K de Bruin, Y de Haan, S Kruikemeier… - …, 2022 - journals.sagepub.com
Major news outlets increasingly use immersive techniques in their journalistic productions. The idea is that, through the application of immersive technologies, the news consumer can …
This accessible textbook gives students the tools they need to analyze games using strategies borrowed from textual analysis. As the field of game studies grows, videogame …
In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels, from early years through to lifelong learning …
An investigation into computer game interfaces, both naturalistic and symbolic, and the distinction between gameworlds and other kinds of fictional worlds. Computer games …
'Until now, most teachers have lacked the resources and knowledge to create games that meet their needs. This book presents five principles that can be embedded into traditional or …
Avatar identification is one of the most promising research areas in games user research. Greater identification with one's avatar has been associated with improved outcomes in the …
Interactive narratives are widely used to frame and contextualize education in games. However, the specifics of how their designs aid the learning process and outcomes remains …
Sound and virtual reality (VR) are two important output modalities for creating an immersive player experience (PX). While prior research suggests that sounds might contribute to a …
Virtual reality (VR) leverages human sight, hearing and touch senses to convey virtual experiences. For d/Deaf and hard of hearing (DHH) people, information conveyed through …