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…
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…
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…
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…
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 …
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…
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…
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…
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…
“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.