Showing 21 - 40 results of 53 for search 'Dead OR Alive (video game)*', query time: 0.08s Refine Results
  1. 21
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    Who Gets to Play? Disability, Open Literacy, Gaming by Ellis Katie, Kao Kai-Ti

    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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  3. 23

    La Première Guerre mondiale et les jeux vidéo by Antoine Maillard

    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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  4. 24

    Comment le jeu vidéo pense l’expérience du milieu urbain by Christophe Duret

    Published 2018-10-01
    “…Mesocriticism, a perspective that account for the aforementioned experience in video games will be described in this paper. Through an analysis of the problematic articulation between non-places and local socialities of the urban milieu of Dead Rising 3 and the alternative experience of this milieu, it will be shown how video games, as simulations of a mode of inhabiting, propose a cartography of the Self, and therefore a better comprehension of our being-in-the-world.…”
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  5. 25

    Using Digital Games to Teach History: A Design-Based Study by Çelik Türkan

    Published 2023-12-01
    “…The present study aims to examine prospective history teachers’ process of using digital games to design history lessons and delivering the designed lessons in virtual classrooms. …”
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  6. 26

    Implementation of Doodle Jump Game Based on Accelerometer Sensor and Kalman Filter by Edghar Danuwijaya, Yohanes Armenian Putra, Hilal Hudan Nuha, Ikke Dian Oktaviani

    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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  7. 27

    Virtual reality head-mounted display game for intermittent exotropia in a randomized controlled trial by Hee Kyung Yang, Dong Hyun Kim, Je Hyun Kim, Taeg Keun Whangbo, Jeong-Min Hwang

    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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  8. 28

    The Influence of Pro Evolution Soccer Game-Based Learning on Understanding Football Rules among Tenth Grade Students by Irvan Abdillah, Samsuddin Siregar, Rafael Burgueño, Felisa Romo Lea, Gertude Barton

    Published 2025-01-01
    “…Data collection involved assessments of Soccer rule comprehension pre- and post-intervention, facilitated by the Pro Evolution Soccer game. Results. Data analysis indicated a substantial effect on comprehension of Soccer rules following the educational intervention utilizing the Pro Evolution Soccer game. …”
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  9. 29

    Classifying problematic gaming using a latent profile approach based on personality traits in Chinese young adolescent by Jingyue Hao, Zhenjiang Liao, Qiuping Huang, Xinxin Chen, Shuhong Lin, Yongyan Shi, Yifan Li, Yin Tang, Xuhao Wang, Hongxian Shen

    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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  10. 30

    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 by Khalid Bin Abdulrahman, Tariq Y. Alhomoud, Ismail S. Alateeq, Faisal N. Al-Mohaisen, Musab S. Alshamrani, Saleh I. Alhathlul, Mohammed Abdulaziz Khamsah

    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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    Essai pour une méthode d'analyse plastique du vidéoludique by Alexandre Saint-Jevin

    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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  13. 33

    Learning and intergenerational communication through digital storytelling in the first grades of primary school: Yesteryear Jobs by Mouchtari Efthalia, Meimaris Michalis, Gouscos Dimitris, Sfyroera Maria

    Published 2015-10-01
    “…It has involved a 6-month empirical study and embraced skills such as literature reading, story and song listening, painting, creating digital stories as well as improvising through theatrical games. The evaluation tools for the outcomes of this project comprised a questionnaire, participant observation, informal interviews and a video rubric for evaluating the digital creations of schoolchildren.…”
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    Edukacyjne walory gry "Minecraft". Analiza narracji uczniów i edukatorów by Dorota Zaworska-Nikoniuk

    Published 2020-03-01
    “…This paper shows the educational aspects of video game Minecraft in primary education. It is based on a systematic review and interviews conducted with fourteen players of the aforementioned game as well as an analysis of interviews with the creator of Young Programmer Academy and an educator of an IT class. …”
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  16. 36

    Pengembangan Gim Online Multiplayer Matematika 24 Berbasis Web by Thareq Abel Ramadhan, Komang Candra Brata, Mahardeka Tri Ananata

    Published 2024-08-01
    “…Selain itu, video game juga memiliki potensi sebagai alat pembelajaran yang efektif. …”
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  17. 37

    Media now : understanding media, culture, and technology / by Straubhaar, Joseph D., LaRose, Robert, Davenport, Lucinda

    Published 2018
    Table of Contents: “…Media and the information age -- The changing media -- Media and society -- The media -- Books -- Print and digital newspapers -- Magazines -- Recorded music -- Radio -- Film and video -- Television -- The Internet -- The third screen: smart phones and tablets -- Video games -- Public relations -- Media issues -- Advertising -- Media uses and impacts -- Media policy and law -- Media ethics -- Global communications media.…”
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  18. 38

    Changes in Internet Activities and Influencing Factors for Problematic Internet Use During the COVID-19 Pandemic in Korean Adolescents: Repeated Cross-Sectional Study by Sol I Kim, Jae-Chan Jin, Seo-Koo Yoo, Doug Hyun Han

    Published 2025-02-01
    “…In 2019, both the game and video groups had higher YIAS scores than other groups (F5=9.37; P<.001), and by 2022, the YIAS scores among the game, video, and Social Network Service groups did not differ significantly. …”
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  19. 39

    Representasi Gangguan Mental dalam Permainan “A Space For The Unbound” by Felicia Stevanie

    Published 2025-01-01
    “…Berbagai media mulai mengambil tema ini untuk menyuarakan keberadaan dan pentingnya hal ini, salah satunya adalah video game. “A Space For The Unbound” merupakan permainan yang menyuarakan tentang kepentingan kesehatan mental, dengan membawakan situasi dan kondisi aktual mengenai stigma, kebiasaan masyarakat Indonesia yang dapat memberikan dampak seperti gangguan mental terhadap anak-anak muda dalam jalan ceritanya. …”
    Article
  20. 40

    GC Insights: The <i>Anthro-Pokécene</i> – environmental impacts echoed in the Pokémon world by L. J. Alcott, L. J. Alcott, T. Maavara

    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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