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2861.4-2023 - IEEE Standard for Game Voice Enhancement of Mobile Gaming / / IEEE
2861.4-2023 - IEEE Standard for Game Voice Enhancement of Mobile Gaming / / IEEE
Pubbl/distr/stampa New York, USA : , : IEEE, , 2023
Descrizione fisica 1 online resource (21 pages) : illustrations
Disciplina 004.1
Soggetto topico Mobile computing
Video games and children
ISBN 1-5044-9922-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNISA-996551157703316
New York, USA : , : IEEE, , 2023
Materiale a stampa
Lo trovi qui: Univ. di Salerno
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The Child in Videogames : From the Meek, to the Mighty, to the Monstrous / / Emma Reay
The Child in Videogames : From the Meek, to the Mighty, to the Monstrous / / Emma Reay
Autore Reay Emma
Edizione [First edition.]
Pubbl/distr/stampa Cham, Switzerland : , : Springer Nature Switzerland AG, , [2024]
Descrizione fisica 1 online resource (229 pages) : illustrations
Disciplina 794.8
Soggetto topico Video games - Literary themes, motives
Children in mass media
Video games and children
ISBN 9783031423710
9783031423703
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Acknowledgements -- Contents -- List of Figures -- 1 Dreaming the Myth Onwards -- A Seat at the Kid's Table -- Childish Violence and Violent Children -- Adult Joy -- Destabilising Age-Based Identities -- Chapter Overview -- References -- 2 A Survey of Child-Characters in Contemporary Videogames -- The Invisible Child -- The Invincible Child -- Playable Child-Characters -- Central, Supporting, Background -- Age, Race, Gender -- Supporting Child NPCs -- Death -- Child-Antagonists -- A Shared Shorthand -- Approaches to Generating Taxonomies of Child-Characters -- Laying Bare the Faults -- Critical Ekphrasis -- References -- 3 The Child as a Social Construct -- Coded Kids -- Boy or Blob? -- History of the Child -- Who Thinks Beating a Child is Entertainment? -- Misogyny and Infantilisation -- References -- 4 Child-Killers and Killer-Children -- Agency and Eeriness -- Little Monsters -- Authority and Autonomy -- The Waif as an Indecipherable Cipher -- Who Won? -- Stereotyping as Conditioning -- References -- 5 Child Heroes -- An Unheroic Medium? -- The Spaces Between Oppositions -- It's Dangerous to Go Alone -- The Child Hero -- An Inventory System Theory of Fiction -- Symbiotes and Parasites -- References -- 6 Plushies, Dollies, and Action Figurines -- Cuddly Code -- The Cute Aggression Response -- Playgrounds of Cruelty -- Sensory Nostalgia as an Unscratchable Itch -- Spectral Nostalgia -- Intergenerational Bridges -- A Distant Someplace Else -- Childhood as a Magic Circle of Play -- References -- 7 The Kid in the Fridge -- The Sacrificial Child -- Types of Child Death -- Affection, Anxiety, and Agency -- Violent Retribution and the Hardness of Masculinity -- Lights, Child Death, Action -- Damn You, Ubisoft -- The Case of Kassandra -- References -- 8 Conclusion -- References -- Index.
Altri titoli varianti From the Meek, to the Mighty, to the Monstrous
Record Nr. UNINA-9910760290403321
Reay Emma  
Cham, Switzerland : , : Springer Nature Switzerland AG, , [2024]
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Harm and offence in media content [[electronic resource] ] : a review of the evidence / / by Andrea Millwood Hargrave and Sonia Livingstone ; with contributions from David Brake ... [et al.]
Harm and offence in media content [[electronic resource] ] : a review of the evidence / / by Andrea Millwood Hargrave and Sonia Livingstone ; with contributions from David Brake ... [et al.]
Autore Hargrave Andrea Millwood
Pubbl/distr/stampa Bristol, UK ; ; Portland, Or., : Intellect, c2006
Descrizione fisica 1 online resource (257 p.)
Disciplina 302.23
Altri autori (Persone) LivingstoneSonia M
BrakeDavid
Soggetto topico Mass media and children
Television and children
Computers and children
Video games and children
Soggetto genere / forma Electronic books.
