Elina Roinioti

Elina Roinioti
Panteion University of Social and Political Sciences · Department of Communication, Media and Culture

Postdoctoral researcher, Sociologist, game researcher, game designer

About

20
Publications
3,198
Reads
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30
Citations
Citations since 2017
9 Research Items
22 Citations
201720182019202020212022202302468
201720182019202020212022202302468
201720182019202020212022202302468
201720182019202020212022202302468

Publications

Publications (20)
Chapter
Immersive playful activities are regarded to be a promising way for increasing children’s understanding of significant issues. This paper proposes an immersive interactive tunnel environment, for which we developed a serious game to raise awareness on children and young adults on environmental issues and endangered species, and specifically, about...
Article
Full-text available
In this paper, we discuss the gamification strategies and methodologies used by TRIPMENTOR—a game-oriented cultural tourism application in the region of Attica. Its primary purpose is to provide visitors with rich media content via the web and mobile environments by redirecting travellers, highlighting points of interest, and providing information...
Article
Full-text available
This article studies the cultural contingency of video-game production on Amazon’s live-streaming platform, Twitch. It looks at this phenomenon from a political-economic perspective to unearth Twitch’s platformisation strategy to better understand what it means for the video-game industry. Platformisation signifies the infrastructural embeddedness...
Book
Full-text available
Ο όρος «αναδυόμενες τεχνολογίες» επιχειρεί να καταδείξει ότι η ιστορία της τεχνολογίας δεν συνιστά μία εξελικτική διαδικασία. Η επινόηση ενός νέου εργαλείου, τεχνικής ή μέσου θέτει μεν ως αρχικό στόχο την ικανοποίηση δεδομένων αναγκών και την επίλυση συγκεκριμέ-νων προβλημάτων, ταυτόχρονα όμως φέρνει στη επιφάνεια νέα ερωτήματα, εγείρει νέου τύπου...
Chapter
Η ψηφιακή επιμέλεια αρχείων αφορά στην μεταγραφή ενός αρχείου σε ψηφιακό, με σκοπό τη διάσωση αλλά και την επανάχρηση του. Τα ψηφιακά παιχνίδια, ως πολύπλευρα διαδραστικά τεχνουργήματα υποταγμένα στις εκάστοτε κοινωνικές και τεχνολογικές συνθήκες, καταδικασμένα σε μια λογική απαξίωσης και διαδοχής, έχουν βρει πια τη θέση τους στις εθνικές βιβλιοθήκ...
Article
The advent of the video game industry brought about new cultural policies in both the national and international levels. In particular, incentives and flexible funding programmes for the production of video games have become a key pillar of support for small, domestic, but also global game companies. In Greece, video game policy history has followe...
Chapter
Full-text available
This paper presents a case study of the key design choices that were made during the development of «Planet Dewey», a 2D hybrid co-op game for students aged 11–14 years old for strengthen their information literacy skills. The game was tailor made for a Greek charitable foundation library. Using as a starting point the information literacy circle a...
Book
Full-text available
Το βιβλίο "Ψηφιακά Παιχνίδια: Φιλοσοφικές, κοινωνικές και πολιτισμικές αναζητήσεις", είναι ένα εισαγωγικό εγχειρίδιο που απευθύνεται σε φοιτητές, επαγγελματίες και όσους ενδιαφέρονται για το πεδίο έρευνας των Ψηφιακών Παιχνιδιών. Σε αυτόν τον πρώτο τόμο της σειράς για τον Ψηφιακό Πολιτισμό και τις Δημιουργικές Βιομηχανίες, γίνεται αναφορά σε ζητήμα...
Conference Paper
Massively Multiplayer Online Games are online social game worlds that even after their first appearance in 1997 with Ultima Online, still continue to pose new questions in old dilemmas, producing not only new spaces of play, but at the same time, new fields of research. These kinds of games, with the massive appeal, their in-depth character develop...
Conference Paper
Studies within our research group have shown that Digital Games Based Learning (DGBL) can have a positive effect on some of the core development needs of people with intellectual disabilities and associated sensory impairments. Of current interest is the expansion of DGBL activities on mobile platforms. The RECALL Project describes the development...
Conference Paper
Full-text available
In this paper we will present a location-based propaganda game called P.I.G.S. Through game narrative and mechanisms, we will examine how an urban game can question the social norms of the city space and become a vehicle for political expression. The concepts of stigma, guilt and surveillance are central to our analysis. Using field notes from the...
Conference Paper
RouteMate is an accessible location based mobile and web application, designed and developed in order to assist people with various disabilities learn simple routes. Methodology was supported by structuring the software using principles of game based learning, in order to scaffold the learning of new routes and promote independent travel. In this p...
Article
Full-text available
The scope of this paper, is to provide a starting point for discussion and sharing of our understandings of crime statistics for use in both, local-national levels and comparatively. In fact, there has been a great expansion of the volume of statistical material published over the years but it is often quite difficult to understand exactly what the...

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Project (1)
Archived project