This fully updated second edition of Gender and Popular Culture examines the role of popular culture in the construction of gendered identities in contemporary society. It draws …
P Mozelius, N Humble, L Sällvin… - … on Game Based …, 2022 - books.google.com
Gaming is a ubiquitous activity today where many children spend considerable amounts of time playing various games. Serious games have also become a mainstream educational …
In one corner of the game World of Warcraft, forty players have just gathered in Molten Core to begin their weekly raid. Every Friday night, these players spend five to ten hours working …
FK Pala, M Erdem - Ahi Evran Üniversitesi Kırşehir Eğitim Fakültesi …, 2011 - dergipark.org.tr
Bu çalışma üniversite öğrencilerinin dijital oyun tercihleri ve oyun tercih nedenleri ile cinsiyet, sınıf düzeyi ve öğrenme stilleri arasındaki ilişkileri belirlemek üzere …
This chapter describes aims, structure, organisation and activities of the Serious Play project. It aims to explore: Games were introduced across a range of subject areas, as …
J Jenson, S de Castell, S Fisher - … of the 2007 conference on Future Play, 2007 - dl.acm.org
This paper reports on findings from a three-year, Canadian federally funded research project entitled" Education, Gender and Gaming". Our study of gender and digital game-playing was …
C Assunção - Press Start, 2016 - press-start.gla.ac.uk
The experience of female gamers in the masculine space of violent videogame playing was explored. Hypotheses concerned identity management strategies used online as well as …
GT Demir, TM Bozkurt - Sportif Bakış: Spor ve Eğitim Bilimleri …, 2019 - dergipark.org.tr
Bu araştırmada, üniversite öğrencilerinin dijital oyun oynamaya yönelik tutumlarını geçerli ve güvenilir şekilde ölçebilecek bir ölçüm aracının geliştirilmesi amaçlanmıştır. Araştırmaya …
" Computer games are increasingly prevalent, and cause both curiosity and concern in the general public, so understanding these games and play is important. Game researchers …