Essays about: "Digital Gaming"
Showing result 36 - 40 of 85 essays containing the words Digital Gaming.
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36. What makes a good loser? : An Ethnographic Study of Toxic Behaviors in Competitive Multiplayer Games
University essay from Södertörns högskola/Medie- och kommunikationsvetenskapAbstract : Over the past decades, the scholarly discourse of violent video games as a possible influence for aggressive behaviors has gained much attention, primarily relying on the content of such games. This study aims to explore the environment of competitive multiplayer gaming interms of technicality (e.g. READ MORE
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37. VIRTUAL AND REAL
University essay from Lunds universitet/IndustridesignAbstract : According to the statistics from Programme for International Student Assessment (PISA) and Trends in International Mathematics and Science Study (TIMSS), a continuously declining trend is showed in Swedish kids' mathematical performance during recent years. In comparison with other OECD countries, the mathematical literacy of 15-year-old students in Sweden is almost below average. READ MORE
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38. Stop : Creating universal design recommendations for modal windows as a responsible gambling strategy
University essay from Umeå universitet/Institutionen för tillämpad fysik och elektronikAbstract : A lot of people like gambling. Even though it brings excitement, it has its dark sides as well. Problem gambling is a disease that destroys lives every day. As gambling are entering the digital domain, phenomenon such as E-sport has made it easier than ever to gamble. READ MORE
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39. HIGH SCORE : A qualitative study on how gaming can further awareness in office environments
University essay from Umeå universitet/Institutionen för informatikAbstract : Gamification as an educational tool has been explored extensively in traditional academic contexts such as universities and schools. There is however a lack of research on the usage of games for educational purposes in organizations, and even less research has evaluated games’ potential in creating organizational awareness. READ MORE
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40. Digital gaming as an extramural English activity. A study regarding gaming habits and the impact of playing digital games in English on Swedish third graders’ English vocabulary
University essay from Malmö universitet/Fakulteten för lärande och samhälle (LS)Abstract : Any activities where English can be encountered in outside of school, have been labeled by Sundqvist (2009) as “extramural English activities”. One of these activities is playing games (both digital and board games), which in accordance to the research by Sundqvist (2009) and Sundqvist and Sylvén (2012) has a great impact on the learner’s English proficiency. READ MORE