W Spahl, V Motta, K Woodcock, G Rubeis - JMIR Serious Games, 2024 - games.jmir.org
Background: Young people are particularly at risk of developing mental health problems, a challenge exacerbated by the COVID-19 pandemic. Digital tools such as apps and chatbots …
This book formulates a new theological approach to the study of religion in gaming. Video games have become one of the most important cultural artifacts of modern society, both as …
This dissertation is positioned on the multidiscipline of game studies. It presents the findings of a ten-year study of game developers and the contexts of their creative practices. As a …
Digital tools, specifically smartphone apps, have emerged as enablers of social innovation for low-carbon transitions by using novel feedback to creatively engage people to act more …
Digital game-based learning (DGBL) has been discussed for over 50 years. Despite countless studies over several decades, DGBL is still the exception rather than the standard …
SF Yap - Journal of Services Marketing, 2024 - emerald.com
Purpose Drawing from transformative service research (TSR) and service ecosystem perspectives, the author seeks to provide multi-level insights into gaming service systems …
E Crespo-Martinez, S Bueno… - JMIR Formative …, 2023 - formative.jmir.org
Background: Games have been a part of human life since ancient times and are taught to children and adults who want to simultaneously have fun and learn. Nevertheless, in the …
In addition to passing legislation, many parliaments in Europe and around the world engage in educational activities aimed at promoting democracy and explaining the legislative …
More than 50 years have passed since the first serious computer games appeared. Their general goal is to motivate players to learn and to improve their learning outcomes. To this …