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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".
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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".
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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".
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"This book explores the opportunities and challenges people with disabilities experience in the context of digital games from the perspective of three related areas: representation, access and inclusion, and community. Drawing on key concerns in disability media studies, the book brings together scholars from disability studies and game studies, alongside game developers, educators, and disability rights activists, to reflect upon the increasing visibility of disabled characters in digital games. Chapters explore the contemporary gaming environment as it relates to disability on platforms such as Twitch, Minecraft, and Tingyou, while also addressing future possibilities and pitfalls for people with disabilities within gaming given the rise of virtual reality applications, and augmented games such as Pokémon Go. The book asks how game developers can attempt to represent diverse abilities, taking games such as BlindSide and Overwatch as examples. A significant collection for scholars and students interested in the critical analysis of digital games, this volume will be of interest across several disciplines including game studies, game design and development, internet, visual, cultural, communication and media studies, as well as disability studies"--
People with disabilities. --- Electronic games. --- Digital media.
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Depuis longtemps relégué au domaine du divertissement, le jeu apporte une contribution essentielle au bien-être et au développement des personnes comme à l'équilibre des sociétés. Grâce aux nouvelles technologies, qui décuplent le nombre et l'attrait des terrains de jeu et libèrent les talents infinis de l'intelligence collective, les jeunes générations l'ont bien compris : en s'appropriant de façon ludique le nouvel environnement cognitif et relationnel du continent digital, elles tournent le dos aux hiérarchies et à la confiscation des savoirs. Elles assurent l'indispensable adaptation de nos vieux modèles culturels et politiques. Elles nous précèdent dans un nouvel âge, plus émotionnel, plus créatif, plus humain : l'âge du jeu
Electronic games --- Gamification. --- Educational games. --- Social aspects.
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Imagine a world of mystery and excitement, adventure and fantasy, waiting for you to explore. A world that reacts to your every move, with characters and companies that talk to you, send you messages, and even give you items to help you in your quest. A world so immersive that you can no longer tell where the reality ends and the fiction begins. Welcome to the world of Alternate Reality Gaming. This Is Not A Game: A Guide to Alternate Reality Gaming by Dave Szulborski is the perfect introduction to the unique and exciting world of Alternate Reality Games. Written by the creator of five successful and critically acclaimed ARGs, This Is Not A Game features detailed sections on the theory and history of Alternate Reality Gaming, as well as a "How To Guide" for aspiring game creators. The book also includes Dave's personal reflections on creating some of the most popular ARGs ever developed, and essays on gaming and cooperative writing by award winning authors Ben Mack and Joseph Matheny.
Internet games --- Electronic games industry --- Virtual reality
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Video games --- Video games. --- Television games --- Videogames --- Electronic games
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Annotation, The 19th international conferences on computer games main goals are to Bring together an international community of experts to discuss the state of the art, new research results, perspectives of future developments and innovative applications relevant to computer games development and related areas Increase the scope of future research of the emerging Game Platforms, Technologies, and Applications of computer games Facilitate links between Interactive digital media industry and applied research in the development of serious games, Web gaming, and Mobile games, virtual worlds, and interactive digital media applications Expand the field of computer modeling and simulation into related areas so as to attract new members to the IEEE Computer society and the TC on Modeling and Simulation (TCSIM).
Computer games --- Electronic games --- Internet games --- Television games --- Videogames --- Games
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Video games --- Video games. --- Television games --- Videogames --- Electronic games
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Holistic (all aspects of humanities, arts, and engineering).
Computer games --- Electronic games --- Internet games --- Television games --- Videogames --- Games
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