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Fabian Arlt; Hans-Jürgen Arlt – SpringerBriefs in Education, 2023
This interesting book discusses why, as an activity, topic and metaphor, play and game have become an integral part of modern life. Empirically exemplary and theoretically grounded, this book discusses the developments and expansions in gaming, from easily accessible casual games to the galaxy-spanning gaming worlds of Massively Multiplayer Online…
Descriptors: Gamification, Video Games, Computer Games, Artificial Intelligence
Sam A. Leif – ProQuest LLC, 2023
In the evolving landscape of gaming, a need for reliable methods to differentiate expertise levels among players has emerged. This study defines experts by their exceptional skills, domain-specific knowledge, and successful application of these attributes in complex situations. Unlike conventional methods that rely on self-reported experience for…
Descriptors: Video Games, Expertise, Knowledge Level, Skill Analysis
Consalvo, Mia; Phelps, Andrew – American Journal of Play, 2020
The authors provide a deep reading of the fictional small American town of Possum Springs in the 2017 adventure game "Night in the Woods" ("NiTW") to demonstrate how game architecture and environments have become richer and more complex spaces for narrative development and storytelling. The act of navigating the game's town,…
Descriptors: Mental Health, Social Class, Video Games, Story Telling
Rashmi Aggarwal, Editor; Prachi Gupta, Editor; Satinder Singh, Editor; Rajni Bala, Editor – IGI Global, 2024
In the field of education, the quick progression of technologies poses both unprecedented challenges and unparalleled opportunities. As our classrooms undergo a large shift, traditional practices are being questioned, demanding a reevaluation of how we teach, learn, and prepare the leaders of tomorrow. The consensus is clear: for our students to…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
Taylor, T. L. – American Journal of Play, 2018
In this excerpt from the author's new book, "Watch Me Play: Twitch and the Rise of Game Live Streaming," (Princeton University Press, 2018), she discusses some of the work game live streamers undertake to convert their private play into public entertainment. She details the layers involved in a typical broadcast and argues that this…
Descriptors: Play, Video Games, Internet, Video Technology
Nooney, Laine – American Journal of Play, 2017
The author retells the origin story of Sierra On-Line and its historic first product, the graphical adventure game "Mystery House." She reviews the academic and journalistic writing that placed the story almost exclusively inside a narrative about early computer games, treating it as a saga of the competition between the graphic…
Descriptors: Video Games, History, Computer Games, Interaction
Black, Rebecca W.; Alexander, Jonathan; Korobkova, Ksenia – Teachers College Record, 2017
Background/Context: Sociocultural research on young people's literate practices with digital media has generally focused on literacy events and practices that are grounded in distinct online locations, such as affinity spaces, specific websites, particular videogames, or virtual worlds. Purpose/Objective/Research Question/Focus of Study:…
Descriptors: Simulated Environment, Computer Simulation, Qualitative Research, Literacy
Tüzün, Hakan; Barab, Sasha A.; Thomas, Michael K. – Turkish Journal of Education, 2019
The purpose of this study was to identify motivational elements of an online multi-player educational computer game that uses a 3D multi-user environment to immerse children ages 9-12 in educational tasks. The methodological approach design ethnography, a process that involves using ethnographic methods when the researchers are both observers and…
Descriptors: Learning Motivation, Educational Games, Computer Games, Video Games
Abrams, Sandra Schamroth; Rowsell, Jennifer; Merchant, Guy – Teachers College Record, 2017
Background: Research into digital practices and cultures repeatedly calls attention to the complexity of communication spaces and meaning-making practices. With the blurring of boundaries between online and offline, these entangled practices involve the interweaving of human, material, semiotic, and discursive practices. Purpose: This introductory…
Descriptors: Simulated Environment, Computer Simulation, Video Games, Play
Sarigoz, Okan – Educational Policy Analysis and Strategic Research, 2019
Virtual reality, although it is in the real world, is a three-dimensional simulation model that brings users to a different environment with computer-generated graphics, video and audio, and enables communication with the media. Virtual reality is the imitation of the physical structure from a real world or an imaginary world in a…
Descriptors: Computer Simulation, Simulated Environment, Educational Technology, Technology Uses in Education
Blignaut, Seugnet; Ravyse, Werner S. – Journal of Educational Multimedia and Hypermedia, 2018
The authors systematically searched the internet for information on African Digital Games (ADGs). They then applied a lens of serious games where they defined serious games created to have an impact on the target audience, which is beyond the pure entertainment aspect. They found a wide variety of ADGs and grouped them according to two broad main…
Descriptors: Foreign Countries, Video Games, Internet, Cultural Influences
Roselló, Jarod – Contemporary Issues in Early Childhood, 2017
My daughter has always been drawn to the frightening and the spooky, with a special interest in zombies. When she was four years old, she and I played a zombie video game together which instigated a series of zombie-related events. This article is a collection of metonymic moments rendered in comics and writing, that revisits these events as…
Descriptors: Video Games, Memory, Experience, Aesthetics
Wohlwend, Karen E. – Teachers College Record, 2017
Background: Today, children play in transmedia franchises that bring together media characters, toys, and everyday consumer goods with games, apps, and websites in complex mergers of childhood cultures, digital literacies, consumer practices, and corporate agendas. Recent research on youth videogames and virtual worlds suggests the productive…
Descriptors: Social Media, Play, Video Games, Web Sites
Horowitz, Kenneth S. – American Journal of Play, 2019
The informal setting of online multiplayer video games may offer safe spots for speakers of other languages learning English to practice their communication skills and reduce their anxiety about using a second language. In this study, the author examined the relationship between both these concerns and the time spent playing such games by basic…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Teaching Methods
Wiggins, Bradley E. – International Journal of Game-Based Learning, 2016
This article examines the use of both game-based learning (GBL) and gamification in tertiary education. This study focuses specifically on the use of games and/or simulations as well as familiarity with gamification strategies by communication faculty. Research questions concentrate on the rate, frequency, and usage of digital and non-digital…
Descriptors: Computer Games, Simulated Environment, Video Games, Educational Games