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Playground games

Deborah Tatar, Joon-Suk Lee, Nouf Alaloula
2008 Proceedings of the 7th ACM conference on Designing interactive systems - DIS '08  
Arguably, playground games are the universal, cross-cultural venue in which people learn about and explore coordination between one another, and between the worlds of articulated rules and the worlds of  ...  the relationship between game and game play---or, to put it in terms of an inherent tension in human-computer interaction, between plans and situated actions.  ...  ACKNOWLEDGMENTS We thank the students in CS4984 in Fall, 2005 and 2006. We particularly thank Curtis Dahn, Mehmet Dasiyici, Firat Alpergin, Priyadharsini Duraisamy, and Seungwon Yang.  ... 
doi:10.1145/1394445.1394453 dblp:conf/ACMdis/TatarLA08 fatcat:do6cvy24z5bdbfxsbbtu4raht4

Reducing Bias Through Gaming

Karen Schrier
2018 G|A|M|E The Italian Journal of Game Studies  
Based on this, and the limited research on games, empathy, perspective-taking and bias reduction, I describe five possible strengths and four possible limitations of using games for these purposes.  ...  I also provide particular attention to educator biases around students with special needs, and how games may support interventions and professional development to reduce biases and biased behavior.  ...  Perspective taking and prejudice reduction: The mediational role of empathy arousal and situational attributions.  ... 
doaj:427decaf290142c4b3f05261375c70fc fatcat:mo2q3vp4zzf2fktrps53txmniy

Console gaming across generations: exploring intergenerational interactions in collocated console gaming

Amy Voida, Saul Greenberg
2011 Universal Access in the Information Society  
In this paper, we examine the intergenerational gaming practices of four generations of console gamers, from ages 3 to 83 and, in particular, the roles that gamers of different generations take on when  ...  Our data highlight the extent to which existing gaming technologies support interactions within collocated intergenerational groups, and our analysis reveals a more generationally flexible suite of roles  ...  Acknowledgments We would like to thank our participants for sharing their time and gaming experiences with us.  ... 
doi:10.1007/s10209-011-0232-1 fatcat:5vaf3nch5jc4pcydqd7ak4x2jm

Gaming at a LAN event: the social context of playing video games

Jeroen Jansz, Lonneke Martens
2005 New Media & Society  
They devoted about 2.6 hours each day to gaming. They were motivated by social contact and a need to know more about games. The competition motive was third in the total sample.  ...  This article emphasizes the importance of the social context of gaming and interprets its results as a nuance of the stereotype of the solitary, adolescent gamer.  ...  The participants in the ASCoR research group, Agneta Fischer and the anonymous reviewers are thanked for their thoughtful comments on an earlier version of this article.  ... 
doi:10.1177/1461444805052280 fatcat:hdorzlxtlndupfk2katiqmkvum

The Memory Game: Mediational processes in social inclusion

Charles Underwood, Dirce M. F. Pranzetti, Maria Cecilia Toloza O. Costa
2015 Psicología, Conocimiento y Sociedad  
through the mediation of shared tools and artifacts.  ...  This article examines mediational processes in educational activities at Projeto Clicar, a program designed to promote the social inclusion of young people living on the streets of São Paulo, Brasil.  ...  many years of support to Projeto Clicar, its educators, and the children the program served.  ... 
doaj:2fb54fde8b684f68838f20172f15c16e fatcat:mjueqghpdrf2zdrjljg6rmv3xq

Exertion Games

Florian Mueller, Rohit Ashok Khot, Kathrin Gerling, Regan Mandryk
2016 Foundations and Trends® in Human–Computer Interaction  
Acknowledgements We thank all our respective lab members who made this work happen as well as our supporters over the years that allowed us to develop the presented work and contributed towards our thinking  ...  Florian 'Floyd' Mueller acknowledges the support from an Australian Research Council Fellowship DP110101304 and LP130100743.  ...  Such social interactions are highly diverse, mediated by a wide variety of roles such as co-players, opponents and audiences [Sheridan and Bryan-Kinns, 2008] while joint exertion can contribute positively  ... 
doi:10.1561/1100000041 fatcat:jyy6qmneejb2dj2kbu44g4k32q

Toward a Cultural Theory of Gaming: Digital Games and the Co-Evolution of Media, Mind, and Culture

Janet H. Murray
2006 Popular Communication  
Studies of the coevolution of human cognition and culture can throw light on this discussion by putting gaming into a longer human perspective.  ...  Although 2 chief theorists of this field, Michael Tomasello and Merlin Donald, have not explicitly focused on games, their work has suggested that games could have played an important role in shaping the  ...  GAMES AS CULTURAL RATCHETS Games seem to be well-suited to the role of cultural ratchet, preserving patterns of behavior from one generation to the next through the intrinsic pleasure of shared attention  ... 
doi:10.1207/s15405710pc0403_3 fatcat:26ei4yurvvbl7aylvnd3oawbq4

Inscribing the Lone and Level Sands [chapter]

