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This book offers a practical yet powerful way to understand the psychological appeal and strong motivation to play video games. Video games have come a long way, from Atari's pinging, monochromatic Pong to the garish mayhem of Grand Theft Auto and the stylish sophistication of Beatles Rock Band. And it is no longer just teenagers that are hooked, audiences both young and old can't seem to get enough. But while "video-game addict" has become a common term, are these games really physically and psychologically addictive? With video game sales in the billions and anxious concerns about their longterm effects growing louder, this volume brings something new to the discussion. It is a research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studies and established motivational theory. Filled with examples from popular games and the real experiences of gamers themselves, it gets to the heart of gaming's powerful psychological and emotional allure, the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences.
681.3*K80 --- Computer science--?*K80 --- 527 --- gamedesign --- informatica - specifieke toepassingen --- games --- Computer. Automation --- verslaving --- Psychology --- Video games --- 371.694 --- 371.694 Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Psychological aspects --- Social aspects --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs --- cultuursociologie
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"Learning professionals are finding success applying game-based sensibilities to the development of instruction. This is the first book to show how to design online instruction that leverages the best elements of online games to increase learning, retention, and application. It explains how to match different game strategies to types of learning content for the right learning outcome and discusses how gamification techniques can be used in a variety of settings to improve learning, retention and application of knowledge. Supported by peer-reviewed studies and examples from corporations who have adopted game-based learning successfully, the book illustrates how combining instructional design thinking with game concepts can create engaged and interactive learning experiences across a variety of media, from online to face-to-face"--
681.3*K3 --- 681.3*K80 --- 484.52 --- Jeux Spelen --- Apprentissage Leerproces --- 681.3*K3 Computers and education --- Computers and education --- Computer science--?*K80 --- Computerondersteund onderwijs (c.o.o.); algemeen --- Didactic strategies --- audiovisuele opvoeding --- Gamification --- Computer-assisted instruction --- Educational games --- Simulation games in education --- Education --- Educational gaming --- Gaming, Educational --- Instructive games --- Training games --- Games --- CAI (Computer-assisted instruction) --- Computer-aided instruction --- Computer-assisted learning --- Computer based instruction --- Computer-enhanced learning --- Electronic data processing in programmed instruction --- ILSs (Integrated learning systems) --- Integrated learning systems --- Microcomputer-aided instruction --- Microcomputer-assisted instruction --- Microcomputer-assisted learning --- Microcomputer-based instruction --- Teaching --- Educational technology --- Programmed instruction --- Telematics --- Simulation games --- Simulation methods --- Data processing
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Mensen hebben altijd gespeeld. Het is echter pas in de tweede helft van de twintigste eeuw dat computers nieuwe mogelijkheden creëerden om zich in een spel uit te leven. Deze computerspellen of videogames deden al vlug een nieuwe entertainment-business ontstaan. Het is de samenhang tussen digitale techniek en games-business, samen ook nog eens gerelateerd aan de culturele context, denk aan ruimtespellen in het begin van het ruimtetijdperk, die historisch wordt verteld in dit boek. Komen ook aan bod: de markt, het productieproces, de socio-culturele impact van videogames, enk aan de geweldthematiek -, genre-indelingen en de manieren om games te bestuderen. Terzake zal de strijd tussen ludologen en verhaalanalysten aan de orde komen. Naast videospellen in het algemeen, wordt ook een hoofdstuk gewijd aan het meest geliefde videospel aller tijden (Pac-Man), aan mobiel entertainment (over mobiel gamen, maar ook over de gsm) en aan digitaal speelgoed (en met name cyberknuffeldieren).
Artificial intelligence. Robotics. Simulation. Graphics --- Sociology of culture --- #SBIB:309H17 --- Academic collection --- 685 Vrijetijdsbesteding --- videogames --- computergames --- 433.5 --- games --- geweld --- internetopvoeding --- multimedia --- 112073.jpg --- Computerspelen --- Videospelen --- 658 --- 681.3*K80 --- 658 Business management, administration. Commercial organization --- Business management, administration. Commercial organization --- Computer- en videogames --- Audiovisuele opvoeding --- Computer science--?*K80 --- Cyber Games --- PXL-IT 2015 --- videospelen --- mobiel entertainment --- digitaal speelgoed --- game design --- Spelen --- Vrijetijdsbesteding --- Populaire cultuur --- Cultuursociologie --- Internet --- Geschiedenis --- Trends --- Vrijetijdssector --- 658 Zaakvoering, administrat --- Zaakvoering, administrat --- Spel --- Computerspel --- Recreatie --- Trend --- Geneeskunde --- Techniek (wetenschap) --- Atlas --- Museum
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Computer games --- Computer graphics --- Jeux d'ordinateur --- Infographie --- Design --- Programming --- Programmation --- 681.3*K80 --- 681.3*I21 --- Computerwetenschap--?*K80 --- Applications and expert systems (Artificial intelligence). Cartography. Games. Industrial automation. Law. Medicine and science. Natural language interfaces. Office automation--See also {681.3*H4}; {681.3*J} --- 681.3*I21 Applications and expert systems (Artificial intelligence). Cartography. Games. Industrial automation. Law. Medicine and science. Natural language interfaces. Office automation--See also {681.3*H4}; {681.3*J} --- Computer game programming --- Game programming (Computer games) --- Computer programming --- Video games --- Computer graphics. --- Design. --- Programming.
