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  1. 161

    Effectiveness of Centrality Measures for Competitive Influence Diffusion in Social Networks by Fairouz Medjahed, Elisenda Molina, Juan Tejada

    Published 2025-01-01
    “…Since strategies may agree to select similar seeds, it is necessary to include an initial seed tie-breaking rule into the game model of the I-Game. We perform an empirical study in a two-player game under the competitive independent cascade model with three different seed-tie-breaking rules using four real-world SNs. …”
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    Les jeux de la spectature : paratextes cinématographiques des années vingt et archéologie du virtuel by Fabrice Lyczba

    Published 2013-12-01
    “…This spectatorship, revealed through publicity discourses, newspaper reports or promotional practices of 1920s cinema, is analyzed as a game, with potential hallucinatory effects, organized around the encounter of virtual worlds, worlds that are impossible yet present, unreal yet shot on real locations, ephemeral and concrete apparitions of fictional Hollywood universes that seem, however, persistent—the archeological trace of contemporary modes of virtual tele-presence. …”
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  5. 165

    L’entrée en jeu des familles : prélude à la co-construction d’un jeu sérieux sur l’énergie by Dany Lussier-Desrochers, Laurence Pépin-Beauchesne, Marie-Andrée Leduc, Marie-Ève Dupont, Karine Lavigne, Isabelle Simonato, Rosalie Ruel

    Published 2023-12-01
    “…Recent studies show that gamification is a promising avenue, creating motivation and commitment to changing energy behaviors. …”
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    The process of negotiating and balancing digital play in everyday life: Adolescents’ narratives by Fiona M. Loudoun, M. Larsson-Lund, B. Boyle, A. Nyman

    Published 2024-12-01
    “…Despite ongoing discussions regarding overconsumption, play in digital spaces is an occupation of choice for many adolescents.Aim To explore and identify how the meaning of playing video games is situated in adolescents’ everyday life.Material and Method Five participants aged 16–17 years were recruited. …”
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  9. 169

    THE USE OF GAMIFICATION IN THE PREVENTION OF DYSLEXIA OF CHILDREN IN PRESCHOOL AGE by Hanna Mytsyk, Alona Babichenko

    Published 2024-02-01
    “…The advantages of using individual elements of gamification for propaedeutic purposes in working with children prone to dyslexia are highlighted, and their description is provided. An algorithm for creating a game mechanism, criteria for selecting digital learning platforms, and developing games based on them are proposed. …”
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  10. 170

    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. …”
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    Gamification: characteristics, trends, risks by A. P. Avdeeva, Yu. A. Safonova

    Published 2024-10-01
    “…The request for immersiveness is closely related to the human need to be the author of the “text”, to control the plot, to create a plurality of readings (hypertext). It has been shown that gamification stimulates innovation in various areas, leads to the emergence of new products, processes, and services. …”
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  13. 173

    Gamification elements and online resources for teaching english lexics to future engineers at technical university by Nina S. Shvaikina, Kseniya S. Oparina, Elena I. Kolosova

    Published 2022-01-01
    “…The research results can be applied in teaching English to bachelor students of all technical areas of training, as part of a refreshment course for undergraduates of non-linguistic specialties. …”
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    Designing social behaviour change in households: sustainable mobility intervention and follow-up study by Saga Sofia Santala, Saga Sofia Santala, Merja Honkanen, Michael Lettenmeier, Michael Lettenmeier, Michael Lettenmeier, Jari Kolehmainen, Salla Lahtinen

    Published 2025-01-01
    “…The study also indicates that socially tailored interventions and low-carbon solutions should be developed and targeted at city districts to help households create and maintain lifestyle changes.…”
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  18. 178

    Collaboration in a Virtual Reality Serious Escape Room in the Metaverse Improves Academic Performance and Learners’ Experiences by Antonia-Maria Pazakou, Stylianos Mystakidis, Ioannis Kazanidis

    Published 2025-01-01
    “…The evolving potential of virtual reality and the Metaverse to create immersive, engaging learning experiences and of digital escape room games to provide opportunities for active, autonomous, personalised learning has brought both to the forefront for educators seeking to transform traditional educational settings. …”
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  19. 179

    Formation of the creative potential of students of the of vuz (institute of higher education) of cultural by Vera A. Кurina, Elena G. Protsenko

    Published 2018-12-01
    “…The paper emphasizes the importance of creating conditions for creative activity.…”
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  20. 180

    Biodiversity conservation and threat reduction in Kibale and Queen Elizabeth conservation areas, Uganda by Joseph Katswera, Norah M. Mutekanga, Charles K.Twesigye

    Published 2020-07-01
    “…The study established that staff education level and experience in conservation work influences biodiversity conservation. The conservation areas are threatened by habitat transition/changes, wild fires, human-wildlife conflicts, armed poaching and illegal wildlife trade/trafficking in game meat and game products, increasing human population pressure, and boundary encroachment. …”
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