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What motivates children to play video games? /Mudrock, Libby Ann, January 1900 (has links)
Thesis (M.A.)--Ohio State University, 1985. / Includes vita. Includes bibliographical references (leaves 83-87). Available online via OhioLINK's ETD Center.
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High Noon : a video game production pipeline for Chico State Game Studios /Thayer, Alisha Lynn. January 2009 (has links)
Thesis (M.S.)--California State University, Chico. / Includes abstract. "Located in the Chico Digital Repository." Includes bibliographical references (p. 188-189).
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Eight Trigrams: A level of 3D puzzle game for cultural transmissionChen, Tianze 15 May 2020 (has links)
With the development of both hardware and software, video games are evolving rapidly. Now that video games have achieved near-cinematic visuals, the market for video games is growing, and the number of players is increasing. In addition to the stunning features of video games, at the heart of serious games, they are used as a medium to spread knowledge and teach players something. The main teaching topic in this research is a piece of knowledge in the eight trigrams, one of the traditional cultural symbols of China. The focus is on the effectiveness of using games to convey cultural knowledge. There are cultural barriers between different countries because of different histories and languages, but the spread of cultural understanding can help people from different cultures better understand each other. However, the learning of different cultures is not compulsory, because cultural knowledge from other countries will not affect people's basic life, so in most countries in the world, cultural learning does not belong to the category of primary education. Due to their worldwide presence, video games, through incorporation of cultural themes and ideas into the game, can achieve promotion of this knowledge.
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Adolescents and video games what I discovered about authentic learning and video games /Tisa, Lynda Giselle. January 2005 (has links)
Thesis (Ed.D.)--University of Delaware, 2005. / Principal faculty adviser: Christopher M. Clark, School of Education. Includes bibliographical references.
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Competitive multi-player video gamesShoemaker, Broderick James January 2006 (has links)
Boston University. University Professors Program Senior theses. / PLEASE NOTE: Boston University Libraries did not receive an Authorization To Manage form for this thesis. It is therefore not openly accessible, though it may be available by request. If you are the author or principal advisor of this work and would like to request open access for it, please contact us at open-help@bu.edu. Thank you. / 2031-01-02
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Technology at play : an ethnographic study of young people's video gaming practices /Satwicz, Thomas. January 2006 (has links)
Thesis (Ph. D.)--University of Washington, 2006. / Vita. Includes bibliographical references (leaves 167-172).
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Computer/video games as a play therapy tool in reducing emotional disturbances in childrenHull, Kevin Boyd. January 2009 (has links)
Thesis (Ph.D.)--Liberty University, 2009. / Includes bibliographical references.
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Behavioral, attitudinal, and decision-altering effects of aggressive video games on young adultsSmallwood, Kent. January 1900 (has links)
Thesis (Ph.D.)--Western Michigan University, 2007. / Adviser: R. Wayne Fuqua. Includes bibliographical references.
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Gaming development : online video games as aestheticized ideologies.Tim, Ashleigh 21 June 2012 (has links)
It can be argued that the online video game medium has provided new opportunities for the dissemination of educational and informational content, and indeed, such new opportunities have become increasingly exploited by various international organisations, as well as independent gaming producers in order to promote developmental messages. Food Force, Fate of the World and Wildfire are exemplary of such games that seek to inform players of methods that can be utilised to enhance development and alleviate poverty within developing nations. While the games’ presence on the internet provides allowances for the dissemination of alternative and novel suggestions for development, the games prove however, to promote mainstream forms of development, most notably modernisation theories and participatory paradigms. Indeed, Food Force and Fate of the World strongly adhere to modernisation theories through their emphasis upon the necessity of intervention on behalf of developed nations and organisations in order to stimulate development and progress in developing nations, whereas Wildfire proves to be highly informed by participatory paradigms due its stress upon the potential of communities to bring about development by themselves and for themselves. However, due to these influences of such theories, the games also appropriate many of the problematic aspects of these theories. Thus, the games prove to offer ideological conceptualisations for development that are highly flawed and ineffective, and thus serve as a means to encourage and promote the hegemonic positions of developed nations and organisations within the developmental process.
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The Detrimental Effects of Video GamesMoorcroft, Johnny 18 December 2009 (has links)
Faculty of Criminology, Justice and Policy Studies
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