Sökning: "game play experiences"
Visar resultat 1 - 5 av 15 avhandlingar innehållade orden game play experiences.
1. Hanging out in the game café : Contextualising co-located computer game play practices and experiences
Sammanfattning : What social practices are people involved when staying in a game café? What kind of social setting is the game café? What are the attitudes towards playing computer games at home and in public among parents? What are the media representations of co-located game playing in public? What are the sensory experiences of playing co-located game play in public? This dissertation gives a descriptive and analytical account of the contexts and meanings of playing co-located computer games in public settings such as game cafés and LAN parties. The overall aim with the dissertation is to describe and investigate the social and cultural meanings and contexts of playing computer games in a game café. LÄS MER
2. Simulated "real" worlds : Actions mediated through computer game play in science education
Sammanfattning : Over the last decade, a great variety of visionary ideas and beliefs have been brought forward, regarding the potentials of using computer games as a tool for learning and mediation in educational settings. This thesis aims at contributing to research in this field, by empirically exploring what happens when students play and reflect on their computer game play in science education. LÄS MER
3. Designing Activity and Creating Experience : On People’s Play in Public places
Sammanfattning : This thesis deals with the design of play in public places; this can mean both pervasive games and other freer play activities. In these activities (as well as in many other game activities) the same game can spur many different ways to play it, and the same activity can be experienced differently by different players, and even differently on different occasions for the same player. LÄS MER
4. Values in Play – Interactional Life with the Sims
Sammanfattning : This study arises from pedagogical discussion about learning potential with computer games – more precisely, that one game genre called open-ended (sandbox) games can make players explore the game content in such a way that they learn about a specific content or phenomenon while playing. These arguments are strong in the constructionist tradition but are seldom backed up by empirical results. LÄS MER
5. Pretend that it is Real! Convergence Culture in Practice
Sammanfattning : Mediekonvergens definieras och förklaras oftast som en teknisk och industriell företeelse, som den process där ny teknik anpassas till den befintliga medieindustrin och dess produktionskulturer. I dagens hybrida medielandskap kan mediekonvergens också beskrivas som den sociala process och de aktiviteter som medieanvändare deltar i när de rör sig mellan olika medier i jakt på underhållning och erfarenheter. LÄS MER