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Computer games --- Jeux d'ordinateur --- Programming --- Programmation --- 681.3*K80 --- -681.3*I21 --- Application software --- Electronic games --- Computerwetenschap--?*K80 --- Applications and expert systems (Artificial intelligence). Cartography. Games. Industrial automation. Law. Medicine and science. Natural language interfaces. Office automation--See also {681.3*H4}; {681.3*J} --- 681.3*I21 Applications and expert systems (Artificial intelligence). Cartography. Games. Industrial automation. Law. Medicine and science. Natural language interfaces. Office automation--See also {681.3*H4}; {681.3*J} --- 681.3*I21 --- Computer game programming --- Game programming (Computer games) --- Computer programming --- Video games --- Programming.
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Hommage et rejet, rivalité et émulation : le cinéma et les médias informatisés entre-tiennent depuis la fin des années 1990 une relation d'un type particulier. A l'intersection du cinéma et du numérique, au-delà des films de fiction traditionnels, mais en deçà du territoire des jeux vidéo, il existe en effet des objets filmiques singuliers, résultant de l'hybridation entre les techniques de représentation et de narration cinématographique et les pratiques de création numérique. Des expériences entre utopie et projet, témoignant des évolutions formelles produites par la rencontre improbable entre narration cinématographique et interactivité. Tout en s'inscrivant dans la tradition du cinéma (jeu des comédiens, mise en scène, prise de vue et de son, montage...), ces films sont en même temps actables : ils doivent compter, pour exister, sur l'intervention symbolique aussi bien que physique du spectateur. En plaçant le film actable au centre de la réflexion, cette étude constitue une invitation à penser le devenir du cinéma et de la fiction audiovisuelle autrement, par-delà le modèle des jeux vidéo ou des installations d'art contemporain. Refusant bon nombre de poncifs autour du film interactif, l'auteur démontre à quel point l'interactivité, tout en provoquant des ruptures irréversibles, constitue le point de contact - l'interface - entre cinéma et médias informatisés. Cette étude s'adresse aux étudiants et aux chercheurs en cinéma et en sciences de l'information et de la communication, ainsi qu'aux scénaristes et aux producteurs de fictions (numériques ou pas).
Film --- Art de participation --- Art interactif --- Art--Participation du public --- Art--Publics--Participation --- Interactieve kunst! --- Interactive art --- Interactivité en art --- Participation [Art de ] --- Participatory art --- Motion pictures --- Video games --- Cinéma --- Jeux vidéo --- Technique --- Semiotics --- Sémiotique --- Technology in motion pictures --- Cinematography --- Digital media --- Interactive multimedia --- Technological innovations --- Technologie --- Médias numériques --- Multimédias interactifs --- Technology in motion pictures. --- Motion pictures. --- Digital media. --- Interactive multimedia. --- Au cinéma --- Innovations --- Technological innovations. --- #SBIB:309H1315 --- #SBIB:309H17 --- 681.3*K80 --- 791.43.098 --- Filmwezen: technologie (met inbegrip van de sociale implicaties) --- Computer- en videogames --- Computer science--?*K80 --- Video's. Videofilms. Videoclips. Videokunst --- 791.43.098 Video's. Videofilms. Videoclips. Videokunst --- Cinéma --- Jeux vidéo --- Sémiotique --- Cinema --- Feature films --- Films --- Movies --- Moving-pictures --- Audio-visual materials --- Mass media --- Performing arts --- Hypermedia systems --- Interactive media --- Computer software --- Electronic media --- New media (Digital media) --- Digital communications --- Online journalism --- Photography --- Chronophotography --- History and criticism --- Animated pictures --- 1990 --- -History and criticism --- Innovations. --- Médias numériques. --- Multimédias interactifs. --- Au cinéma. --- Technique. --- Cinematography - Technological innovations
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