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A survey of the leisure time interests of intermediate grade pupils in the Greenfield Public Schools.Carney, Catherine Louise 01 January 1955 (has links) (PDF)
No description available.
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IntroductionGünzel, Stephan, Liebe, Michael, Mersch, Dieter January 2011 (has links)
No description available.
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Theorizing navigable space in video gamesWolf, Mark J. P. January 2011 (has links)
Space is understood best through movement, and complex spaces require not only movement but navigation. The theorization of navigable space requires a conceptual representation of space which is adaptable to the great malleability of video game spaces, a malleability which allows for designs which combine spaces with differing dimensionality and even involve non-Euclidean configurations with contingent connectivity. This essay attempts to describe the structural elements of video game space and to define them in such a way so as to make them applicable to all video game spaces, including potential ones still undiscovered, and to provide analytical tools for their comparison and examination. Along with the consideration of space, there will be a brief discussion of navigational logic, which arises from detectable regularities in a spatial structure that allow players to understand and form expectations regarding a game’s spaces.
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Define real, Moron! : Some remarks on game ontologiesAarseth, Espen January 2011 (has links)
Academic language should not be a ghetto dialect at odds with ordinary language, but rather an extension that is compatible with lay-language. To define ‘game’ with the unrealistic ambition of satisfying both lay-people and experts should not be a major concern for a game ontology, since the field it addresses is subject to cultural evolution and diachronic change. Instead of the impossible mission of turning the common word into an analytic concept, a useful task for an ontology of games is to model game differences, to show how the things we call games can be different from each other in a number of different ways.
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Pokéwalkers, mafia dons, and football fans : play mobile with meSalen, Katie January 2011 (has links)
This paper addresses a theoretical reconfiguration of experience, a repositioning of the techno-social within the domains of mobility, games, and play, and embodiment. The ideas aim to counter the notion that our experience with videogames (and digital media more generally), is largely “virtual” and disembodied – or at most exclusively audiovisual. Notions of the virtual and disembodied support an often-tacit belief that technologically mediated experiences count for nothing if not perceived and valued as human. It is here where play in particular can be put to work, be made to highlight and clarify, for it is in play that we find this value of humanity most wholly embodied. Further, it is in considering the design of the metagame that questions regarding the play experience can be most powerfully engaged. While most of any given game’s metagame emerges from play communities and their larger social worlds (putting it out of reach of game design proper), mobile platforms have the potential to enable a stitching together of these experiences: experiences held across time, space, communities, and bodies. This coming together thus represents a convergence not only of media, participants, contexts, and technologies, but of human experience itself. This coming together is hardly neat, nor fully realized. It is, if nothing else, multifaceted and worthy of further study. It is a convergence in which the dynamics of screen play are reengaged.
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Fundamental components of the gameplay experience : analysing immersionMäyrä, Frans, Ermi, Laura January 2011 (has links)
This co-authored paper is based on research that originated in 2003 when our team started a series of extensive field studies into the character of gameplay experiences. Originally within the Children as the Actors of Game Cultures research project, our aim was to better understand why particularly young people enjoy playing games, while also asking their parents how they perceive gaming as playing partners or as close observers. Gradually our in-depth interviews started to reveal a complex picture of more general relevance, where personal experiences, social contexts and cultural practices all came together to frame gameplay within something we called game cultures. Culture was the keyword, since we were not interested in studying games and play experiences in isolation, but rather as part of the rich meaning- making practices of lived reality.
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What is visualization?Manovich, Lev January 2011 (has links)
Over the last 20 years, information visualization became a common tool in science and also a growing presence in the arts and culture at large. However, the use of visualization in cultural research is still in its infancy. Based on the work in the analysis of video games, cinema, TV, animation, Manga and other media carried out in Software Studies Initiative at University of California, San Diego over last two years, a number of visualization techniques and methods particularly useful for cultural and media research are presented.
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The leisure-time interests of sixth grade childrenUpson, Mary Jane, 1915- January 1951 (has links)
No description available.
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Jin dai hua jin cheng zhong de Hankou wen hua yu le ye, 1861-1949 yi han kou wei zhu ti de Zhongguo yu le ye jin dai hua dao lu de li shi kao cha /Fu, Caiwu. January 2005 (has links)
Thesis (Ph.D.)--Wuhan da xue, 2005. / Includes bibliographical references (p. 352-362).
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Die Lustbarkeiten im Rechtssinn /Hahn, Willy. January 1914 (has links)
Thesis (doctoral)--Universität Erlangen.
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