[LIVRE][B] Japanese culture through videogames
R Hutchinson - 2019 - taylorfrancis.com
Examining a wide range of Japanese videogames, including arcade fighting games, PC-
based strategy games and console JRPGs, this book assesses their cultural significance …
based strategy games and console JRPGs, this book assesses their cultural significance …
Pretensive shared reality: from childhood pretense to adult imaginative play
Imaginative pretend play is often thought of as the domain of young children, yet adults
regularly engage in elaborated, fantastical, social-mediated pretend play. We describe …
regularly engage in elaborated, fantastical, social-mediated pretend play. We describe …
Pirates, ghosts and customer loyalty–Reviewing the dark ride experience
JG Langhof, S Güldenberg - Tourism Management Perspectives, 2019 - Elsevier
Despite theme park corporations increasingly investing in new attractions and fun rides, the
topic of customer loyalty is still under-researched in this context. In fact, investments into dark …
topic of customer loyalty is still under-researched in this context. In fact, investments into dark …
Develo** critical thinking skills through gamification
CV Angelelli, GM de Campos Ribeiro… - Thinking Skills and …, 2023 - Elsevier
Misinformation as well as the proliferation of fake news has been a problem during COVID-
19 pandemic. This has affected many vulnerable communities in Brazil. The ability to …
19 pandemic. This has affected many vulnerable communities in Brazil. The ability to …
[LIVRE][B] Role-play as a heritage practice: Historical LARP, tabletop RPG and reenactment
M Mochocki - 2021 - taylorfrancis.com
Role-play as a Heritage Practice is the first book to examine physically performed role-
enactments, such as live-action role-play (LARP), tabletop role-playing games (TRPG), and …
enactments, such as live-action role-play (LARP), tabletop role-playing games (TRPG), and …
Make-believe in gameful and playful design
S Deterding - Digital make-believe, 2016 - Springer
Gameful and playful design aspire to make existing activities and systems more engaging by
infusing them with the engaging qualities of games and toys. One such quality is make …
infusing them with the engaging qualities of games and toys. One such quality is make …
Gamification and transmedia in interdisciplinary contexts: A didactic intervention for the primary school classroom
Previous research has established the lack of motivation by primary education students vis-à-
vis the acquisition of the necessary key competencies compulsory in the Spanish school …
vis the acquisition of the necessary key competencies compulsory in the Spanish school …
Incorporating personalized learning in a role-playing game environment via SID model: a pilot study of impact on learning performance and cognitive load
L Zhong - Smart Learning Environments, 2022 - Springer
While role-playing games and personalized learning have been regarded as effective tools
to improve students' learning, incorporating personalized learning into role-playing games is …
to improve students' learning, incorporating personalized learning into role-playing games is …
Pivotal Play: Rethinking Meaningful Play in Games Through Death in Dungeons & Dragons
In game studies, meaningful play is commonly discussed and situated through definition
describing it as the integrated and discernible relationship between player actions and …
describing it as the integrated and discernible relationship between player actions and …
The critical role of media representations, reduced stigma and increased access in D&D's resurgence
Over the last five years Dungeons and Dragons [D&D](Arneson & Gygax, 1974) has risen in
prominence and popularity with a broadening of its player demographic. Though the game's …
prominence and popularity with a broadening of its player demographic. Though the game's …