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Breadcrumb: Educational Games, Serious Games
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"Misinformation can decrease public confidence in vaccines, and reduce vaccination intent and uptake. One strategy for countering these negative impacts comes from inoculation theory. Similar to biological vaccination, inoculation theory posits that exposure to a weakened form of misinformation can ... more
"As the dominant narrative forms in the age of media convergence, films and games call for a transmedial perspective in narratology. Games allow a participatory reception of the story, bringing the transgression of the ontological boundary between the narrated world and the world of the recipient in ... more
"Diese Studie trägt dazu bei, ein Verständnis für das Thema ,Gaming‘ und seine Derivate zu vermitteln und mithilfe von interdisziplinären, theoriegeleiteten Übersichten, Modellen und Handlungsempfehlungen eine praxisorientierte, qualifizierte Extended Gaming Literacy für Akteur:innen der Aus ... more
"How to study a media object on the web that is at the same time a documentary, a reportage, and a game which combines both fiction and non-fiction elements? Nicole Braida digs into the discursive and material structures and infrastructures of serious games, text-adventures, newsgames, interactive m ... more
"Das Handbuch »Spielen. Lernen. Wissen. Einsatzmöglichkeiten von Games in der Bildung« veranschaulicht, wie sich digitale Spiele in verschiedenen Bereichen der Bildung einsetzen lassen – zum Beispiel im Schulunterricht, in der Sozialen Arbeit mit Kindern und Jugendlichen oder in der Aus- und We ... more
"This special issue aims to examine the ways in which games and gaming are connected to and potentially accelerate undemocratic and bigoted movements while simultaneously highlighting projects and perspectives from games and games research that learn from analyzing these issues and then use that kno ... more
"Das vorliegende Methodenbuch zeigt Möglichkeiten auf, wie das Potenzial digitaler Medien anhand unterschiedlicher Lernprozesse wie individualisiertem, kollaborativem/kooperativem, inklusivem, gamebasiertem/gamifiziertem sowie immersivem Lernen sinnvoll genutzt werden kann. Es werden jeweils die di ... more
"The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called 'persuasi ... more
"With rapidly changing digital platforms and the impact of globalization on cultural diplomacy that has provoked the increasing mediatization of the field, non-state actors are now able to expand networks and gain legitimacy by addressing new publics using digital spaces. While the research about th ... more
"La violencia armada tiene también una dimensión narrativa, acaso tan devastadora como su dimensión física. No sólo destruye vidas y altera relaciones, sino que su ejercicio –especialmente cuando es sistemático– quiebra la propia posibilidad de otra narrativa que logre articular algún sen ... more
"Where do we end up when we enter the time machine that is the digital game? One axiomatic truth of historical research is that the past is the time-space that eludes human intervention. Every account made of the past is therefore only an approximation. But how is it that strolling through ancient A ... more
"The innovative research in Video Games and the Global South focuses on a range of topics including art games and serious games from the global south, postcolonialism and cultural representation, player communities, software modification (modding), intercultural communication online, racism and sexi ... more
"Los artículos del CAC162 “Narrativas de paz: voces y sonidos” surgen de la mesa de debate homónima presentada en el marco del X Congreso Internacional Latina de Comunicación Social, realizado en la Universidad de La Laguna (Tenerife) en 2018. Nueve textos sobre los retos que afrontan dichas ... more
"From the Occupy movement to playful city-making to the gameful designs of the Obama 2008 and Trump 2016 presidential campaigns, and the rise of citizen science and ecological games, this book shows how play is a key theoretical, methodological, and practical principle for comprehending such new for ... more
"Experiencias de gamificación en el aula" es el segundo libro de está temática que está organizado por investigadores del Observatorio de Comunicación, Videojuegos y Entretenimiento del Instituto de la Comunicación de la Universidad Autónoma de Barcelona (InCom-UAB) y de la Universidad de Vic ... more