Search results for "tietokonepelit"
showing 10 items of 58 documents
Similarities between Playing World of Warcraft and CLIL
2012
This article argues that playing World of Warcraft (WoW) and Content and Language Integrated Learning (CLIL) have a number of similar features. We base our argument on findings from three studies. The first (Sylvén 2004/2010) is about CLIL and non-CLIL students at upper secondary level and aims to investigate what effect, if any, CLIL has on the incidental acquisition of vocabulary. The second (Sundqvist 2009) is about extramural English and aims to examine its potential impact on learners’ oral proficiency and vocabulary. Extramural English is broadly defined as any type of contact that learners have with English outside the classroom. The third is a joint study focusing on young learners …
How to Define Games and Why We Need to
2019
This article provides guidelines on how to make useful game definitions and discusses when that is a worthwhile undertaking. It examines a recent article attempting to define videogames (Bergonse in Comput Games J 6(4):239–255, 2017. https://doi.org/10.1007/s40869-017-0045-4), and uses it as an example to discuss game definitions in general. It concludes with reasons why making a final definition of games is not possible and why we need to continue to define games. peerReviewed
Blending in Hybrid Games: Understanding Hybrid Games Through Experience
2016
The meaning of what hybrid games are is often fixed to the context in which the term is used. For example, hybrid games have often been defined in relation to recent developments in technology. This creates issues in its usage and limitations in thinking. This paper argues that hybrid games should be understood through conceptual metaphors. Hybridity is the blending of different cognitive domains that are not usually associated together. Hybrid games usually blend domains related to games, for example digital and board games, but can blend also other domains. Through this type of thinking, designers can be more open to exploring how their games can be experienced.
Associations between Sports Videogames and Physical Activity in Children
2022
Abstract Objective: The aim of the study was to examine the associations of sports video gaming behaviour in the sociological concept of Physical Activity Relationships (PAR) and to see if sports video gaming differs by gender. Methods: A convenience sample of children between 11–12 years of age (n = 114) from three Finnish regions completed a questionnaire on perceptions of their video gaming and physical activity habits. Differences by gender were tested by contingency tables, and blockwise binary logistic regressions were used to examine the strength of association with physical activity behaviour in PAR. Results: Almost all girls had low importance to video gaming and over two thirds (7…
Sewero La-ma-u - a phonetic approach to literacy teaching in Zambia
2007
Mental health service users' and professionals' relationship with games and gaming
2017
Background Games and elements of gamification can be utilized in mental healthcare to provide customized interventions for the service users. However, very little evidence exists as to what kind of experiences service users and professionals have towards games and gaming, and what their perceptions of the phenomenon are. This sort of information is needed to help professionals put game-based interventions actively into practice in mental health services. Research objectives The objective is to describe the experiences and perceptions of digital games and gaming from the perspectives of mental health service users and mental health professionals. Methods In this qualitative study, data consi…
Jyväskylän pelialan tilannekatsaus
2014
HR scenario game : Learning human resource management in a virtual environment
2021
This paper introduces a computer-based online scenario game that was developed to enhance the learning of human resource management (HRM) in an undergraduate course at a business school in Finland. What makes this game unique is that students played an important and active role in developing the game in collaboration with lecturers. Our findings show that the game enhances learning, interaction, and collaboration among students. We discuss how computer-based games and their development in collaboration with students can be used as a means for learning and improving working-life skills in higher education.
Computer game as a pragmatic concept : ideas, meanings, and culture
2020
This article discusses the ‘computer game’ as a pragmatic concept. A dual nature of the computer game as both a pragmatic idea and a pragmatic meaning is introduced. Practical meanings of the computer game correspond with the concrete effects that engaging with computer games produces in an individual. Practical ideas of the computer game correspond with the subjectively constituted conceptual families concerning the computer game’s assumed practical meaning. Individual computer games can be considered flat or round depending on the range of their practical meanings. Thus, the article contributes to the study of cultural objects by offering a framework for examining the evolution and existe…
Digitaaliset rajoitukset tietokonepelien suojauksessa
2015
Digitaalinen käyttöoikeuksien hallinta — lyhennettynä DRM — on ollut yksi peliteollisuuden kiistellyimmistä keinoista hillitä piratismia Internetin kaupallistumisen jälkeen. Vaikka menetelmää pidettiin alunperin välttämättömyytenä pelialalle, pelaajat ja jopa pelinkehittäjät ovat väittäneet menetelmän olevan vain haitaksi laillisille pelaajille ja pikemminkin houkuttelevan käyttäjiä piratoimaan pelinsä sen seurauksena. Tässä tutkielmassa käsitellään aluksi digitaalista käyttöoikeuksien hallintaa yleisesti, Internetin yleistymistä edeltäneitä tietokonepelien suojausmenetelmiä ja lopuksi neljää DRM-pohjaista suojausmenetelmää tietokonepelialalta. Digital rights management — DRM for short — ha…