Search results for "play"
showing 10 items of 706 documents
Crowdfunding performance, market performance, and the moderating roles of product innovativeness and experts' judgment: Evidence from the movie indus…
2023
Reward-based crowdfunding (CF) has emerged as a method to solicit funds for innovative projects. Yet, little is still known about the ability of reward-based CF to act as a signal in the eyes of future consumers, and thus boost the future market performance of new products that innovators intend to commercialize using the campaign funds. In addition, scant research has clarified the boundary conditions that can magnify or weaken the efficacy of this CF signal. Given the relevance of reward-based CF for supporting innovation, understanding when the CF campaign performance works as an effective signal is of great interest, especially in business settings characterized by high product quality …
Anti-tumor activity of baculoviruses displaying and expressing the cancer-specific apoptosis inducing cytokine, Mda-7
2009
Intégrer des informations en escamots dans les textes techniques : quels effets sur les processus cognitifs ?
1998
Though computerized sytems now offer a wide range of options for accessing and displaying text or text-picture information, little is known about their effects on the user's cognitive processes. In this paper, we investigate the effect of a computer-specific display (pop-up window) which consists in displaying some pieces of information in windows that appear only under user's action. Experiments were carried out to compare the pop-up window device with other devices used on paper. The experiments dealt with text only as well as text-picture documents and involved various tasks. Results are discussed from a theoretical and a practical point of view.
Challenge types in gaming validation of video game challenge inventory (CHA)
2020
Challenge is a key motivation for videogame play. But what kind of challenge types videogames include, and which of them players prefer? This article helps to answer the above questions by developing and validating Videogame Challenge Inventory (CHA), a psychometrically sound measurement for investigating players’ challenge preferences in videogames. Based on a review of literature, we developed a 38-item version of CHA that was included in a social media user survey (N = 813). An exploratory factor analysis (EFA) revealed a latent structure of five challenge types: Physical, Analytical, Socioemotional, Insight, and Foresight. CHA was amended in another EFA with USA-based survey data (N = 5…
Nörttejä, hikkyjä ja poneista tykkääviä miehiä : fandom-tutkimuksen seminaari pureutui nörttikulttuuriin
2016
From Games to Gamers: Poachers of Digital Realms
2021
Symposium held in Dijon on 19-20 November 2021, following on from the online symposium "Langauge and culture in videogames", bringing together interdisciplinary perspectives on how videogames are consumed, adapted and appropriated by gamers. The session on 19/11, held in English, focused on traditional academic presentations; the session on 20/11 offered two lectures in French aimed at a broader audience as well as the launch of a LocJam (game localisation competition) open to students working from English into the language of their choice.For the complete program, see https://sites.google.com/view/from-games-to-gamers
Julkisena ja yksityisenä : cosplay-harrastus Suomessa
2016
Tarkastelen maisterintutkielmassani cosplay-harrastusta Suomessa internetistä kerätyn tekstiaineiston pohjalta. Aineisto koostuu sekä uutismedian artikkeleista, että sosiaalisen median teksteistä. Tutkimuksen tehtävä on kartoittaa suomalaista cosplay-harrastusta, siitä luotuja representaatioita sekä harrastuksen suhdetta julkisuuteen. Cosplay on fiktiiviksi hahmoiksi pukeutumiseen perustuva käsityöharrastus, jota on Suomessa tutkittu lähinnä osana japanilaisen populaarikulttuurin harrastamista. Yksi tutkimuksen tehtävä on tuottaa tietoa cosplaysta itsenäisenä harrastuksena. Tutkimuksessa pohditaan myös rajanvetoja, joita tutkija joutuu tekemään tutkiessaan omaa harrastustaan. Aineistossani …
The foundations of Let’s Play : Live action representation of video games in television and online 1975-2018
2019
In this article, I look at television shows based on video games in comparison to modern Let’s Play –videos. The paper draws a timeline from the earliest shows to modern days and discusses the evolution of video games representation throughout the years. For the study, I gathered a global dataset of old television programs about the subject and categorized the findings. When comparing the narrative and representation of the television shows with Let’s Plays, the study suggests that even though there are some similar elements between the two, they are still cultural products of their own. As Let’s Plays are more narrative products than the television shows, they are a phenomenon of their own…
The Ka’ulayawaa festivals among the Wayùu. Exploring continuities and variations in forms, meanings and contexts through ethnographic sources
2022
In this paper I review and compare the main sources of information about the ka’ulayawaa festivals among the Wayùu, an Amerindian people inhabiting in the semiarid Guajira peninsula (Northern Colombia and Venezuela). For their peculiar mix of songs, dances, imitative plays and competitive games, inserted into a same festive framework, these festivals are particularly interesting to be studied as expressive metacommentaries (in the sense of Turner) of Wayùu social structures, cultural values and worldview. Nevertheless, they have not so far been the subject of a specific anthropological analysis, also because they ceased to be celebrated around the middle of the twentieth century, that is, b…
Efecto del juego vs. el role-playing en la implicación de los participantes del Programa saludiversex
2021
El programa de educación afectivo sexual SALUDIVERSEX para personas con diversidad funcional intelectual (DFI) sienta sus bases sobre la importancia de la implicación activa de los participantes en las sesiones dirigidas a favorecer el aprendizaje de conocimientos, habilidades y actitudes saludables. Por ello, en las sesiones dedicadas a transmitir conocimientos sobre sexo/sexualidad, higiene sexual, prácticas sexuales y sexo seguro, así como, en las que se trabajan actitudes hacia la diversidad sexual y las relaciones de pareja se prioriza más el juego. Por otra parte, en las sesiones dedicadas a trabajar habilidades interpersonales se emplea fundamentalmente el role playing. El objetivo d…