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L’historien et le jeu-vidéo
Published 2018-10-01“…When they speak about historical representations in video games, it’s often thought of war and, whatever is the type of game. …”
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Implementation of Doodle Jump Game Based on Accelerometer Sensor and Kalman Filter
Published 2025-01-01“…The doodle jump game is a video game with a jumping game model assisted by accelerometer sensor technology. …”
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Virtual reality head-mounted display game for intermittent exotropia in a randomized controlled trial
Published 2025-02-01“…Patients were randomly assigned to a video-game group that induced convergence (exercise group) and a placebo-game group not inducing convergence (control group), and completed the program 15 min/day for 4 weeks. …”
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Desain Media Pembelajaran dengan Model Problem-based Learning dan Gamitifikasi untuk Materi Bangun Ruang Tingkat SMK Berbasis Virtual Rality
Published 2022-02-01“…In addition, this study also uses a gamification model which is the use of elements in games or video games with the aim of inspiring and motivating students in the learning process so as to help build engagement with the learning process. …”
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GC Insights: The <i>Anthro-Pokécene</i> – environmental impacts echoed in the Pokémon world
Published 2025-02-01“…Here, we show how Pokémon, the largest multimedia franchise worldwide, mirrors public discourse in the video games' narratives with regard to human impacts on environmental change. …”
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Who Gets to Play? Disability, Open Literacy, Gaming
Published 2019-12-01“…Video games are an expanding area of popular culture spanning traditional age, gender and socioeconomic divides and appealing to a diverse market. …”
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À quoi pensent les archives de la jouabilité?
Published 2018-10-01“…How players’ archival practices allow us to reevaluate the historiography of video games? In order to explore and undertake the challenges that represent a videogame history developed from the perspective of players, this article consolidates a micro-historical method called a « history of gameplay ».…”
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Essai pour une méthode d'analyse plastique du vidéoludique
Published 2018-10-01“…Thirdly, one makes clear the different choices of the method at the level of categories of notions specific to video games analysis, in the game theory texts.…”
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La Première Guerre mondiale et les jeux vidéo
Published 2018-10-01“…Since the beginning of the Centenary of the First World War, we see a lot of production around this event: movies, books, documentaries…The Great War, which was the least represented in video games, begin to be used more and more by developers in their productions: Valiant Hearts: The Great War in 2014, Verdun 1914-1918 in 2015, Battlefield 1 in 2016… To create those worlds based on history, developers must learn some historical knowledge about those eras. …”
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The Older Gamer in Games Studies: Marginalised or Idealised?
Published 2020-12-01“…Instead, researchers need to explore the original motivation of ageing people or people with disability to play video games, the sociocultural environment in which they are exposed to games and the specific social conditions under which games affect them.…”
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Creative occupations as knowledge practices: Innovation and precarity in the creative economy
Published 2014-06-01“…Preliminary research detailed in Cunningham and Higgs (2009) showed that the existing industrial classifications did not incorporate the terminology of the creative industries, nor did they disaggregate new categories of digital work such as video games. However, we discovered that occupational codes provide a much more fine-grained account of work that would enable us to disaggregate and track economic activity that corresponded to creative industries terminology. …”
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The internet gaming disorder and its associated factors among college students at Imam Mohammed Ibn Saud Islamic University, Riyadh, Saudi Arabia: A cross-sectional study
Published 2025-01-01“…Background: Internet gaming disorder (IGD) or video gaming has been considered by World Health Organization (WHO) and American Psychiatric Association (APA) as a disease. …”
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Classifying problematic gaming using a latent profile approach based on personality traits in Chinese young adolescent
Published 2025-02-01“…Methods An online survey was conducted within 5593 internet gaming users, including a demographic questionnaire, queries on internet gaming usage, the Video Gaming Dependency Scale, and the Chinese Big Five Inventory-brief version. …”
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