Video Games
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Il volume intende affrontare, secondo una chiave di lettura pedagogico-didattica, il tema dell’introduzione dei videogiochi nei percorsi formativi, scolastici e non. Frutto di un lavoro comune degli autori nella riflessione e nella... more
Games are undoubtedly the most successful computer application yet it is not easy to attribute their success to any one particular feature. Nonetheless, when talking about games, gamers and reviewers frequently refer to the immersive... more
This paper outlines the development of a sensory feedback device providing a tangible interface for controlling digital environments, in this example a flight simulator, where the intention for the device is that it is relatively low... more
Die enge Verbindung von Spielen und Lernen geht evolutionsgeschichtlich der Ausbildung menschlichen Lebens voraus. Mit der Digitalisierung erreicht sie nun ganz neue Qualitäten: Computerspiele treten in Konkurrenz zu den älteren... more
This study aims at discussing how the discursive genre theory (BAKHTIN, 1992; DOLZ; SCHNEUWLY, 2004) contributes to the understanding of how video games can foster English language learning. Persona 4: Golden, the video game chosen for... more
Os desenvolvedores criam games, mas os jogadores também se sentem instigados a ir além do que lhe foi oferecido, e assim nascem os MODs. Essas alterações podem transformar um determinado game em um gênero completamente diferente do qual... more
Con Storia del videogioco dagli anni Cinquanta a oggi, anche Marco Accordi Rickards sceglie di focalizzarsi sull’aspetto storico, componendo un volume che ripercorre le evoluzioni del medium dalle origini alle prospettive future, in un... more
In opening up new lines of inquiry into video game policy, we asked authors to contend with the following questions: • What are the national policies affecting video game production, circulation, or consumption? • What are the local... more
Negli ultimi anni il videogioco ha raggiunto una maturità che viene oggi riconosciuta sempre più anche a livello istituzionale e che gli ha permesso di entrare nelle scuole e nei musei. La musealizzazione del videogioco propone una serie... more
The media are home to an eclectic bunch of people. This book is about who they are, what they do, and what their work means to them. Based on interviews with media professionals in the United States, New Zealand, South Africa, and The... more
Film, video games, television ads, corporate presentations-whatever medium you're working in, a visual story is the most compelling way to provide your audience with information and, more important, with an emotional experience. Exploring... more
I walk into the room and the smell of burning wood hits me immediately. The warmth from the fireplace grows as I step nearer to it. The fire needs to heat the little cottage through night so I add a log to the fire. There are a few sparks... more
As the digital revolution continues apace, emergent technologies and means of communication have presented new challenges and opportunities for football studies. In turn, researchers active across the social sciences and beyond have... more
Game development business has become very competitive, therefore it is very important to develop games that stand out from the vast amount of other competing game titles. Usability of the game is crucial to ensure game acceptance, which... more
In short, my thesis is an analysis of Undertale and how its soundtrack relates to music composition, player psychology, and ethics.
Seeking ways to understand video games beyond their imperial logics, Patterson turns to erotics to re-invigorate the potential passions and pleasures of play. Video games vastly outpace all other mediums of entertainment in revenue and... more
¿Qué imagen nos ofrecen los videojuegos de momentos históricos decisivos como el Desembarco de Normandía o la Revolución Islámica de Irán? ¿Cómo representan el Holocausto o la violencia contra los civiles? ¿Por qué muchos gobiernos... more
As videogames are set to become the dominant pop-cultural medium of the 21st century, this paper aims to provide approaches to a critical reading of Bethesda’s Fallout 4, informed by perspectives of cultural studies. Tracing arguments... more
Eye tracking is a fascinating technology that is starting to be used for evaluation of and for interacting in virtual environments. Especially digital games can benefit from an integrated (i.e., evaluation and interaction) approach,... more
This paper takes up as its focus the ongoing fascination with narratives of nature and discourses of control in the worlds of digital games and gaming culture. In a range of gaming genres and franchises we see nature as plot device, as... more
This article builds upon earlier research (McDaniel & Fiore, 2010) in which the authors presented case studies focused on the design and development of two original ethical learning video games. Through this case study and a review of... more
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Most critics of contemporary literature have reached a consensus that what was once called " postmodernism " is over and that its signature modes—metafiction and irony—are on the wane. This is not the case, however, with videogames. In... more
This chapter documents a range of video games which portray classical antiquity. Two trends are identified. One is empire-building, which tends to treat classical (especially Roman) history and seek factual accuracy. The other is... more