Jason I. Kolkey
2019 Intermedia Games—Games Inter Media  
write explicitly pass through several layers of mediation and infl uence.  ...  Jones notes, in video games "the playing is always in the social world, always a complicated, highly mediated experience, never purely formal, any more than a text is purely a verbal construct." 16 Video  ... 
doi:10.5040/ fatcat:wberf54r2zeazktugs7hapkdde

Digital games-based learning for children with dyslexia: A social constructivist perspective on engagement and learning during group game-play

Asimina Vasalou, Rilla Khaled, Wayne Holmes, Daniel Gooch
2017 Computers & Education  
Alongside its social theoretical lens on digital games-based learning, the paper analyses game-based social interactions in tandem with game design decisions enabling additional implications to be drawn  ...  Taking a process-orientated, social constructivist lens, we examine the case of a digital game called Words Matter.  ...  Acknowledgements This work was funded by the ILearnRW (project no: 318803) FP7 ICT EU project and iRead (project no: 731724) H2020 Innovation Action EU Project.  ... 
doi:10.1016/j.compedu.2017.06.009 fatcat:uoqxlsy5v5a5nfnygpa5hyfjwm

Socially Aware Design of Games: an early workshop for game designers

Bernardo Ferrari, Deógenes P. da Silva Junior, Carolina Moreira Oliveira, Júlia S. B. Ortiz, Roberto Pereira
2020 Journal of Interactive Systems  
The paper presents the workshop and its main results, discussing lessons learned and highlighting the need for early and lean practices to promote the socially aware design of games.  ...  The workshop stresses the importance of problem-understanding from a sociotechnical perspective before developing a game and before directly engaging other stakeholders.  ...  de ideias" published at the First Workshop on Interaction and User Research in Game Development.  ... 
doi:10.5753/jis.2020.757 fatcat:tvwk25nlbngv3p3ne2mkvohzdy

Digital Game Involvement

Gordon Calleja
2007 Games and Culture : A Journal of Interactive Media  
This reconceptualization seeks to replace the unidirectional plunge of player into game space implied by the term immersion with one of simultaneous assimilation of the digital environment and presence  ...  This article proposes a conceptual model for understanding game involvement and immersion on a variety of experiential dimensions corresponding to six broad categories of game features.  ...  Games and Culture Games and Culture  ... 
doi:10.1177/1555412007306206 fatcat:wl44vtto35b6jf5dan7kkcydki

From Gamification to Serious Games: Reinventing Learning Processes [chapter]

Cirit Mateus De Oro, Daladier Jabba Molinares, Ana María Erazo Coronado, Rodrigo M. Campis Carrillo
2021 Pedagogy - Challenges, Recent Advances, New Perspectives, and Applications [Working Title]  
However, there are gaps in terms of purposes and outcomes between gamification and the application of serious games.  ...  Virtual games represent one of the most important contemporary possibilities to enhance learning processes in educational environments.  ...  devices transfer values, nuances, and ideologies to people of diverse cultures, social classes, and ages around the world.  ... 
doi:10.5772/intechopen.101324 fatcat:gz7dc54wafgondioa76gjsofxa

Growing the Otome Game Market: Fan Labor and Otome Game Communities Online

Sarah Christina Ganzon
2019 Human Technology: An Interdisciplinary Journal on Humans in ICT Environments  
In the case of otome game fan blogging, the ability to shape discussions surrounding otome games also relies upon maintaining the image of players as good consumers.  ...  Although this work focuses on the practice of fan blogging, it is part of an ongoing study on otome games in English and otome game players outside Japan.  ...  cultural production ... individuals performing social roles through aspirational consumption."  ... 
doi:10.17011/ht/urn.201911265024 fatcat:mdtndz7acvg2vjbsynws7rpu3q

Juvenile Sociability, Cultural Classifications and 'Tastes': A Study on the Universe of Games and Social Networks in Lower Class LAN Houses

Carla Barros
2012 International Review of Social Research  
The influence of Internet centers' attendants was analyzed in connection with the consumption of cultural products such as games and musical styles.  ...  The study reveals in what ways game motivation and musical style choices are collectively molded, highlightening the importance of group distinctions and belonging.  ...  The study of mediation and, specifically, mediators allows us to observe how the interactions between social groups and different cultural levels take place. [...]  ... 
doi:10.1515/irsr-2012-0007 fatcat:vdep4dfoznhablljfqzkua6xoe

Video Game-Based Learning [chapter]

Kurt D. Squire
2010 Handbook of Improving Performance in the Workplace: Volumes 1-3  
Acknowledgments The author would like to thank Zhan Li for his work in the early portions of this research, particularly in helping conceptualize the study and encouraging me to focus on gamer cultures  ...  Extra special thanks to Jill Burger for her patience and willingness to work with me in crafting this report, especially for helping frame it in a way that will (hopefully) be useful.  ...  Perhaps most important, the culture of traditional instructional design programs was seen to be at odds with the culture of contemporary media, particularly game cultures.  ... 
doi:10.1002/9780470592663.ch13 fatcat:kcyhnqg6ozgxlchce2fbv3klcm
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