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Wyszukujesz frazę "pervasive games" wg kryterium: Temat


Wyświetlanie 1-2 z 2
Tytuł:
Tracing the Impact of the Digital Virtual Ludic on Immersive Theatre: A Case of Theatre Gamification
Autorzy:
Charitos, Dimitrios
Timplalexi, Eleni
Powiązania:
https://bibliotekanauki.pl/articles/41309223.pdf
Data publikacji:
2023
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital games
immersive theatre
pervasive games
theatre gamification
virtual worlds
Opis:
Immersive theatre, a theatrical form emerging at the beginning of the 21st century, invites spectators to become immersed in interactive theatre performances. The use of the term immersive indicates a strong influence from digital media, particularly from virtual worlds (VWs). Immersive theatre and VWs appear to share characteristics. A systematic comparative approach tracing the presence of characteristics shared by immersive theatre and VWs (i.e., virtuality, worldliness, information intensity), among others, still unique to VWs (i.e., agency, ergodicity), reveals that immersive theatre has assimilated some VWs characteristics while still being in the process of negotiating others. The paradigm of pervasive games is brought into the conversation to claim immersive theatre as a partially successful case of theatre gamification, revising theatrical and dramatic conventions, towards what could be called a digitally and ludically inspired neo-dramatic. New intermedial forms of expression could benefit from the adoption of a game/play frame.
Źródło:
Acta Ludologica; 2023, 6, 1; 4-27
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Massively Multiplayer Game-based Education
Autorzy:
Godwod, Peter
Powiązania:
https://bibliotekanauki.pl/articles/451999.pdf
Data publikacji:
2019
Wydawca:
Wyższa Szkoła Gospodarki Euroregionalnej im. Alcide De Gasperi w Józefowie
Tematy:
gamification
massively multiplayer online
massive education
video game culture
game-based education
edutainment
pervasive games
Opis:
Technological advancement progressively affects games quality and availability, provides opportunity for new types and genres of games. In this regard – while there is strive to harness games effectiveness for educational purposes through those use and gamification process – those might not appeal, reach expectations and meet needs of modern gamers. With increasing role of networking in daily life – it is possible that use of the massive multiplayer online (MMO) games approach could further enhance educational experience in comparison to non-massive games. Through critical analysis subjective game usage traits have been sought that would falsify such generalizations. It has been reasoned that game use and gamification in education is highly subjective and its effectiveness cannot be generalized for specific group. Use of the MMO approach has been concluded to indeed provide further possible enhancements, however presence of any social aspect in an intended educational use – either competition or collaboration – is required. It is suggested that turning education system into massive game could be most promising research direction, due to it already sharing massivness trait with the MMO.
Źródło:
Journal of Modern Science; 2019, 40, 1; 271-284
1734-2031
Pojawia się w:
Journal of Modern Science
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-2 z 2

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