Green media and popular culture: An introduction

J Parham - 2015 - books.google.com
This comprehensive survey of green media and popular culture introduces the reader to the
key debates and theories surrounding green interpretations of popular film, television and …

[图书][B] Online gaming in context: The social and cultural significance of online games

G Crawford, VK Gosling, B Light - 2013 - api.taylorfrancis.com
There is little question of the social, cultural and economic importance of video games in the
world today, with gaming now rivalling the movie and music sectors as a major leisure …

Meaningful learning: Motivations of older adults in serious games

JS Cardona, JA Lopez, FLG Vela, F Moreira - Universal Access in the …, 2024 - Springer
Social sustainability is the generation of significant behaviors through balanced levels of
education, learning and awareness so that the population has a good standard of living …

From immersion to addiction in videogames

M Seah, P Cairns - People and Computers XXII Culture …, 2008 - scienceopen.com
Immersion is commonly described by gamers and gamereviewers as an important aspect of
a videogame. In this paper, we investigate the relationship between the immersive …

[图书][B] Children, media and playground cultures: Ethnographic studies of school playtimes

R Willett, C Richards, J Marsh, A Burn, JC Bishop - 2013 - books.google.com
Children, media and playground cultures: Ethnographic studies of school playtimes Page 1 \!!!
studies in tº-CHILDHOOD AND YOUTH Children, NAedia and Playground Cultures Ethnographic …

Immersion in virtual worlds

G Calleja - The Oxford handbook of virtuality, 2014 - books.google.com
Virtual worlds are enabling experiences that were not previously available through other
media. One such experience is the potential to have a sense of inhabiting the simulated …

[图书][B] Making Sense of Space: The design and experience of virtual spaces as a tool for communication

I Kuksa, M Childs - 2014 - books.google.com
The use of Virtual Worlds (VWs) has increased in the last decade. VWs are used for
communication, education, community building, creative arts, and more. A good deal of …

Learners' experience of presence in virtual worlds

M Childs - 2010 - oro.open.ac.uk
This thesis explores participants' experiences of presence in virtual worlds as a specific case
of mediated environments, and the factors that support that experience of presence, with the …

[图书][B] Social computing and virtual communities

P Zaphiris, CS Ang - 2009 - books.google.com
Due to the advancement of the Internet, online communities are gaining increasing
importance in the research community. Presented from a user's perspective, this book …

Investigating computer game immersion and the component real world dissociation

C Jennett, AL Cox, P Cairns - CHI'09 Extended Abstracts on Human …, 2009 - dl.acm.org
CHI '09 Extended Abstracts on Human Factors in Computing Systems: Investigating computer
game immersion and the component re Page 1 Investigating Computer Game Immersion and …