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Gender and Computer Games: Exploring Females' Dislikes

Gender and Computer Games: Exploring Females' Dislikes

http://onlinelibrary.wiley.com/journal/10.1111/(ISSN)1083-6101

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Character-Driven Game Design: Characters, Conflict, and Gameplay Petri Lankoski Staffan Björk In GDTW2008 Proceedings, Liverpool John Moores University, UK (12th – 13th Nov). Contemporary computer and video games utilize characters in large extent. Kids, Parents, and Video Games Video games stir up more controversy between kids and parents than almost anything else. Kids love 'em - and parents, well, at best have mixed feelings about them. There is a terrific recent book which addresses many of the issues surrounding video games. Virtual World Environments Current practice in Higher Education is moving away from didactic content delivery, the transfer of discrete, abstract, decontextualised concepts (Goodyear, 2002; Seely-Brown et. al., 1995), towards constructionist, student-centred models with increasing emphasis on the skills that support independent, self-motivated learning. This trend, reported on at length by the influential Tavistock report (Cullen et al, 2002) is increasingly facilitated by use of virtual learning environments (VLEs) such as WebCT (WebCT)or Moodle (Moodle). Initially used as little more than document delivery and distance learning tools, VLEs are increasingly being used to support collaborative learning by providing areas where students can comment, contribute and share their learning (Mason, 1998).

AACE Publications Guidelines: Author Guidelines & Submissions CITE Author Guidelines Copyright: AACE Copyright Agreement Viktor Frankl on the Human Search for Meaning by Maria Popova “Live as if you were living already for the second time and as if you had acted the first time as wrongly as you are about to act now!” Celebrated Austrian psychiatrist and Holocaust survivor Viktor Frankl, born on March 26, 1905, remains best-known for his indispensable 1946 psychological memoir Man’s Search for Meaning (public library) — a meditation on what the gruesome experience of Auschwitz taught him about the primary purpose of life: the quest for meaning, which sustained those who survived. For Frankl, meaning came from three possible sources: purposeful work, love, and courage in the face of difficulty.

Intellect Ltd. Call for Papers Contributors are asked to follow JGVW's Notes for Contributors and the Intellect Style Guide The Journal of Gaming & Virtual Worlds (JGVW) is a peer-refereed, international journal that focuses on theoretical and applied, empirical, critical, rhetorical, creative, economic, pedagogical and professional approaches to the study of electronic games across platforms and genres, as well as ludic and serious online environments such as massively multiplayer online role-playing games and Second Life™. JGVW aims at researchers and professionals working in and researching creative new media and entertainment software around the globe, and seeks to document, harmonize, juxtapose and critically evaluate cutting-edge market trends and technological developments, as well as sociocultural, political, economic and psychological concerns. Prospective guest editors are invited to approach the Associate Editors with a proposal for a themed issue or series.

A game we all win: Dumping DRM can increase sales while reducing piracy The standard line that Digital Rights Management (DRM) functions as a bulwark against online music piracy is being challenged by a trio of economists from Rice and Duke Universities. Their game theory research sides with a growing sentiment that DRM technologies which restrict music file copying and moving sometimes encourage illegal file sharing instead. "In many cases, DRM restrictions prevent legal users from doing something as normal as making backup copies of their music," contends one of the researchers, Dinah Vernik, assistant professor of marketing at Rice's Jones Graduate School of Business.

Multimedia and student activity - a study using VideoSearch Jan Herrington and Ken KnibbEdith Cowan University The allocation of time to different student activities in formal university settings, has been a subject of interest to researchers in recent years. As part of an interpretive study into how students use interactive multimedia, small groups of students were videotaped using an interactive multimedia program based upon a framework of situated learning. Journal of Cloud Computing - a SpringerOpen journal Spans all aspects of Cloud Computing Assesses current and future progress in software, processing, analysis and data visualization Covers issues of management, governance, trust and privacy, and interoperability Journal of Cloud Computing: Advances, Systems and Applications (JoCCASA) is a peer-reviewed open access journal published under the brand SpringerOpen. It publishes research spanning all aspects of Cloud Computing. Principally focused on core elements, including Cloud applications, Cloud systems and the advances that will lead to the Clouds of the future, the journal will also present review and survey papers that offer up new insights, and lay the foundations for further exploratory and experimental work. Related subjects » Communication Networks - Database Management & Information Retrieval - Software Engineering Abstracted/Indexed in

Universality of circular polarization in star- and planet-forming regions: Implications for the origin of homochirality A research team with Jungmi KWON (GUAS/NAOJ) has performed deep imaging linear and circular polarimetry of the 'Cat's Paw Nebula' (NGC 6334) located in the constellation Scorpius, successfully detecting high degrees of circular polarization (CP) of as much as 22% in NGC 6334. The detected CP degree is the highest ever observed. In addition, the team has presented the first systematic survey of a combination of linear and circular polarimetry in nine star- and planet-forming regions.

Game Studies 0102: Cultural framing of computer/video games. By Kurt Squire by Kurt Squire Since their inception, computer and video games have both fascinated and caused great fear in the politicians, educators, academics, and the public at large. In the United States, this fear and fascination goes back to the early 1980s, when Ronald Reagan extolled the virtues of games to create a generation of highly skilled cold war warriors, while U.S. Surgeon General C. Everett Koop proclaimed games among the top health risks facing Americans.

Virtual people to get ID checks 29 July 2011Last updated at 01:12 Is that cyclops the same one you saw yesterday? The faces and behaviour of online avatars could help identify the people controlling them, scientists believe. Using both characteristics, researchers hope to develop techniques for checking whether the digital characters are who they claim to be. Such information could be used in situations where login details are not visible or for law enforcement. Impersonation of avatars is expected to become a growing problem as real life and cyberspace increasingly merge.

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