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This eBook is a collection of articles from a Frontiers Research Topic. Frontiers Research Topics are very popular trademarks of the Frontiers Journals Series: they are collections of at least ten articles, all centered on a particular subject. With their unique mix of varied contributions from Original Research to Review Articles, Frontiers Research Topics unify the most influential researchers, the latest key findings and historical advances in a hot research area! Find out more on how to host your own Frontiers Research Topic or contribute to one as an author by contacting the Frontiers Editorial Office: frontiersin.org/about/contact
Medicine --- Psychiatry --- Gaming disorder --- Neural mechanism --- fMRI --- reward processing --- Executive control function --- Brain structure and function
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Though traditionally designed for entertainment, video games are being used more and more by psychologists to understand topics such as skill acquisition, cognitive capacity and plasticity, aging, individual differences, and development. The appeal of using video games over simpler laboratory paradigms partly comes from their ability to present rich and complex cognitive challenges more representative of the demands of the complex everyday tasks we perform outside of the laboratory. However, this complexity also presents a host of methodological and analytic challenges. This Research Topic brings together research using games to explore cognitive processes, with a special focus on the challenges of this approach. Challenges are in terms of design, implementation, or data analysis.
Video games. --- Cognition. --- transfer --- Video Games --- skill acquisition --- Perception --- Cognition --- training --- Gaming
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"Games of History provides an understanding of how games as artefacts, textual and visual sources on games and gaming as a pastime or a "serious" activity can be used as sources for the study of history. The book's focus is on board and card games, with reference to physical games, sports and digital games as well. Offering an alternative approach to the study of history through its focus on games and gaming as historical sources, this is the ideal volume for students considering different types of sources and how they can be used for historical study, as well as students who study games as primary or secondary sources in their history projects"--
Games --- History --- Simulation games in education --- Simulation games --- Study and teaching --- World history --- Education --- Educational gaming --- Gaming, Educational --- Educational games --- Annals --- Auxiliary sciences of history --- Simulation games in education. --- History. --- Simulation games. --- Study and teaching.
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David Miers examines the regulation of gambling in Great Britain and explores the provisions and implications of the Gambling Bill, published in draft form in 2003. His analysis encompasses the three primary forms of gambling: lotteries, betting and gaming.
Gambling --- Lotteries --- Law and legislation --- History. --- Social aspects --- Betting --- Chance, Games of --- Games of chance --- Gaming (Gambling) --- Games --- Casinos --- Wagers
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This book constitutes revised selected papers from the50th International Simulation and Gaming Association Conference, ISAGA 2019, which took place in Warsaw, Poland, during August 26-30, 2019.The 38 papers presented in this volume were carefully reviewed and selected from 72 submissions. They were organized in topical sections named: simulation gaming in the science space; simulation gaming design and implementation; simulation games for current challenges; simulation games and gamification; and board perspective on simulation gaming.
Game theory --- Simulation games --- Simulation methods --- Games of status --- Gaming simulations --- Mixed games (Simulation games) --- Sim games --- Status, Games of
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"In Silencing the Past: Power and the Production of History, Michel-Rolph Trouillot writes that by examining the process of history we can “discover the differential exercise of power that makes some narratives possible and silences others.” Alternative Historiographies of the Digital Humanities examines the process of history in the narrative of the digital humanities and deconstructs its history as a straight line from the beginnings of humanities computing. By discussing alternatives histories of the digital humanities that address queer gaming, feminist game studies praxis, Cold War military-industrial complex computation, the creation of the environmental humanities, monolingual discontent in DH, the hidden history of DH in English studies, radical media praxis, cultural studies and DH, indigenous futurities, Pacific Rim postcolonial DH, the issue of scale and DH, the radical, indigenous, feminist histories of the digital database, and the possibilities for an antifascist DH, this collection hopes to re-set discussions of the straight, white origin myths of DH. Thus, this collection hopes to reexamine the silences in such a straight and white masculinist history and delineates how power comes into play to shape this straight, white DH narrative.A number of the pieces in this volume go back to the origin myth of the digital humanities to reassess the hagiography of Father Busa by reconsidering and recontextualizing his legacy and his work in relation to media archaeology, politics, Cold War maneuvers, mechanized genocide, the Third Reich, and the military-industrial complex as it has organized various fields, including Asian Studies. This reassessment of comparative genealogies — vis-à-vis Foucault — undergirds an alternative history of the Jesuit hagiography we have so far been unwilling to reexamine for its narrative use in embellishing an origin hagiography/historiography for digital humanities. Other pieces intertwine the digital humanities with other fields — area studies, Asian American Studies, cultural studies, literary studies, and environmental studies — in order to reexamine how the intersections and juxtapositions reveal silences in these histories. And finally, a number of pieces considers alternative praxes in rethinking these histories, whether it is an essay that is a game or a reevaluation of feminist media praxis."
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This eBook is a collection of articles from a Frontiers Research Topic. Frontiers Research Topics are very popular trademarks of the Frontiers Journals Series: they are collections of at least ten articles, all centered on a particular subject. With their unique mix of varied contributions from Original Research to Review Articles, Frontiers Research Topics unify the most influential researchers, the latest key findings and historical advances in a hot research area! Find out more on how to host your own Frontiers Research Topic or contribute to one as an author by contacting the Frontiers Editorial Office: frontiersin.org/about/contact
Medicine --- Psychiatry --- Neurobiology --- MRI --- EEG --- gene --- behavioral addiction --- Internet gaming disorder --- gambling disorder --- Smartphone addiction --- compulsive sexual behavior
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Gambling --- 83.67 industry --- Law and legislation --- Gambling. --- Law and legislation. --- Betting --- Chance, Games of --- Games of chance --- Gaming (Gambling) --- Games --- Casinos --- Wagers
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Gambling --- Gambling industry --- Gambling industry. --- Research --- Research. --- Betting --- Chance, Games of --- Games of chance --- Gaming (Gambling) --- Leisure industry --- Games --- Casinos --- Wagers --- Recreation & Sports
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Gambling --- Law and legislation --- Law and legislation. --- Law, General & Comparative --- Betting --- Chance, Games of --- Games of chance --- Gaming (Gambling) --- Games --- Casinos --- Wagers
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