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Effectiveness of Centrality Measures for Competitive Influence Diffusion in Social Networks
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
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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165
L’entrée en jeu des familles : prélude à la co-construction d’un jeu sérieux sur l’énergie
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
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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THE USE OF GAMIFICATION IN THE PREVENTION OF DYSLEXIA OF CHILDREN IN PRESCHOOL AGE
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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Learning and intergenerational communication through digital storytelling in the first grades of primary school: Yesteryear Jobs
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
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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Gamification elements and online resources for teaching english lexics to future engineers at technical university
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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Empirical insights into traditional and AI-enhanced interactive narratives based on children’s fables
Published 2024-01-01Get full text
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175
Perception et représentation de l’univers amazonien dans Sortilèges de Diana Lichy : un paysage chamanique
Published 2012-09-01Get full text
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Arts of eristic, of dialectic and of sophistry as premises of legal discourse development
Published 2013-06-01Get full text
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177
Designing social behaviour change in households: sustainable mobility intervention and follow-up study
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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Collaboration in a Virtual Reality Serious Escape Room in the Metaverse Improves Academic Performance and Learners’ Experiences
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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Formation of the creative potential of students of the of vuz (institute of higher education) of cultural
Published 2018-12-01“…The paper emphasizes the importance of creating conditions for creative activity.…”
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Biodiversity conservation and threat reduction in Kibale and Queen Elizabeth conservation areas, Uganda
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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