In defence of a magic circle: the social, mental and cultural boundaries of play

J Stenros - Transactions of the digital games research association, 2014‏ - todigra.org
This article reviews the history of the concept of the magic circle, its criticism and the
numerous other metaphors that have been used to capture the zone of play or the border …

[HTML][HTML] Play in video games

A Nguyen, D Bavelier - Neuroscience & Biobehavioral Reviews, 2023‏ - Elsevier
Video game play is remarkably ubiquitous in today's society given its recent emergence only
in the late 1950s. While this fast evolution could exemplify the power of play, video games …

[ספר][B] Metagaming: Playing, competing, spectating, cheating, trading, making, and breaking videogames

S Boluk, P LeMieux - 2017‏ - books.google.com
The greatest trick the videogame industry ever pulled was convincing the world that
videogames were games rather than a medium for making metagames. Elegantly defined as …

[ספר][B] Play matters

M Sicart - 2014‏ - books.google.com
Why play is a productive, expressive way of being human, a form of understanding, and a
fundamental part of our well-being. What do we think about when we think about play? A …

Playful learning: Tools, techniques, and tactics

NJ Whitton - Research in learning technology, 2018‏ - e-space.mmu.ac.uk
Over the past decade, there has been an increased use of playful approaches to teaching
and learning in Higher Education. Proponents argue that creating 'safe'playful spaces …

From game design elements to gamefulness: defining" gamification"

S Deterding, D Dixon, R Khaled, L Nacke - Proceedings of the 15th …, 2011‏ - dl.acm.org
Recent years have seen a rapid proliferation of mass-market consumer software that takes
inspiration from video games. Usually summarized as" gamification", this trend connects to a …

More than just a game: ethical issues in gamification

TW Kim, K Werbach - Ethics and Information Technology, 2016‏ - Springer
Gamification is the use of elements and techniques from video game design in non-game
contexts. Amid the rapid growth of this practice, normative questions have been under …

[ספר][B] Understanding video games: The essential introduction

S Egenfeldt-Nielsen, JH Smith, SP Tosca - 2019‏ - taylorfrancis.com
From Pong to virtual reality, Understanding Video Games, 4th Edition, takes video game
studies into the next decade of the twenty-first century, highlighting changes in the area …

Effects of a concept map**-based two-tier test strategy on students' digital game-based learning performances and behavioral patterns

FY Li, GJ Hwang, PY Chen, YJ Lin - Computers & Education, 2021‏ - Elsevier
This study explored the effects of a Concept Map**-based Two-tier Test Gaming (CM-
TTG) approach on learning achievement. Specifically, the two-tier test was employed as a …

[ספר][B] Sport beyond television: The internet, digital media and the rise of networked media sport

B Hutchins, D Rowe - 2012‏ - taylorfrancis.com
Television is no longer the only screen delivering footage and news to people about sport.
Computers, the Internet, Web, mobile and other digital media are increasingly important …