Search results for "videogames"

showing 10 items of 24 documents

Factors psicosocials rellevants en la violència de preadolescents i adolescents escolaritzats

2010

A pesar de la considerable evidència acumulada sobre els efectes de la violència en els mitjans, encara hi ha controvèrsia sobre el tema. La comunitat científica debat la influència de la TV i els videojocs en el comportament dels subjectes (vid. Kids, TV viewing, andaggressivebehavior, Science (Letters) 297, 49-50, 2002). Aquells que s'oposen al fet que la TV i els videojocs tenen influència sobre el comportament agressiu, defensen que la causalitat no es pot establir tan fàcilment, ja que als individus violents els agradarà més veure actes agressius en TV i que estiguen presents en els videojocs. En l'actual estudi realitzat amb escolars preadolescents i adolescents 'amb una grandària de …

Adolescents agressió deures diferències de sexe diferències evolutives impulsivitat ira lectura preadolescents televisió videojocs Adolescent aggression homework sex differences developmental differences impulsiveness anger reading preadolescent television videogames. Artículo:PSICOLOGÍA [UNESCO]UNESCO::PSICOLOGÍA
researchProduct

Contribuições e efeitos dos videogames na atenção à diversidade

2021

[Resumen] Este artículo presenta los resultados de una revisión de la literatura sobre estudios centrados en las contribuciones y los efectos de los videojuegos en la atención a la diversidad. Para ello, se tomó como muestra las investigaciones recogidas en las bases de datos Scopus, wos, eric, ProQuest Dissertations & Theses Global (pqdt), Dialnet y csic-isoc y en los buscadores académicos Rebiun, Teseo y ScienceDirect. Después de considerar algunos aspectos del análisis bibliométrico, con el propósito de contextualizar la autoría y la procedencia de los artículos, se procedió a analizar en profundidad el contenido de los documentos seleccionados, de acuerdo con los objetivos de este estud…

Atenção à diversidadeeducationinclusive educationeducação;atenção à diversidadevideojuegoseducação inclusivavideo gamesEducationatención a la diversidadeducación inclusivaattention to diversityEducaçãovideogamesEducacióeducación
researchProduct

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

Computer scienceManagement sciencebepress|Arts and Humanities|Art and Designdefiningvideopelit05 social sciencesbepress|Arts and Humanities|PhilosophyComputingMilieux_PERSONALCOMPUTING050801 communication & media studiesSocArXiv|Arts and HumanitiesSocArXiv|Arts and Humanities|Art and Design|Interactive Arts030229 sport sciencesSocArXiv|Arts and Humanities|PhilosophySocArXiv|Arts and Humanities|Art and Design|Game Design03 medical and health sciences0302 clinical medicine0508 media and communicationsbepress|Arts and Humanities|Art and Design|Game DesignSocArXiv|Arts and Humanities|Art and Designbepress|Arts and Humanities|Art and Design|Interactive Artsvideogamesmäärittelybepress|Arts and Humanitiestietokonepelit
researchProduct

EFECTOS DE LOS VIDEOJUEGOS EN LAS MARCAS EMPLAZADAS: LA TRANSMISIÓN DE EMOCIONES

2012

RESUMENDebido a que los medios tradicionales están saturados de mensajes publicitarios, las organizaciones buscan nuevos formatos de comunicación. Uno de ellos es el product placement en videojuegos. En esta investigación exploratoria se van a analizar las consecuencias de emplazar una marca en esta forma de ocio electrónico en cuanto a transferencia de imagen del videojuego a la marca a través de las emociones evocadas por el videojuego. Para tal fin, en el presente trabajo se desarrolla una escala de emociones adaptada al tema que ocupa esta investigación. Del mismo modo, se analizan las diferencias entre los tipos de product placement y sus efectos en la transferencia de imagen videojueg…

Emplazamiento de productosemocionesvideojuegosGeneral Earth and Planetary Sciencesconcept mappingProduct placementvideogamesemotionsGeneral Environmental ScienceRevista Española de Investigación de Marketing ESIC
researchProduct

Virtual Worlds as Philosophical Tools : How to Philosophize with a Digital Hammer by Stefano Gualeni

2017

A book review of Stefano Gualeni. Virtual Worlds as Philosophical Tools: How to Philosophize with a Digital Hammer, Palgrave Macmillan, 2015, 194 pp., USD 64.65, ISBN 1137521775 nonPeerReviewed

Engineeringbusiness.industryvideopelitbook reviewsvirtuaalisuusMetaverselaw.inventionVisual artskirja-arvostelutlawta616Artificial intelligenceHammervideogamesbusinessvirtualityta611Journal of the Philosophy of Games
researchProduct

Geografia e game studies. Convergenze e opportunità

2021

L’interesse della Geografia verso le potenzialità disciplinari del videogioco si è manifestato più tardi rispetto alle altre scienze, ma ciò è coerente proprio con lo sviluppo e l’irruzione sulla scena di quegli elementi ritenuti interessanti proprio per l’analisi geografica. Il contributo intende valorizzare tutti gli elementi di interesse scientifico per la disciplina. Geography's interest in the disciplinary potential of the video game manifested itself later than in other sciences, but this is consistent with the development and the eruption on the scene of those elements considered interesting precisely for geographical analysis. The contribution intends to enhance all the elements of …

Game studies videogames virtual landscapeSettore M-GGR/02 - Geografia Economico-PoliticaGame studies videogiochi paesaggio virtualeSettore M-GGR/01 - Geografia
researchProduct

Prevalence and Risk Factors for Internet Gaming Disorder (IGD) in a sample of 5,979 Italian Online Gamers

2020

Background: The prevalence of Internet Gaming Disorder (IGD) in the Italian population of gamers is unknown. Several risk factors, including time spent playing (TSP), are proposed as an epiphenomenon of emotional dysregulation. Methods: The study estimated the prevalence of IGD in at-risk Italian online gamers, and the interplay between alexithymia and other risk factors. 5,979 responders were surveyed. IGDS-SF9 estimated pathological gaming. TAS-20 measured Difficult in Identifying (DIF) and Describing Feelings (DDF), and Externally Oriented Thinking (EOT). Results: 43% of participants had pathological IGD scores. Male gender (OR=1.2, 95% C.I.=1, 1.5, p=0.019), TSP (OR=7.6, 95% C.I.=5.5, 1…

Internet Gaming Disorder (IGD); Videogames; Risk-factors; Adolescence; Alexithymia; Playing-time.05 social sciencesVideogames050105 experimental psychologyAdolescencePlaying-time03 medical and health sciences0302 clinical medicineInternet Gaming Disorder (IGD)Settore M-PSI/08 - Psicologia ClinicaSettore MED/48 -Scienze Infermierist. e Tecn. Neuro-Psichiatriche e Riabilitat.0501 psychology and cognitive sciencesRisk-factorSettore MED/25 - Psichiatria030217 neurology & neurosurgery
researchProduct

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…

Linguistics and Languagevuorovaikutusvideopelitmedia_common.quotation_subjectuhatluokkahuoneLanguage and LinguisticsResource (project management)childrenuhkailuArtificial IntelligenceriidatFrame (artificial intelligence)ta516videogamesFunction (engineering)Video gamelapsetmedia_commonbusiness.industryComputingMilieux_PERSONALCOMPUTINGvälienselvittelyPublic relationsSocial relationFriendshipConversation analysista5141classroom interactionkehyksetConstruct (philosophy)PsychologybusinessSocial psychologyJournal of Pragmatics
researchProduct

La mente in gioco. Percorsi didattici tra Neuroeducation e Video Education

2015

Il gioco svolge una funzione preziosa in tutte le fasi della vita, in quanto fa emergere le peculiari eccellenze personali di ciascuno. Il libro di Giuseppa Compagno e di Giuseppa Cappuccio indaga la dimensione educativa del gioco a partire da due dall'ambito della Neuroeducation e quello della Video education rispetto a due distinti angoli visuali: il mondo dei videogame con il comune intento di porre in risalto le potenzialità della pratica ludica e le possibili applicazioni metodologiche dell’utilizzo del gioco in campo pedagogico-didattico. Il libro fornisce non solo alcuni spunti utili ad una ricognizione sul gioco nella prospettiva brain-based e nell’ambito della Video Education ma pr…

Neuroeducation project video education videogamesNeuroeducation Progettazione video education videogamesSettore M-PED/04 - Pedagogia SperimentaleSettore M-PED/03 - Didattica E Pedagogia Speciale
researchProduct

Rendering in corso...

2022

Introduzione al libro "Gaming" di Alexander R. Galloway Introduction to Alexander R. Galloway's "Gaming" book

Settore L-ART/06 - Cinema Fotografia E Televisionegaming videogames postmedication algorithmic society digital culturegaming videogame posticnema società algoritmica cultura digitale
researchProduct