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Gamepaddle : video games, education, empowerment
Authors: --- ---
Year: 2016 Publisher: Ledizioni

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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.

Keywords

education --- Videogames


Book
Gamepaddle : video games, education, empowerment
Authors: --- ---
Year: 2016 Publisher: Ledizioni

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Abstract

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.


Book
Gamepaddle : video games, education, empowerment
Authors: --- ---
Year: 2016 Publisher: Ledizioni

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Abstract

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.


Periodical
Well played.
ISSN: 2164344X Year: 2012 Publisher: Pittsburgh, PA : ETC Press

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Book
Computer Games : AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES), 2014
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ISBN: 1479958530 1479958557 1479958549 Year: 2014 Publisher: Piscataway, New Jersey : IEEE,

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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).

Vintage games : an insider look at the history of Grand Theft Auto, Super Mario, and the most influential games of all time
Authors: ---
ISBN: 9780080880136 0080880134 1282034650 9781282034655 9781136137570 1136137572 9780240811468 0240811461 1136137580 9786612034657 9781136137532 9781138428515 Year: 2009 Publisher: Boston : Focal Press/Elsevier,

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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


Periodical
IEEE transactions on games.
Authors: --- --- ---
ISSN: 24751510 Year: 2018 Publisher: Piscataway, NJ : Institute of Electrical Engineers, Inc.,

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Book
Game over
Authors: --- ---
ISBN: 9782808120487 Year: 2020 Publisher: Averbode Uitgeverij Averbode

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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 ...


Book
2020 International Serious Games Symposium (ISGS)
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ISBN: 1665415878 1665446900 Year: 2020 Publisher: Piscataway, New Jersey : IEEE,

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Holistic (all aspects of humanities, arts, and engineering).

Understanding video games: the essential introduction
Authors: --- ---
ISBN: 9780415977203 9780415977210 9780203930748 0415977215 0415977207 0203930746 Year: 2008 Publisher: New York, N.Y. Routledge

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