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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
391

Mediální obraz hráčů digitálních her v českých mainstreamových a zájmových médiích: v letech 2016 - 2018 / Media image of gamers in czech mainstream and gaming media: during 2016 - 2018

Němečková, Petra January 2019 (has links)
The thesis deals with the image of gamers in Czech media, specifically in the most read daily newspapers. Videogames are still a rather marginal topic within the Czech society, gamers are perceived as weird and socially isolated individuals, and in the worst case they are described as addicted and aggressive. Predictions for the future say that digital games will become a regular part of our lives, but before this happens, I set myself the goal to find out how contemporary Czech media depict people who like to play videogames. This task is important because, whether we want it or not, media represents a reflection of our society and it is also an element that can influence public opinion to some extent. However, if there is a goal to educate public sphere or change the perception of the gaming community, it is necessary to find out what is the current situation among the Czech society. In the theoretical part I deal with the environment in which the media texts are created and their impact on the recipients of the given content. At the same time, I also explain to the reader how gamers really look like. The practical part examines the seven most widely read Czech newspapers Aha!, Blesk, E15, Hospodářské noviny, Lidové noviny, Mladá fronta DNES and Právo. These are the best newspapers when it comes...
392

STRICTLY EDUCATIONAL: AN EXPLORATION OF THE RELATIONSHIP BETWEEN EDUCATIONAL GAME DEVELOPER, CLIENT, AND END USER

Casey M. Chastain (5930579) 16 January 2019 (has links)
With the interactivity and immersion of players into video games, rising development costs, and heightened expectations from AAA developers video games need to make sure they hit their target market more than ever. This is something that is less extreme in the educational game development space; but ultimately true with limited grant funding, limited development time within a student developer’s schedule, and how rapidly a recently leased student content creator will need to learn the space and needs of the client. When a student is brought on late into a development cycle, it can become troublesome when they are required to meet new developing features on a changing project. This paper looks over how one team approached this issue, with a focus on meeting the needs of a group of American high school teachers. Within this paper, the focus is how they tackled the issue, and how the teachers reacted to the end prototype, with some insight into the older prototypes of the project. Throughout it they had reinforced the ideas that communication, data validity, and set contract goals are important identifiers for project success. Teachers looking at video games care more about the data being valid and clearly communicated more than if a game is fun or laden with features and mini-games.
393

Entre o jogo e a realidade: um estudo sobre redes de troca e parentesco em jogos online / Between Game and Reality: A Study on Relationships and Exchange Networks in Online Games.

Ceoni, Karina Trajano 29 November 2012 (has links)
Recentemente, pesquisadores têm se dedicado a investigar a similaridade entre os mundos virtuais e o que se sabe sobre o comportamento social do mundo real (YEE et al., 2009; JIANG et al., 2009; JONSSON, F., et al., 2011). Muitas relações têm se mostrado apropriadas, dando indicativos de que a atividade on-line pode constituir um verdadeiro laboratório para as ciências sociais. O intuito da pesquisa aqui apresentada é justamente contribuir para essa investigação. Realizamos esforços para identificar aspectos do mundo on-line análogos aos observados em sociedades do mundo real. Estamos especialmente interessados em avaliar, segundo a teoria de Durkheim (1893), qual tipo de solidariedade, mecânica ou orgânica, pode ser observada no mundo on-line. Outro foco de interesse é a existência dos laços fracos, descritos por Granovetter (1973), e sua função no mundo on-line. Elegemos uma guilda1 do jogo \"Zodiac Online\" como o objeto de nossa investigação. Esse jogo foi escolhido devido às suas características sociais e demográficas. Optamos por usar duas metodologias paralelas para proceder a nossa coleta de dados. A primeira destas sendo a netnografia, método análogo à etnografia porem adaptado ao mundo on-line. A segunda coleta de dados é feita automaticamente pelo servidor do jogo que iremos estudar: um registro de toda a atividade de cada jogador é gerado simultaneamente a cada interação realizada dentro do jogo. Com os dados coletados, desenhamos redes que representam as trocas de itens entre os membros da guilda em questão e procedemos então a uma análise das redes. Baseando-nos nesses procedimentos observamos uma tendência a solidariedade orgânica, embora nossos resultados não sejam conclusivos isso torna esse grupo online mais comparável a subcomunidades de mesma natureza do mundo real. Quanto aos laços fracos, pudemos observar sua ocorrência, mas, provavelmente devido ao tamanho e características do grupo observado, sua função parece ser diferente, e menos importante, do que aquela que espera-se observar no mundo real. / Recently, researchers have been devoting remarkable eefort to investigate the similarity between virtual worlds and what is known about the social behavior of the real world (YEE et al., 2009; JIANG et al., 2009; JONSSON, F., et al., 2011). Many relationships have been shown to be appropriate, giving indications that online activity may be a real laboratory for the social sciences. The purpose of the present research is precisely to contribute to this interest. We carry out efforts to identify aspects of the online world similar to those observed in the real world societies. We are especially interested in evaluating, according to Durkheims theory (1893), which kind of solidarity, mechanical or organic, can be seen in the online world. Another interesting point is the existence of weak ties, described by Granovetter (1973), and its role in the online world. We elected a guild game \"Zodiac Online\" as the object of our investigation. This game was chosen because of its social and demographic characteristics. We chose to use two parallel methodologies to make our data collection. The first of these being the netnography, analogous method put the ethnography adapted to the online world. The second data collection is done automatically by the game server you will study: a record of all activity is generated for each player simultaneously held every interaction within the game. We then proceed to Network analysis to elaborate this data. With the data collected, we design networks that represent the exchange of items between members of the guild in question and then proceed to an analysis of networks. Based on these procedures we observed a tendency to organic solidarity, although our results are not conclusive that makes this online group more comparable to subcommunities that display organic organizations of the same nature in the real world. As for weak ties, we could observe their occurrence, but probably due to the size and characteristics of the observed group, its function seems to be different, and less important than what it is expected to observe in the real world.
394

