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Video Games in Education

by Kurt Squire - International Journal of Intelligent Simulations and Gaming , 2003
"... Computer and video games are a maturing medium and industry and have caught the attention of scholars across a variety of disciplines. By and large, computer and video games have been ignored by educators. When educators have discussed games, they have focused on the social consequences of game play ..."
Abstract - Cited by 114 (2 self) - Add to MetaCart
tools, and collaborative worlds, suggest powerful new opportunities for educational media. VIDEO GAMES IN AMERICAN CULTURE Now just over thirty years old, video games have quickly become one of the most pervasive, profitable, and influential forms of entertainment in the United States and across

Changing the game: What happens when video games enter the classroom? Innovate

by Kurt Squire - Journal of Online Education , 2005
"... Over the past few years, games have gone from social pariahs to the darlings of the media, technology, and now educational industries. E-learning educators in particular stand to learn a lot about building next-generation learning environments from games (Dalesio 2004). While online courses are usua ..."
Abstract - Cited by 84 (3 self) - Add to MetaCart
are usually little more than "online course notes, " games offer entire worlds to explore. While educators wonder if it is possible to create good online learning communities, game designers create virtual societies with their own cultures, languages, political systems, and economies

Understanding “Hardcore ” Video Game Culture

by Joseph A. Loporcaro, Christopher R. Ortega, Michael J. Egnoto, Joseph A. Loporcaro, Christopher R. Ortega, Michael J. Egnoto
"... The goal of the current study is to further conceptualize and define the term “hardcore ” as it relates to video game culture. Past research indicates that members of cultural subdivisions favor their own group versus others due to perceived commonalities (Durkheim, 1915; Tajfel, 1970). In gaming cu ..."
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The goal of the current study is to further conceptualize and define the term “hardcore ” as it relates to video game culture. Past research indicates that members of cultural subdivisions favor their own group versus others due to perceived commonalities (Durkheim, 1915; Tajfel, 1970). In gaming

Canadian Content in Video Games

by Leonard J. Paul, Vz H
"... This paper investigates the culture being reflected in video games produced in Canada, from the perspective of Canada being one of the world's leading producers of video games. It examines the how Canadian culture is represented in current new media artistic output against the culture, or lack ..."
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This paper investigates the culture being reflected in video games produced in Canada, from the perspective of Canada being one of the world's leading producers of video games. It examines the how Canadian culture is represented in current new media artistic output against the culture, or lack

Gaming Masculinity in CS & African American Culture Draft 2/20/09 1 Running Head: GAMING MASCULINITY IN CS & AFRICAN AMERICAN CULTURE Gaming Masculinity: Video games as a reflection on masculinity in Computer Science and African American culture

by Betsy James Disalvo, Sybrina Y. Atwaters, Jill Dimond
"... There are a number of efforts to broaden participation in computing to include underrepresented groups. However, few of these efforts have identified African American males as a population with cultural and gendered values that may inhibit them from entering Computer Science (CS). In this paper we w ..."
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will explore masculine identities within computer culture and African American culture by using video games as an object of inquiry. We hypotheses that the technological agency exhibited with video games is based upon cultural and gender practices; and by exploring video game play practices we can better

Does Culture Matter in Economic Behavior? Ultimatum Game Bargaining Among the Machiguenga of the Peruvian Amazon.” The American Economic Review 90(4

by Joseph Henrich, Gary E. Bolton, Ernst Fehr, Klaus M. Schmidt , 2000
"... During the last 20 years experimental economists have demonstrated that human economic reasoning substantially deviates from the predictions of positive game theory under a number of important conditions—including risk, bargaining, cooperation, and so forth [see Douglas D. Davis and Charles A. Holt ..."
Abstract - Cited by 103 (2 self) - Add to MetaCart
During the last 20 years experimental economists have demonstrated that human economic reasoning substantially deviates from the predictions of positive game theory under a number of important conditions—including risk, bargaining, cooperation, and so forth [see Douglas D. Davis and Charles A. Holt

Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries

by Craig A. Anderson, Nobuko Ihori, Brad J. Bushman, Hannah R. Rothstein, Akiko Shibuya, Edward L. Swing, Akira Sakamoto, Muniba Saleem - Psychological Bulletin,136 , 2010
"... Meta-analytic procedures were used to test the effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, empathy/desensitization, and prosocial behavior. Unique features of this meta-analytic review include (a) more restrictive methodologi ..."
Abstract - Cited by 83 (8 self) - Add to MetaCart
Meta-analytic procedures were used to test the effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, empathy/desensitization, and prosocial behavior. Unique features of this meta-analytic review include (a) more restrictive

The Racialized Experiences of Video Games

by Mario Venegas, Mcnair Scholar, Dr. Arthur Scarritt Mentor
"... This research explores the ways different people experience the racial content of video games. Building on DeVane and Squire, this research speaks to content analyses literature that shows games as modern minstrelsies. Using Bonilla-Silva’s definition of Racial Ideology in conjunction with Winddance ..."
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with Winddance-Twine’s concept of Racial Literacy, I examined racial ideology and its role as an interpretative framework. I also used Bourdieu's notion of cultural capital to account for video game cultural knowledge. Data were collected through personal interviews where participants played the video game

Māori in Video Games – A

by Dean P. S. Mahuta
"... A ‘digital identity ’ emerges Like an organism, identity evolves, it is in a constant state of flux, and as it comes into contact with another element its form is changed. Māori identity is no different. The decision to leave the islands of the Northern and Eastern regions of the Pacific was the fir ..."
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was the first element to contribute to NZ Māori identity. This migration, which lead Māori ancestors to Aotearoa caused a change in language and a change in culture. No longer did we hula, now we haka and our clothes changed to suit the colder seasons. The next evolution in Māori identity came with the arrival

Article Is the Video Game a Cultural Vehicle?

by Chi-ying Chen
"... Following the exportation of Japanese media products such as TV dramas, Japanese culture and products have swept across many Asian countries, especially Taiwan. Based on the historical background and unique characteristics of games, this study investigates the cultural effect of Japanese video games ..."
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Following the exportation of Japanese media products such as TV dramas, Japanese culture and products have swept across many Asian countries, especially Taiwan. Based on the historical background and unique characteristics of games, this study investigates the cultural effect of Japanese video
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