J Jenson, S De Castell - Simulation & gaming, 2010 - journals.sagepub.com
This review of gender and gameplay research over the past three decades documents a set of persistent methodological repetitions that have systematically impeded its progress since …
Gamification is increasingly employed in learning environments as a way to increase student motivation and consequent learning outcomes. However, while the research on the …
Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold …
In recent years,“gamification” has been proposed as a solution for engaging people in individually and socially sustainable behaviors, such as exercise, sustainable consumption …
The aim of the present study is to examine the relation between out-of-school digital gameplay and in-school L2 English vocabulary measures and grading outcomes. Data were …
A Shaw - new media & society, 2012 - journals.sagepub.com
The demand for minority representation in video games often focuses on proving that members of marginalized groups are gamers. In turn, it is asserted that the gaming industry …
A Salter, B Blodgett - Journal of broadcasting & electronic media, 2012 - Taylor & Francis
As video games have attracted more critical attention and theoretical discourse and games play a more visible part in our media landscape, the modern video game community impacts …
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 …
T Hartmann, C Klimmt - Journal of computer-mediated …, 2006 - academic.oup.com
On average, girls and women are less involved with video games than are boys and men, and when they do play, they often prefer different games. This article reports two studies that …