Entre o jogo e a realidade: um estudo sobre redes de troca e parentesco em jogos online / Between Game and Reality: A Study on Relationships and Exchange Networks in Online Games.

Karina Trajano Ceoni 29 November 2012 (has links)
Recentemente, pesquisadores têm se dedicado a investigar a similaridade entre os mundos virtuais e o que se sabe sobre o comportamento social do mundo real (YEE et al., 2009; JIANG et al., 2009; JONSSON, F., et al., 2011). Muitas relações têm se mostrado apropriadas, dando indicativos de que a atividade on-line pode constituir um verdadeiro laboratório para as ciências sociais. O intuito da pesquisa aqui apresentada é justamente contribuir para essa investigação. Realizamos esforços para identificar aspectos do mundo on-line análogos aos observados em sociedades do mundo real. Estamos especialmente interessados em avaliar, segundo a teoria de Durkheim (1893), qual tipo de solidariedade, mecânica ou orgânica, pode ser observada no mundo on-line. Outro foco de interesse é a existência dos laços fracos, descritos por Granovetter (1973), e sua função no mundo on-line. Elegemos uma guilda1 do jogo \"Zodiac Online\" como o objeto de nossa investigação. Esse jogo foi escolhido devido às suas características sociais e demográficas. Optamos por usar duas metodologias paralelas para proceder a nossa coleta de dados. A primeira destas sendo a netnografia, método análogo à etnografia porem adaptado ao mundo on-line. A segunda coleta de dados é feita automaticamente pelo servidor do jogo que iremos estudar: um registro de toda a atividade de cada jogador é gerado simultaneamente a cada interação realizada dentro do jogo. Com os dados coletados, desenhamos redes que representam as trocas de itens entre os membros da guilda em questão e procedemos então a uma análise das redes. Baseando-nos nesses procedimentos observamos uma tendência a solidariedade orgânica, embora nossos resultados não sejam conclusivos isso torna esse grupo online mais comparável a subcomunidades de mesma natureza do mundo real. Quanto aos laços fracos, pudemos observar sua ocorrência, mas, provavelmente devido ao tamanho e características do grupo observado, sua função parece ser diferente, e menos importante, do que aquela que espera-se observar no mundo real. / Recently, researchers have been devoting remarkable eefort to investigate the similarity between virtual worlds and what is known about the social behavior of the real world (YEE et al., 2009; JIANG et al., 2009; JONSSON, F., et al., 2011). Many relationships have been shown to be appropriate, giving indications that online activity may be a real laboratory for the social sciences. The purpose of the present research is precisely to contribute to this interest. We carry out efforts to identify aspects of the online world similar to those observed in the real world societies. We are especially interested in evaluating, according to Durkheims theory (1893), which kind of solidarity, mechanical or organic, can be seen in the online world. Another interesting point is the existence of weak ties, described by Granovetter (1973), and its role in the online world. We elected a guild game \"Zodiac Online\" as the object of our investigation. This game was chosen because of its social and demographic characteristics. We chose to use two parallel methodologies to make our data collection. The first of these being the netnography, analogous method put the ethnography adapted to the online world. The second data collection is done automatically by the game server you will study: a record of all activity is generated for each player simultaneously held every interaction within the game. We then proceed to Network analysis to elaborate this data. With the data collected, we design networks that represent the exchange of items between members of the guild in question and then proceed to an analysis of networks. Based on these procedures we observed a tendency to organic solidarity, although our results are not conclusive that makes this online group more comparable to subcommunities that display organic organizations of the same nature in the real world. As for weak ties, we could observe their occurrence, but probably due to the size and characteristics of the observed group, its function seems to be different, and less important than what it is expected to observe in the real world.
395

