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In the educational discourse video games are often regarded as a vital risk for young people. Especially excessive gaming of adolescents troubles teachers, educators and parents. The lack of knowledge about digital gaming worlds, as well as the lack of own gaming experience can lead to misjudgement and ignorance of resources acquired by young gamers. This is the starting point of the Gamepaddle project: identifying young people’s game-related resources and helping them to benefit from them in other primarily non-game-related contexts such as school, intergenerational dialogue, creative activity or civic commitment.
education --- Videogames
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In the educational discourse video games are often regarded as a vital risk for young people. Especially excessive gaming of adolescents troubles teachers, educators and parents. The lack of knowledge about digital gaming worlds, as well as the lack of own gaming experience can lead to misjudgement and ignorance of resources acquired by young gamers. This is the starting point of the Gamepaddle project: identifying young people’s game-related resources and helping them to benefit from them in other primarily non-game-related contexts such as school, intergenerational dialogue, creative activity or civic commitment.
Recreation & Sports --- Social Sciences --- education --- Videogames
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In the educational discourse video games are often regarded as a vital risk for young people. Especially excessive gaming of adolescents troubles teachers, educators and parents. The lack of knowledge about digital gaming worlds, as well as the lack of own gaming experience can lead to misjudgement and ignorance of resources acquired by young gamers. This is the starting point of the Gamepaddle project: identifying young people’s game-related resources and helping them to benefit from them in other primarily non-game-related contexts such as school, intergenerational dialogue, creative activity or civic commitment.
Recreation & Sports --- Social Sciences --- education --- Videogames
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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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Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames
Video games --- #SBIB:309H17 --- History --- Computer- en videogames --- History.
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Video games --- Video games. --- Television games --- Videogames --- Electronic games
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Suus is dol op videospelletjes van vroeger. Net als haar vader. Die verzamelt oude spelletjes. Op een dag vindt ze op een beurs het spel ULAMA. Dat zocht ze al lang! Je speelt het spel op een Game Boy van de jaren negentig. Niemand heeft het spel ooit kunnen uitspelen. Maar als je wint, dan gebeurt er iets speciaals. Dat heeft haar vader haar toch verteld ...
jeugdliteratuur --- AVI 6 --- Avontuur: jeugdboeken --- JB VANR --- videogames --- avontuur
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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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Computer. Automation --- Sociology of culture --- #SBIB:309H17 --- Computer- en videogames --- Video games. --- Video games --- Television games --- Videogames --- Electronic games
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