgeryComprehensive Psychiatry
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Working towards an international consensus on criteria for assessing internet gaming disorder: a critical commentary on Petry et al. (2014).

2016

This commentary paper critically discusses the recent debate paper by Petry et al. (2014) that argued there was now an international consensus for assessing Internet Gaming Disorder (IGD). Our collective opinions vary considerably regarding many different aspects of online gaming. However, we contend that the paper by Petry and colleagues does not provide a true and representative international community of researchers in this area. This paper critically discusses and provides commentary on (i) the representativeness of the international group that wrote the ‘consensus’ paper, and (ii) each of the IGD criteria. The paper also includes a brief discussion on initiatives that could be taken to…

ConsensusInternationality030508 substance abuseMedicine (miscellaneous)Representativeness heuristicArticleDSM-5ddc:616.8903 medical and health sciences0302 clinical medicineHumansEmpirical evidencebusiness.industryInternational communityVideo Games/psychologyPublic relations030227 psychiatryBehavior AddictiveDiagnostic and Statistical Manual of Mental DisordersPsychiatry and Mental healthVideo GamesScale (social sciences)Video game addictionThe InternetIndustrial and organizational psychology0305 other medical sciencePsychologybusinessSocial psychologyBehavior Addictive/diagnosisAddiction (Abingdon, England)
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The Playing Brain. The Impact of Video Games on Cognition and Behavior in Pediatric Age at the Time of Lockdown: A Systematic Review

2021

A growing number of children and adolescents play video games (VGs) for long amounts of time. The current outbreak of the Coronavirus pandemic has significantly reduced outdoor activities and direct interpersonal relationships. Therefore, a higher use of VGs can become the response to stress and fear of illness. VGs and their practical, academic, vocational and educational implications have become an issue of increasing interest for scholars, parents, teachers, pediatricians and youth public policy makers. The current systematic review aims to identify, in recent literature, the most relevant problems of the complex issue of playing VGs in children and adolescents in order to provide sugges…

Control (management)Applied psychologyPublic policyReviewcognitive skillPediatrics050105 experimental psychologyRJ1-57003 medical and health sciencesInterpersonal relationship0302 clinical medicinecognitive skillschildrenMultiple time dimensionsStress (linguistics)PandemicSettore M-PSI/07 - Psicologia DinamicaMedicine0501 psychology and cognitive sciencesadolescentsplaying video gamesSettore M-PSI/02 - Psicobiologia E Psicologia Fisiologicabusiness.industry05 social sciencesaddiction behaviorRCognitionplaying video gameCOVID-19 lockdownVocational educationadolescentMedicinebusiness030217 neurology & neurosurgeryPediatric Reports
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On robustness and dynamics in (un)balanced coalitional games

2012

In this paper we investigate robustness and dynamics for coalitional games with transferable utilities (TU games). In particular we study sequences of TU games. These sequences model dynamic situations in which the values of coalitions of players are not known beforehand, and are subject to changes over time. An allocation rule assigns a payoff to each player in each time period. This payoff is bounded by external restrictions, for example due to contractual agreements. Our main questions are: (i) under which conditions do the allocations converge to a core-element of the game, and (ii) when do the allocations converge to some specific allocation, the so-called nominal allocation? The main …

Cooperative game theoryIR-81399Computer scienceCoalitional games with transferable utilitiesStochastic gameComputingMilieux_PERSONALCOMPUTINGEWI-22156METIS-287968TheoryofComputation_GENERALCooperative game theorygame theory controlRobust allocation processesControl and Systems EngineeringRobustness (computer science)Bounded functionCoreElectrical and Electronic EngineeringSettore MAT/09 - Ricerca OperativaMathematical economics
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Radošais mācīšanas/mācīšanās stils angļu valodas pasniegšanā