Gaming in Library Instruction

Anderson, Joanna M. 29 June 2014 (has links)
An increasing amount of coursework, both at the secondary and postsecondary level, is being conducted online. This shift in the delivery method of education which began at the college level is now occurring throughout the K-16 continuum. Because many of the students in these classes and programs will never set foot into the host institution, this transformation has necessitated a great deal of change in all aspects of library services, including information literacy instruction. This conference program will spotlight some innovative ways that libraries are conducting and delivering instruction to this new cohort.
396

De l’activité virtuelle à l’activité réelle : ressources et empêchements à la créativité de cadres formés au management d’équipe avec un serious gaming / From virtual activity to real activity : the ‎resources and impediments of creativity for executives in the use of serious games for team management training

Martin, Lydia 14 December 2015 (has links)
Cette thèse s’intéresse aux activités créatrices et de conformisation sollicitées dans des dispositifs de serious gaming et à leur impact sur les situations réelles de travail des cadres. Pour explorer cet impact, nous sommes intervenus dans un programme de formation utilisant un simulateur d’hélicoptère de l’armée qui a été adapté pour former des cadres au management d’équipe. La recherche a duré deux ans et nous avons observé 16 sessions de jeu, rencontré 44 cadres de la même entreprise, tous volontaires. La recherche a analysé l’écart entre le travail prescrit et réel. En anglais, contrairement au français, deux mots définissent le mot jeu : « play » et « game ». Winnicott (1971) s’appuie sur le jeu en train de s’élaborer spontanément (play), plutôt que sur le jeu organisé et défini selon des règles précises (game). Ce « play » est considéré par Winnicott, comme un espace transitionnel : espace de développement où la créativité est prépondérante. La compréhension de ce qui se joue dans cet espace intermédiaire est essentielle pour explorer la relation entre le « jeu sérieux » et le travail réel. Nos observations et analyses des sessions de jeu et des entretiens nous conduisent à souligner le peu d’inventivité, de créativité à la fois pendant l’activité du jeu et ensuite dans le travail réel. La réorganisation du travail, le changement de rôles, la renormalisation du temps et le sentiment de décisions sont rares. Ceci nous a amenés à analyser ce qui a empêché les cadres d’entrer dans cette aire intermédiaire où la créativité est sollicitée. Ces empêchements concernent la quête du « bien faire », la pression temporelle, la culture d’entreprise, les contraintes matérielles et la compétitivité. De plus, une autre activité vient empêcher celle du jeu : la plupart des cadres se sont sentis évalués, et s’auto-évaluent, en tant que managers. Notre recherche tend à démontrer que le jeu suspend la réflexion, la délibération entre pairs, ce qui favorise une conformisation aux prescriptions. La suspension de la réflexion permettrait, notamment, de s’affranchir d’éventuels conflits de valeurs et de culpabilité quand les prescriptions supposent de faire du « sale boulot » (c’est-à-dire de commettre des actes que la morale ou l’éthique peuvent réprouver). Enfin, nous interrogeons l’impact de cette expérience dans l’environnement virtuel du dispositif de formation sur les pratiques des managers en situations réelles : le transfert des apprentissages dans l’expérience du jeu opère par la médiation de la réflexivité suscitée par le changement de place dans la communication au sein de l’équipe (récepteur et non plus émetteur de consignes) et par les affects éprouvés lors de l’exercice simulé. L’éprouvé devient alors un instrument de travail pour réévaluer la manière dont ils tiennent leur rôle de manager et les activités associées. / This thesis speaks about the creativity and conformity in serious gaming and the link with real work situations of executives. To explore this link, we conducted a training program using an army helicopter flight simulator that had been redesigned to train executives in teamwork. The study was conducted over two years in 16 game sessions with 44 volunteer participants from the same company. The research analyzed the gap between prescribed and real work. In English, contrary to French, there are two words for games: "play" and "game". Winnicott (1971) is inclined more towards spontaneously developed games (play), rather than on games organized and defined according to precise rules (game). He considers "play" to be a transitional space. This transitional space is a third area, a paradoxical space, because it is situated between the interior and exterior of the player. It is a space of development where creativity is dominant. Understanding what takes place in this intermediate space is essential to explore the relationship between serious gaming and real work: a space in which group dynamics can enhance or inhibit individual creativity. From observation and analyses of game sessions and associated interviews, we identified several instances of creativity during the game and afterwards at work, including: reorganization of the work, exchanging roles, negotiating the length of games, and virtual empowerment leading to real-world decision-making. Then, we analyzed what prevented the executives from entering this intermediate area and from "play" with the equipment: the "pursuit of excellence", the temporal pressure, the corporate culture, equipment limitations, self-consciousness, and competitiveness. Furthermore, most participants were concerned that their competence as managers was being evaluated and they self-evaluated their skills. Afterwards, we analyzed the contention that lack of deliberation before executing the game prescriptions. Our research demonstrates that suspension of reflection allows freeing itself from possible value conflicts and guilt when the prescriptions lead to performing "dirty work" (that is, to commit morally or ethically questionable acts). At a minimum, we observe that executives see themselves acting in situ and become aware of the impact of their transmitters' role in communication with the team. Executives use this experience to revitalize their thinking about professional practice, which thus becomes a tool to gain a different view of their managers’ role.
397

