Showing 41 - 56 results of 56 for search 'Beyond the Game', query time: 0.07s Refine Results
  1. 41

    Drawing the future: gender and future occupational aspirations of young children in Sweden by Sarah Wamala-Andersson, Matt X. Richardson, Karin Schölin Bywall, Therese Norgren, Nick Chambers

    Published 2025-01-01
    “…STEM interest was limited, with “game developer” being the only STEM job on boys’ lists. …”
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  2. 42

    The effect of gamification on brand co-creation in app-based businesses: investigating the mediating role of consumer engagement and the moderating role of hedonic and innovativene... by Rayhane Rezagholizade, Zahra Sadeqi-Arani, Esmail Mazroui

    Published 2025-03-01
    “…Gamification: Gamification is the process of adding game elements to a non-game situation. Gamification has been defined as "the use of thinking and game mechanics to engage users and solve problems". …”
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  3. 43

    Patrimoine juif, pouvoir marocain by Chiara Lutteri

    Published 2024-12-01
    “…In this new political setting, the King has seen his political prerogatives formally reduced, all while striving to maintain his role of arbitrator in the Moroccan political game. The survival of the monarchical institution’s primacy centers around the King’s religious role as “commander of the faithful”. …”
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  4. 44

    Dynamiques socio-politiques et territorialités de l’immigration ivoirienne en Tunisie by Camille Cassarini

    Published 2022-06-01
    “…Indeed, beyond the change of regime, these Ivorian flows make visible a change in the political imaginary of success and of the figures of success in the country. …”
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  5. 45

    Cyborg Adolescents and Digital Data: Examining Education and Revenue Generation in the Digital Lives of Youth through More-than-Human Ethnography by Davood Zahrani, Ali Hashemianfar, Ahmad Mehrshad

    Published 2024-12-01
    “…Introduction According to the Entertainment Software Association (ESA, 2022), approximately 76% of adolescents aged 13 to 17 play video games, averaging about 7 hours per week. The Pew Research Center (2021) has observed a significant increase in online multiplayer gaming, particularly during the COVID-19 pandemic. …”
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  6. 46

    Des relations entre jouer et créer des jeux vidéo by Julie Delbouille, Pierre-Yves Hurel

    Published 2021-03-01
    “…However, it is not easy to grasp what unites, beyond this intuition, these two activities. This paper aims to shed some light on this connection through the notion of improvisation, which will draw upon two pragmatic perspectives: first by identifying the improvised nature of the act of playing video games, and second by seeking to understand what is improvised in the creation of amateur video games.…”
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  7. 47

    Teaching E. E. Cummings’ No Thanks by Isabelle Alfandary

    Published 2024-06-01
    “…Cummings’ poetry in the classroom and beyond, inasmuch as it is based on visual and grammatical games.…”
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  8. 48

    Bateaux, plateaux, arsenaux : quels enjeux géopolitiques dans un Arctique en mutation ? by Frédéric Lasserre

    Published 2021-03-01
    “…Next, there is the question of the extension of economic sovereignty over the continental shelves, beyond the 200 nautical mile line, and the border disputes that overlap could give rise to. …”
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  9. 49

    Pratiques langagières et savoirs en jeu en français au cycle 3 by Anne Delbrayelle

    Published 2013-10-01
    “…This teacher implements two learning sequences about language games and literature. The point is to know about his/her oral communication style and see whether it varies depending on the teaching content at stake beyond the teacher’s own regular style. …”
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  10. 50

    Extension du champ télécinématographique de la science-fiction. The Mandalorian (Disney+) by Hannedouche Cédric

    Published 2022-06-01
    “…Going beyond the expected constraints of a monomedia seriality largely based on an expected return of the characters or the variation of a plot from the cinematographic pilot, the Disney + series are rooted in shared universes and therefore transfictional (Saint-Gelais, 2011) much broader by bringing together narrative information given on other media (video games, animation, comics, etc.) that they absorb and claim. …”
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  11. 51

    Combining CS Unplugged and L2T2L to Bridge the Computing Illiteracy Gap of the Elderly Population: A Case Study by José Alfredo Díaz-León, Olatz Arbelaitz, Mikel Larrañaga, Ana Arruarte

    Published 2025-01-01
    “…Furthermore, the efficacy of L2T2L is evident in its adaptability and suitability for scenarios beyond those for which it was originally designed.…”
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  12. 52

    Is it Time to Recognize Political Anxiety as a Social Determinant of Health? by Brandon Ambrosino

    Published 2024-12-01
    “…This has to do with the financial stakes of the news game: with less (or sometimes no) revenue from subscriptions, media are forced to compete for digital audiences. …”
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  13. 53

    "ANAPUS KANTO": M. FOUCAULT NAUJOJI MORALĖS GENEALOGIJA by Jūratė Baranova

    Published 2003-01-01
    “…He sees the connection between power games and relation towards oneself (rapport a soi) in Greek, Roman and Christian cultures. …”
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  14. 54

    "ANAPUS KANTO": M. FOUCAULT NAUJOJI MORALĖS GENEALOGIJA by Jūratė Baranova

    Published 2003-01-01
    “…He sees the connection between power games and relation towards oneself (rapport a soi) in Greek, Roman and Christian cultures. …”
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    Article
  15. 55

    Sport participation as an educational tool and a means of promoting physical, mental, and social well-being by Francesco Sgrò

    Published 2024-12-01
    “…Quinto et al. (2024), meanwhile, report on a learning program developed using the Tactical Games Model, aimed at enhancing motor skills and tactical awareness related to net games in primary schools. …”
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  16. 56

    Non-Immersive Virtual Reality Exercise Can Increase Exercise in Older Adults Living in the Community and in Long-Term Care: A Randomized Controlled Trial by Sheehy L, Bharadwaj L, Nissen KA, Estey JL

    Published 2025-02-01
    “…We tested a fun and safe way for seniors to do a customized exercise program in their own home, using a non-immersive virtual reality platform called Jintronix, which turns exercise into games!We recruited older adults living in their own homes (home-based sample), and those living in long-term care (facility-based sample) to try the exercise program for 20-30 minutes, 3-5 times a week for 8 weeks. …”
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