2015

Šis Bakalaura darbsizmeklē radošuma pielietošanas nozīmi angļu valodas pasniegšanā. Šī darba mērķis ir izzināt radošos valodas mācīšanas paņēmienus un novērot kā tie tiek pielietoti vairākās angļu valodas nodarbībās. Pētījumā tika izmantotas tādas metodes kā teorētiskā un gadījuma izpēte. Lai pierādītu mērķi, tika pielietota metodiskās triangulācijas metode – šī darba autors novēroja trīs trešās klases angļu valodas nodarbības no dažādām skolām, kā vadlīnijas izmantojot paša autora veidotu nodarbību novērtējuma lapu, un, pēc nodarbībām, skolnieki aizpildīja aptaujas lapu, kas sniedza viņiem iespēju izpaust savas domas, grūtības un vēlmes attiecībā uz angļu valodas nodarbībām. Beidzot pētīju…

CreativityValodniecībaGames in ELTCreativity in ELTCreative teaching styleCreative teaching techniques
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Becoming a Gamer: Performative Construction of Gendered Gamer Identities

2021

This article examines how women construct their gameplay identities in relation to the hegemonic “gamer” discourse. The article is based on semi-structured in-depth interviews with women who occupy central roles in the Finnish gaming industry. We deploy Judith Butler’s theorization of performative identity construction to examine how the women negotiate their identity in relation to the hegemonic gamer discourse, focusing on how they both embrace and resist the hegemonic, masculine constructions of gameplay. The study shows the dynamics surrounding the gamer identity. While women submit to the hegemonic gamer discourse, reproducing the masculine gamer notions to gain recognition as a viabl…

Cultural StudiesHegemonydigital gamessosiaalinen identiteetti050801 communication & media studiesPerformative utteranceResistance (psychoanalysis)pelikulttuuriresistancesukupuolittuminen0508 media and communications5. Gender equalityArts and Humanities (miscellaneous)genderpeliteollisuusSociologygamer identityperformatiivisuusRelation (history of concept)Applied PsychologyCommunication05 social sciences050301 education16. Peace & justiceHuman-Computer InteractionperformativitypelialasukupuoliroolitAestheticsAnthropologyPerformativityConstruct (philosophy)0503 educationGames and Culture
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Impact of Sport-related Games on High School Students' Communication Skills

2015

Abstract In Recent studies underline the fact that adolescents are, at many times, likely to experience serious communication problems with their families and close environments. So, the aim of this study is to determine positive impact of sport-related games, which are performed as extracurricular activities, on high school students’ communication skills. In the study, pre, & post-tests was utilized with the control group’s experimental patterns. Two participant groups were made up of totally 30 high school students, 15 of whom would be in the experimental group and the rest of whom were in the control group. The former group was given sport- related 20 applications for 10 weeks during…

Cultural StudiesMedical educationextracurricular activitiesSocial impacthigh school studentsEducationPhysical educationextracurricular activities; communication skills; sport-related games;Tourism Leisure and Hospitality Managementsport-related gamesGV557-1198.995Pedagogycommunication skillsCommunication skillsApplied PsychologySports
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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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“Cute Goddess is Actually an Aunty”: The Evasive Middle-Aged Woman Streamer and Normative Performances of Femininity in Video Game Streaming

2022

In this paper the focus is on the representations of “middle-aged” or “aging” women streamers in western media. I analyze discussions in Western online media around a case of Chinese DouYu live-streamer. “Qiaobiluo Dianxia,” as her streamer name goes, became a topic in Western media after a glitch in her live stream revealed her to be a middle-aged woman, rather than young woman she was assumed to be. The discussions are analyzed with critical discourse analysis. It is argued that the aging bodies of women, both their presence and absence, should be read and understood through toxic gaming culture and geek masculinity and the hegemonic discourse they constitute.

Cultural StudiesnettivideotVisual Arts and Performing Artsvideopelitnaisellisuusvideo gamescritical discourse analysispelikulttuuridiskurssianalyysisukupuoliTwitchagesukupuoliroolitgenderstreamingikäsuoratoistopalvelutTelevision & New Media
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