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1 – 10 of 110Beatriz Blanco, Julia Stateri and Lucas Goulart
This work discusses gender issues related to the video game medium, addressing its production, consumption, and media repercussions. It begins with an overview of the emergence of…
Abstract
This work discusses gender issues related to the video game medium, addressing its production, consumption, and media repercussions. It begins with an overview of the emergence of the video game with the targeting of audiences that focused on sales campaigns to consumers along gendered lines that amplified the dominance of men in the space. The discussion then focuses on numerous ways that the gaming industry as a whole perpetuates a culture of misogyny. Empirical examples are provided of harassment, attacks, and the controversial event known as GamerGate. Subsequently, the complicated history of Brazilian video gaming development is presented to draw parallels with the development of the industry and the market in the United States. Finally, the chapter concludes with suggestions to stimulate new producers, developers, and video game scholars who are committed to building a more aware and diverse community.
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Many autistic students have been struggling with the COVID-19 pandemic situation for years. Special and inclusive education experts collaborated with multi-disciplinary experts to…
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Many autistic students have been struggling with the COVID-19 pandemic situation for years. Special and inclusive education experts collaborated with multi-disciplinary experts to address and solve the problems that have arisen. This chapter presents some examples of using serious games and applications to help autistic students to study and improve their quality of life in a VUCA world. Mobile device platforms are practical for online learning and provide many interactions to support inclusive design. Three serious games showed how to bring interactive content to special education, and two mobile applications demonstrated inclusive designs to solve autism problems.
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This chapter provides personal (auto-ethnographic) reflections on the career as a business leader in the software-development space and insights into the formation of an authentic…
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This chapter provides personal (auto-ethnographic) reflections on the career as a business leader in the software-development space and insights into the formation of an authentic leader. The author reviews his journey that led to running a leading video game developer at a valuation of $190 million with 1,200+ staff across 10 locations in eight countries and an array of global clients. Pohontu considers the social, economic, political and psychological elements that shaped his business methodology and discusses how he translated these into a mode of leadership. The development of foresight – a concept that emerged from the author's story – may be of interest to researchers looking to explore diverse leader contexts through theoretical lenses to achieve a greater understanding.
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Erik Champion and Susannah Emery
Engaging with digital heritage requires understanding not only to comprehend what is simulated but also the reasons leading to its creation and curation, and how to ensure both…
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Engaging with digital heritage requires understanding not only to comprehend what is simulated but also the reasons leading to its creation and curation, and how to ensure both the digital media and the significance of the cultural heritage it portrays are passed on effectively, meaningfully, and appropriately. The United Nations Educational, Scientific, and Cultural Organization defines ‘digital heritage’ to comprise of computer-based materials of enduring value some of which require active preservation strategies to maintain them for years to come.
With the proliferation of digital technologies and digital media, computer games have increasingly been seen as not only depicters of cultural heritage and platforms for virtual heritage scholarship and dissemination but also as digital cultural artefacts worthy of preservation. In this chapter, we examine how games (both digital and non-digital) can communicate cultural heritage in a galleries, libraries, archives, and museums [GLAM] setting. We also consider how they can and have been used to explore, communicate, and preserve heritage and, in particular, Indigenous heritage. Despite their apparently transient and ephemeral nature, especially compared to conventional media such as books, we argue computer games can be incorporated into active preservation approaches to digital heritage. Indeed, they may be of value to cultural heritage that needs to be not only viewed but also viscerally experienced or otherwise performed.
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Urban scholars employ numerous sources to study early cities, including primary sources such as historical maps, literary accounts, tax records, and the like to help visualize…
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Urban scholars employ numerous sources to study early cities, including primary sources such as historical maps, literary accounts, tax records, and the like to help visualize cities in various periods. In recent years, a variety of artificial intelligence programs have been employed to not only create visual images of earlier cities, but also to allow audiences to negotiate city streets and enter buildings within the city. The Assassin's Creed series of video games created by Ubisoft place the game player in historical settings where the assassin (representing peace and free will) will battle against groups of foes (representing order and control). Assassin's Creed II is set in Florence at the end of the fifteenth century and has been praised for the visual reconstruction of the city. But how well can a computer game represent the Early Renaissance City?
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Andromache Gazi, Theodoros Giannakis, Ilias Marmaras, Yiannis Skoulidas, Yannis Stoyannidis, Foteini Venieri and Stewart Ziff
The objective of this chapter is to identify the key characteristics of Global Services businesses that will thrive and achieve success in the future. These factors are integrated…
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The objective of this chapter is to identify the key characteristics of Global Services businesses that will thrive and achieve success in the future. These factors are integrated into three main pillars, which we refer to as the Triple-Win. The first and most obvious pillar is technology as a tool. The second pillar is the design and sustainability of the business model, without which the previous factor would be merely a cost and not an investment. And last but not the least, there is the purpose which gives meaning to the proposal, focusing on the human being and their environment. The DIDPAGA business model sits at the intersection of these three elements.
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Purpose: This study explores how computer video games can promote creative techniques. It specialises in innovative elements of special educational video games: Virtual Recreation…
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Purpose: This study explores how computer video games can promote creative techniques. It specialises in innovative elements of special educational video games: Virtual Recreation Based Mastering (VRBM), behavioural analytics and defined research results to measure the creative energy of leisure activities on laptops. The involvement and inclusion of gaming in learning are being adopted globally and becoming true global citizens. The macro problems and awareness, such as sustainability, climate changes, etc., around it can be easily created through the advent of PC games.
Design/Methodology/Approach: Examining job incentives, true tales, and inventive skill-related elements allow for measuring creative aspects. The Player’s Statistics for Pride (PSFP) survey technique employs a heuristic checklist in the world of sports games to look at the areas of participating sports that are important to a participant’s overall performance and to assess the participant’s knowledge. Energy, freedom and control, connections and presence contribute to player happiness. This examination evaluates how these sports affect participants’ knowledge and the impact of the teacher’s information on student learning. The study aimed to enhance the understanding of the inventive capacity of persons engaged in developing knowledge and abilities while playing video games.
Findings: The findings demonstrate that a region’s capacity for innovation propels it to a certain degree of overall success in the leisurely game of service activity mastery. Results on how video games broaden crucial research as a foundation for the research version of creative skills are anticipated (CPLN). CPLN openly discusses the link between research concepts and innovation. The results’ interpretation is crucial.
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