September 2019
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353 Reads
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September 2019
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353 Reads
September 2019
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18 Reads
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1 Citation
September 2019
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195 Reads
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1 Citation
September 2019
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66 Reads
September 2019
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22 Reads
September 2019
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136 Reads
September 2019
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150 Reads
September 2019
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290 Reads
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2 Citations
September 2019
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91 Reads
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1 Citation
December 2015
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85 Reads
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65 Citations
... This pixel art tool is specifically designed to create animations and sprites, allowing for the portrayal of historical themes with artistic clarity (see Figure 5). Pixel art not only invokes the nostalgia of classic games but also serves as a visually simplistic yet effective medium to convey complex historical narratives, ensuring that the educational content is accessible and engaging to learners (Messaris and Humphreys, 2007;Squire, Gee and Jenkins, 2011;Egenfeldt-Nielsen, Smith and Tosca, 2016). ...
March 2009
... Following further development of computer technology, Bergeron later updated this definition in 2006 to describe the SG as an "interactive computer application, with or without significant hardware component, that has a challenging goal, is fun to play and engaging, incorporates some scoring mechanism, and supplies the user with skills, knowledge, or attitudes useful in reality." SG-based learning experiences are beginning to gain relevance thanks to the growth of the video game industry in recent years (Egenfeldt-Nielsen et al., 2019). ...
December 2015
... Education provided "through problem-based and experiential learning via the game's procedures" is known as procedural rhetoric [34]. And if the serious game's procedures are defined through a work of interactive fiction, then that interactive fiction serious game can "provide a context for embodied action and choices" [35] and allow the player to "approach a subject in an active way and construct their own representations" [36] to enable and expedite their learning. Although many definitions of interactive fiction exist, a good one is a "textbased branching narrative that takes input from a user, either through a parsing prompt where users type actions for their character to perform or through hypertext links users click to select an action or choice" [14]. ...
April 2013
... Teachers need to be convinced about the usefulness of using video games in class, and they need to understand how they can evaluate the knowledge acquired [7]. While some remain skeptical, most agree that serious games have great potential for learning [8,9]. ...
September 2019
... In addressing the persuasive capacity of design features and elements, we initially built our model (see Figure 1) on the procedural rhetoric theory of persuasion [11], which explains that videogames persuade by putting the player through a series of interactions and procedures to obtain certain goals [11]. However, some researchers debated that proceduralism takes little notice of other aspects of videogames and favours gameful interactivity dynamics (mechanics) [36,43,76]. The critics argued that videogames have multiple transmission avenues that could facilitate the conveyance of persuasive themes [117] via various channels (e.g., visual or sensorial experiences). ...
January 2009
Nordicom Review
... Neste artigo, pretendemos continuar este movimento por meio da análise das batalhas no jogo Final Fantasy (Square, 1987). Para tal, valer-nos-emos, primariamente, da linguística sistêmico-funcional Matthiessen, 2014), um dos quadros teóricos que embasa a semiótica social, da gramática do design visual, proposta de base sociossemiótica voltada à análise de imagens (Kress;Van Leeuwen, 2021) e do campo dos "Estudos de jogos", que se dedica à compreensão dos videogames e dos elementos que os circundam, tais como as comunidades de jogadores (Egenfeldt-Nielsen;Smith;Tosca, 2020). Por meio deste corpo teórico, pretendemos descrever e analisar como as categorias de análise sistêmico-funcionais podem ser empregadas para compreender o funcionamento das modalidades verbal, imagética e da processualidade 3 . ...
January 2008
... La consideración por parte de Heide Smith (2006) se circunscribe más a su anclaje en el juego, en contraposición a la participación del jugador. Según su planteamiento, las reglas de juego asignan diferentes valores a los eventos durante la experiencia, incluso a aquellos que permiten finalizar el juego (2006, p. 67). ...
January 2006
... The findings have several implications. First, the results that competitive motivation and competence preference in teammates are positively related to generalized trust, support the notion that competition can be conducive to trust in online games (Smith, 2010;Williams et al., 2008) and in the real world (Castelfranchi & Falcone, 1998;Francois et al., 2009;Goudge & Gilson, 2005). ...
June 2010
Games and Culture
... [11]. Board games are not just free-flow but contain a particular context that is usually "structured" and "rulegoverned" [12], [13]. Thus, board games are interesting and can be designed to develop students' social awareness. ...
October 2006
Game Studies
... He explores various 'incorporative discourse strategies': the use of first person pronoun as a strategy for blending the player entity with the character entity; the use of popular culture references as a strategy for strengthening the shared vision of the game world and narrowing its possible variations; and the use of world-specific language forms as a strategy for securing players' involvement by claiming the language of the fantasy world as their own. A comparative study by Tychsen et al. (2006) demonstrates that the need to visualize the fictional world through language communication encourages role-playing in tabletop (pen-andpaper) games, and they appear to be more engaging or immersive than computer role-playing games, where the players distance themselves from the virtual world. ...
Reference:
Cultural Languages of Role-Playing
December 2006
Lecture Notes in Computer Science