ISBN 1-280-47713-X
9786610477135
1-84150-960-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto The literature review -- Researching media effects -- 1. Television -- 2. Radio -- 3. Music -- 4. Print -- 5. Film, video and DVD -- 6. Games -- 7. Internet -- 8. Telephony -- 9. Advertising -- 10. Regulation -- Annex. The legal framework.
Record Nr. UNINA-9910450795503321
Hargrave Andrea Millwood  
Bristol, UK ; ; Portland, Or., : Intellect, c2006
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Learning by playing : frontiers of video gaming in education / / edited by Fran C. Blumberg
Learning by playing : frontiers of video gaming in education / / edited by Fran C. Blumberg
Pubbl/distr/stampa Oxford, [England] ; ; New York, New York : , : Oxford University Press, , 2014
Descrizione fisica 1 online resource (386 p.)
Disciplina 371.33
Altri autori (Persone) BlumbergFran C
BlumbergFran
Soggetto topico Educational technology
Education - Effect of technological innovations on
Video games and children
Soggetto genere / forma Electronic books.
ISBN 0-19-025614-1
0-19-989665-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Learning by Playing; Copyright; Contents; Contributors; Part One INTRODUCTION AND OVERVIEW; 1 Academic Lessons from Video Game Learning; Part Two THEORETICAL AND COGNITIVE PERSPECTIVES: HOW SHOULD WE THINK ABOUT LEARNING IN VIDEO GAMES?; 2 Virtual to Real Life-Assessing Transfer of Learning from Video Games; 3 The Perceptual and Cognitive Effects of Action Video Game Experience; 4 Relations between Video Gaming and Children's Executive Functions; 5 Developing Scientific Thinking in the Context of Video Games: Where to Next?; 6 Do Video Games Provide Motivation to Learn?
7 What We Know About How Experts Attain Their Superior Performance: Implications for the Use of Video Games and Game Training in Schools8 Media Effects, Communication, and Complexity Science Insights on Games for Learning; 9 The General Learning Model: Unveiling the Teaching Potential of Video Games; Part Three GAME DESIGN PERSPECTIVES: HOW SHOULD WE DESIGN EDUCATIONAL VIDEO GAMES?; 10 Toward a Playful and Usable Education; 11 Educational Video Games: Two Tools for Research and Development; 12 Formative Research for Game Design; 13 Transfer of Learning from Video Game Play to the Classroom
Part Four LEARNING IN PRACTICE: HOW SHOULD WE STUDY LEARNING IN VIDEO GAMES FOR TRANSFER TO ACADEMIC TASKS?14 Cross-Platform Learning: How Do Children Learn from Multiple Media?; 15 Electronic Game Changers for the Obesity Crisis; 16 Tug-of-War: Seeking Help while Playing an Educational Card Game; 17 Scientific Inquiry in Digital Games; 18 Computer Games and Education: A Multidimensional Relationship; 19 Video Games, Motivation, and Learning; 20 Video and Computer Games as Grounding Experiences for Learning; 21 Evaluating the Specificity of Effects of Video Game Training; Part Five CONCLUSION
22 Games in a Digital Age: Supporting a New Ecology of Learning1,2Index
Record Nr. UNINA-9910464433303321
Oxford, [England] ; ; New York, New York : , : Oxford University Press, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Learning by playing : frontiers of video gaming in education / / edited by Fran C. Blumberg
Learning by playing : frontiers of video gaming in education / / edited by Fran C. Blumberg
Pubbl/distr/stampa Oxford, [England] ; ; New York, New York : , : Oxford University Press, , 2014
Descrizione fisica 1 online resource (386 p.)
Disciplina 371.33
Altri autori (Persone) BlumbergFran C
BlumbergFran
Soggetto topico Educational technology
Education - Effect of technological innovations on
Video games and children
ISBN 0-19-025614-1
0-19-989665-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Learning by Playing; Copyright; Contents; Contributors; Part One INTRODUCTION AND OVERVIEW; 1 Academic Lessons from Video Game Learning; Part Two THEORETICAL AND COGNITIVE PERSPECTIVES: HOW SHOULD WE THINK ABOUT LEARNING IN VIDEO GAMES?; 2 Virtual to Real Life-Assessing Transfer of Learning from Video Games; 3 The Perceptual and Cognitive Effects of Action Video Game Experience; 4 Relations between Video Gaming and Children's Executive Functions; 5 Developing Scientific Thinking in the Context of Video Games: Where to Next?; 6 Do Video Games Provide Motivation to Learn?
