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Object
Rock zero
Authors: --- ---
Year: 2015 Publisher: Brussel Vereniging voor Alcohol- en andere drugproblemen

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'ROCK ZERO' is een methodiek waarmee jongeren spelenderwijs nadenken over hun eigen alcoholgebruik endat van hun peers en waarmee ze hun kennis en attitudes kunnen verfijnen. Ze leren op een ludieke manier dat (veel) alcohol drinken niet de norm is. De boodschap van het spel is 'alcohol, begin er niet te vroeg mee'.Dit spel is op maat van veertien- tot zestienjarigen en bruikbaar voor groepen tot 25 spelers (maximaal vijfgroepjes van vijf spelers).

Keywords

Games


Book
Game Design and Intelligent Interaction
Author:
Year: 2020 Publisher: London : IntechOpen,

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Keywords

Games.


Book
Play and games in classical Antiquity : definition, transmission, reception = jouer dans l'Antiquité classique : définition, transmission, reception
Authors: ---
ISBN: 9782875624017 2875624016 Year: 2021 Publisher: Presses universitaires de Liège

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The European Research Council project ('Locus Ludi'. The Cultural Fabric of Play and Games in Classical Antiquity [ERC AdG # 741520]) investigates how play and games provide a privileged access to past societal norms, values, identities, and collective imaginary. People play all over the world and throughout history, but they do not play the same games, nor do they attribute the same meaning and function to play. This pluridisciplinary volume investigates how such an important part of ancient cultures can be methodologically reconstructed. A first series of chapters based on Greek and Roman texts and vocabulary propose an emic definition of play and games. Beyond the common association of child and play (in Greek, paidia, 'play', pais, 'child', and paideia, 'education', share the same root, in Latin ludus means 'play', 'school', and 'rethorical games'), ancient views are more complex and nuanced. The boundaries between sport, dance, rites and play are fluid and differ from our modern view. Case studies show how playful practices can be defined in material culture and iconographic representations. The second part of the volume focuses on Greek and Roman ludic heritage in ancient literature with particular attention to the cultural and discursive codes according to literary genre (oniromancy, proverbs, children's rhymes, lexicography...). Close studies assess the transmission of a predominantly oral heritage in collections, lexicons and commentaries ranging from the Roman imperial period to Byzantine times (proverbs, riddles, and children?s lore). New insights are provided on crucial issues about cultural continuities and discontinuities, as well as the definition of so-called "traditional" games.

Keywords

Games


Book
Computerspielforschung : Interdisziplinäre Einblicke in das digitale Spiel und seine kulturelle Bedeutung
Authors: --- ---
ISBN: 3847418408 3847426699 Year: 2022 Publisher: Leverkusen-Opladen : Verlag Barbara Budrich,

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Computerspiele sind ein wichtiger Bestandteil der digitalisierten Medienkultur der Gegenwart. Seit der Jahrtausendwende ist auch das wissenschaftliche Interesse an digitalen Spielen und ihrer lebensweltlichen Bedeutung gestiegen. Die Digital Game Studies sind interdisziplinär angelegt, und der vorliegende Sammelband vermittelt einen breiten Einblick in aktuelle Ansätze, Modelle, Methoden und Ergebnisse verschiedener beteiligter Fachdisziplinen.


Book
Dos jogos concretos aos jogos eletrônicos
Authors: ---
Year: 2022 Publisher: [Place of publication not identified] : Editora Oficina Universitária,

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Esta obra é oriunda de uma pesquisa científica que, ao ser transformada em livro, "aumenta a possibilidade de contribuir na formação continuada de profissionais da Educação, Psicologia e Psicopedagogia, além de indicar aos desenvolvedores de jogos eletrônicos, a necessidade de adaptá-los às características específicas dos processos educativos e psicopedagógicos, ampliando as possibilidades de ações a serem executadas pelo jogador e, assim, aumentando sua influência sobre o desenvolvimento cognitivo, a aprendizagem ativa e a conquista da autonomia em crianças e adolescentes".


Book
Why are horror games appealing?
Author:
ISBN: 3960676093 9783960676096 3960671091 9783960671091 Year: 2017 Publisher: Hamburg Diplomica Verlag :Anchor Academic Publishing

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Book
Game - World - Architectonics : Transdisciplinary Approaches on Structures and Mechanics, Levels and Spaces, Aesthetics and Perception
Author:
Year: 2021 Publisher: Heidelberg : Heidelberg University Publishing,

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In its current digital, pictorial and viral ubiquity, architecture no longer has to be bodily present, but has a mediating role. As a medial hinge it folds different disciplines of media and art onto the realm of the everyday. Here, the idea of architectonics can be understood as the architectural implications of computer games in a broader sense to address the matter of architecture in game worlds as well as the architecture of computer games themselves. This anthology bundles transdisciplinary approaches around the topics of space, architecture, perception of and worldbuilding in computer games and their media-specific properties. The aim is to show how and under which aspects digital game worlds are constituted. The contributions depart from the beaten tracks of media and game studies, focusing on spatial, architectural and world-shaped phenomena within current digital media culture.


Book
The Role of Gamification in Software Development Lifecycle
Author:
Year: 2021 Publisher: London : IntechOpen,

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Increasing user awareness in various information and communication technology (ICT) activities is one of the most challenging tasks for organizations. One popular way to engage users in various domains is gamification, which is the use of game elements and digital game design techniques in non-game applications. By using game elements, applications become more attractive and provide benefits such as increased user activity and sociability, quality, and productivity of actions. Gamification is introduced in various stages of the software development lifecycle starting with the first phase of eliciting requirements to the final phases of testing and evaluation of the system to be. In parallel, the introduction of game elements in non-games raises a number of security and privacy issues. This book presents innovative research efforts and technical solutions related to gamification and improving user engagement in all stages of the development process.


Book
Serious games
Author:
ISBN: 3959342217 9783959342216 9783959347211 Year: 2015 Publisher: Hamburg

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This book explores the concept and application of serious games in the fields of training, education, and healthcare. It delves into the evolution, scientific aspects, and technological impacts of serious games, differentiating them from casual games. The author, Markus Wilms, aims to provide a comprehensive overview, including the development of a taxonomy to categorize serious games and an analysis of their effectiveness. The book is intended for academics, professionals in game development, and those interested in the educational and training potential of digital games.


Book
Player and Avatar.
Author:
ISBN: 1476629420 9781476629421 1476667195 9781476667195 Year: 2017 Publisher: Jefferson, UNITED STATES McFarland & Company, Inc., Publishers

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"The author explores concepts central to the design and enjoyment of video games, including affect, immersion, liveness, presence, agency, narrative, ideology and the player's virtual surrogate--the avatar. Gamer and avatar are analyzed as a cybernetic coupling whose dynamics suggest a fulfillment of dramatist Atonin Artaud's vision of the "body without organs.""--

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