Kvinnor, datorspel och identifikation : en genusanalys av två datorspel och två kvinnors datorspelande

Harrison, Nikko, Lundmark, Sofia January 2003 (has links)
<p>This essay covers computer gaming as seen from a perspective of gender theory. The main purpose of the essay is to examine women’s relationship to computer games, and more specifically women’s attitudes to the games they play. The theoretical basis for this essay is sprung from a hermeneutic perspective. The empirical basis for analysis consists of two in depth interviews and game analysis of the two computer games Counter Strike and Final Fantasy XI. The theories and previous research we have taken in consideration discuss topics like computer usage, gender studies, identity, identification, cyborg theory, subculture, fanculture and narration. This essay has shown that the two computer games contain multiple gender related and theory relevant connotations. The aspects of the games the informants consider important in the identification process mainly consist of game related communion and the interaction with other players. Both informants have presented several views on what they find important in the process of identification and what they chose to discard. </p>
398

”Eleverna får ett mer flexibelt språktänk” : - om datorspelandets inverkan på språkinlärning / ”The Students Think More Flexibly about Language” : - How Playing Computer Games Affects Language Acquisition

Forsberg, Anna January 2009 (has links)
<p>Syftet med detta arbete är att komma med ett inlägg i diskussionen kring datorspel och spelandet av desamma. Detta genom att försöka påvisa att datorspelande har en inverkan på svenska elevers inlärning av det engelska språket. För att nå mitt mål genomförde jag kvalitativa intervjuer med lärare och elever på en skola vars undervisning är inriktad mot grundskolans senare år. Huvudsyftet med intervjuerna var att samla in information för att kunna föra en relevant diskussion kring datorspelandets inverkan på inlärning av engelska.</p><p>Resultatet visar att eleverna upplever det som att den mesta engelskan de lär sig snarare kommer från datorspelen än undervisningen i skolan. Många av eleverna tror dock att lärarna inte tycker om datorspel, men menar att det nog bara är för att de inte förstår vad det handlar om. Lärarna förstår dock nyttan av att spela datorspel på fritiden, samt har en övervägande positiv inställning till datorspel. En lärare upplever att spelande elever generellt sett är duktiga på engelska och tar till sig det engelska språket på ett annat sätt än andra elever. Ytterligare en lärarröst menar att elever som spelar har ett mer flexibelt och berikat språktänk, samt öppnar upp sitt sinne på ett friare sätt i jämförelse med sina klasskamrater.</p> / <p>The purpose of this paper is to make a contribution to the ongoing debate on computer games. My aim is to show that playing computer games affect the Swedish students’ acquisition of a foreign language, such as English. The method I used was qualitative interviews carried out on teachers as well as students at a school in the upper level of Compulsory School. The main purpose of these interviews was to gather subjective thoughts and attitudes from teachers and students to be able to lead a relevant discussion on computer games and how playing them affects the acquisition of a foreign language.</p><p>My results show that the students experience that they learn more English by playing computer games than during their English lessons. Many of the students also think that the teachers are not at all fond of computer gaming, but conclude this to be due to the teachers’ lack of experience. The teachers, however, do understand how the students benefit from playing computer games in their spare time, which leads to a predominantly positive attitude towards computer games amongst the teachers in this study.</p>
399

Kvinnor, datorspel och identifikation : en genusanalys av två datorspel och två kvinnors datorspelande

Harrison, Nikko, Lundmark, Sofia January 2003 (has links)
This essay covers computer gaming as seen from a perspective of gender theory. The main purpose of the essay is to examine women’s relationship to computer games, and more specifically women’s attitudes to the games they play. The theoretical basis for this essay is sprung from a hermeneutic perspective. The empirical basis for analysis consists of two in depth interviews and game analysis of the two computer games Counter Strike and Final Fantasy XI. The theories and previous research we have taken in consideration discuss topics like computer usage, gender studies, identity, identification, cyborg theory, subculture, fanculture and narration. This essay has shown that the two computer games contain multiple gender related and theory relevant connotations. The aspects of the games the informants consider important in the identification process mainly consist of game related communion and the interaction with other players. Both informants have presented several views on what they find important in the process of identification and what they chose to discard.
400

”Eleverna får ett mer flexibelt språktänk” : - om datorspelandets inverkan på språkinlärning / ”The Students Think More Flexibly about Language” : - How Playing Computer Games Affects Language Acquisition

Forsberg, Anna January 2009 (has links)
Syftet med detta arbete är att komma med ett inlägg i diskussionen kring datorspel och spelandet av desamma. Detta genom att försöka påvisa att datorspelande har en inverkan på svenska elevers inlärning av det engelska språket. För att nå mitt mål genomförde jag kvalitativa intervjuer med lärare och elever på en skola vars undervisning är inriktad mot grundskolans senare år. Huvudsyftet med intervjuerna var att samla in information för att kunna föra en relevant diskussion kring datorspelandets inverkan på inlärning av engelska. Resultatet visar att eleverna upplever det som att den mesta engelskan de lär sig snarare kommer från datorspelen än undervisningen i skolan. Många av eleverna tror dock att lärarna inte tycker om datorspel, men menar att det nog bara är för att de inte förstår vad det handlar om. Lärarna förstår dock nyttan av att spela datorspel på fritiden, samt har en övervägande positiv inställning till datorspel. En lärare upplever att spelande elever generellt sett är duktiga på engelska och tar till sig det engelska språket på ett annat sätt än andra elever. Ytterligare en lärarröst menar att elever som spelar har ett mer flexibelt och berikat språktänk, samt öppnar upp sitt sinne på ett friare sätt i jämförelse med sina klasskamrater. / The purpose of this paper is to make a contribution to the ongoing debate on computer games. My aim is to show that playing computer games affect the Swedish students’ acquisition of a foreign language, such as English. The method I used was qualitative interviews carried out on teachers as well as students at a school in the upper level of Compulsory School. The main purpose of these interviews was to gather subjective thoughts and attitudes from teachers and students to be able to lead a relevant discussion on computer games and how playing them affects the acquisition of a foreign language. My results show that the students experience that they learn more English by playing computer games than during their English lessons. Many of the students also think that the teachers are not at all fond of computer gaming, but conclude this to be due to the teachers’ lack of experience. The teachers, however, do understand how the students benefit from playing computer games in their spare time, which leads to a predominantly positive attitude towards computer games amongst the teachers in this study.

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