7 What We Know About How Experts Attain Their Superior Performance: Implications for the Use of Video Games and Game Training in Schools8 Media Effects, Communication, and Complexity Science Insights on Games for Learning; 9 The General Learning Model: Unveiling the Teaching Potential of Video Games; Part Three GAME DESIGN PERSPECTIVES: HOW SHOULD WE DESIGN EDUCATIONAL VIDEO GAMES?; 10 Toward a Playful and Usable Education; 11 Educational Video Games: Two Tools for Research and Development; 12 Formative Research for Game Design; 13 Transfer of Learning from Video Game Play to the Classroom
Part Four LEARNING IN PRACTICE: HOW SHOULD WE STUDY LEARNING IN VIDEO GAMES FOR TRANSFER TO ACADEMIC TASKS?14 Cross-Platform Learning: How Do Children Learn from Multiple Media?; 15 Electronic Game Changers for the Obesity Crisis; 16 Tug-of-War: Seeking Help while Playing an Educational Card Game; 17 Scientific Inquiry in Digital Games; 18 Computer Games and Education: A Multidimensional Relationship; 19 Video Games, Motivation, and Learning; 20 Video and Computer Games as Grounding Experiences for Learning; 21 Evaluating the Specificity of Effects of Video Game Training; Part Five CONCLUSION
22 Games in a Digital Age: Supporting a New Ecology of Learning1,2Index
Record Nr. UNINA-9910789017403321
Oxford, [England] ; ; New York, New York : , : Oxford University Press, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Learning by playing : frontiers of video gaming in education / / edited by Fran C. Blumberg
Learning by playing : frontiers of video gaming in education / / edited by Fran C. Blumberg
Pubbl/distr/stampa Oxford, [England] ; ; New York, New York : , : Oxford University Press, , 2014
Descrizione fisica 1 online resource (386 p.)
Disciplina 371.33
Altri autori (Persone) BlumbergFran C
BlumbergFran
Soggetto topico Educational technology
Education - Effect of technological innovations on
Video games and children
ISBN 0-19-025614-1
0-19-989665-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Learning by Playing; Copyright; Contents; Contributors; Part One INTRODUCTION AND OVERVIEW; 1 Academic Lessons from Video Game Learning; Part Two THEORETICAL AND COGNITIVE PERSPECTIVES: HOW SHOULD WE THINK ABOUT LEARNING IN VIDEO GAMES?; 2 Virtual to Real Life-Assessing Transfer of Learning from Video Games; 3 The Perceptual and Cognitive Effects of Action Video Game Experience; 4 Relations between Video Gaming and Children's Executive Functions; 5 Developing Scientific Thinking in the Context of Video Games: Where to Next?; 6 Do Video Games Provide Motivation to Learn?
7 What We Know About How Experts Attain Their Superior Performance: Implications for the Use of Video Games and Game Training in Schools8 Media Effects, Communication, and Complexity Science Insights on Games for Learning; 9 The General Learning Model: Unveiling the Teaching Potential of Video Games; Part Three GAME DESIGN PERSPECTIVES: HOW SHOULD WE DESIGN EDUCATIONAL VIDEO GAMES?; 10 Toward a Playful and Usable Education; 11 Educational Video Games: Two Tools for Research and Development; 12 Formative Research for Game Design; 13 Transfer of Learning from Video Game Play to the Classroom
Part Four LEARNING IN PRACTICE: HOW SHOULD WE STUDY LEARNING IN VIDEO GAMES FOR TRANSFER TO ACADEMIC TASKS?14 Cross-Platform Learning: How Do Children Learn from Multiple Media?; 15 Electronic Game Changers for the Obesity Crisis; 16 Tug-of-War: Seeking Help while Playing an Educational Card Game; 17 Scientific Inquiry in Digital Games; 18 Computer Games and Education: A Multidimensional Relationship; 19 Video Games, Motivation, and Learning; 20 Video and Computer Games as Grounding Experiences for Learning; 21 Evaluating the Specificity of Effects of Video Game Training; Part Five CONCLUSION
22 Games in a Digital Age: Supporting a New Ecology of Learning1,2Index
Record Nr. UNINA-9910806228203321
Oxford, [England] ; ; New York, New York : , : Oxford University Press, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Playing games in school : video games and simulations for primary and secondary education / / edited by Atsusi "2c" Hirumi
Playing games in school : video games and simulations for primary and secondary education / / edited by Atsusi "2c" Hirumi
Edizione [First edition.]
Pubbl/distr/stampa Eugene, Oregon : , : International Society for Technology in Education, , [2010]
Descrizione fisica 1 online resource (455 p.)
Disciplina 371.39/7
Altri autori (Persone) HirumiAtsusi
Soggetto topico Simulation games in education
Video games and children
Video games and teenagers
Computer-assisted instruction
Soggetto genere / forma Electronic books.
ISBN 1-56484-423-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto section I. Why play games? -- section II. Games in subject areas -- section III. Planning to play games -- section IV. Additional perspectives on gameplay.
Record Nr. UNINA-9910463022403321
Eugene, Oregon : , : International Society for Technology in Education, , [2010]
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Researching virtual play experiences : visual methods in education research / / Chris Bailey
Researching virtual play experiences : visual methods in education research / / Chris Bailey
Autore Bailey Chris
Pubbl/distr/stampa Cham, Switzerland : , : Palgrave Macmillan, , [2021]
Descrizione fisica 1 online resource (394 pages)
Disciplina 794.8
Collana Palgrave Macmillan's Digital Education and Learning Series
Soggetto topico Video games in education
Education, Primary - Technological innovations
Video games and children
Joc
Videojocs
Condicions socials
Soggetto genere / forma Llibres electrònics
ISBN 3-030-78694-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910503007703321
Bailey Chris  
Cham, Switzerland : , : Palgrave Macmillan, , [2021]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Situated language and learning [[electronic resource] ] : a critique of traditional schooling / / James Paul Gee
Situated language and learning [[electronic resource] ] : a critique of traditional schooling / / James Paul Gee
Autore Gee James Paul
Pubbl/distr/stampa New York ; ; London, : Routledge, 2004
Descrizione fisica 1 online resource (130 p.)
Disciplina 370.1523
Collana Literacies
Soggetto topico Learning
Language acquisition
Children - Language
Education - United States
Video games and children
Language and education
Soggetto genere / forma Electronic books.
ISBN 9786610225095
0-203-30964-2
1-280-22509-2
1-282-37365-X
9786612373657
0-203-59421-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Book Cover; Half-Title; Series Title; Title; Copyright; CONTENTS; 2 A STRANGE FACT ABOUT NOT LEARNING TO READ; 3 LANGUAGE AND IDENTITY AT HOME; 4 SIMULATIONS AND BODIES; 5 LEARNING AND GAMING; 6 AFFINITY SPACES; 7 SHAPE-SHIFTING PORTFOLIO PEOPLE; 8 A FINAL WORD; REFERENCES; INDEX;
Record Nr. UNINA-9910450707603321
Gee James Paul  
New York ; ; London, : Routledge, 2004
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Situated language and learning [[electronic resource] ] : a critique of traditional schooling / / James Paul Gee
Situated language and learning [[electronic resource] ] : a critique of traditional schooling / / James Paul Gee
Autore Gee James Paul
Pubbl/distr/stampa New York ; ; London, : Routledge, 2004
Descrizione fisica 1 online resource (130 p.)
Disciplina 370.1523
Collana Literacies
Soggetto topico Learning
Language acquisition
Children - Language
Education - United States
Video games and children
Language and education
ISBN 1-134-36963-8
9786610225095
0-203-30964-2
1-280-22509-2
1-282-37365-X
9786612373657
0-203-59421-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Book Cover; Half-Title; Series Title; Title; Copyright; CONTENTS; 2 A STRANGE FACT ABOUT NOT LEARNING TO READ; 3 LANGUAGE AND IDENTITY AT HOME; 4 SIMULATIONS AND BODIES; 5 LEARNING AND GAMING; 6 AFFINITY SPACES; 7 SHAPE-SHIFTING PORTFOLIO PEOPLE; 8 A FINAL WORD; REFERENCES; INDEX;
Record Nr. UNINA-9910783845503321
Gee James Paul  
New York ; ; London, : Routledge, 2004
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui