Essays about: "commercial video games"
Showing result 1 - 5 of 20 essays containing the words commercial video games.
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1. VIDEO GAME-BASED LANGUAGE LEARNING AND LITERACY A systematic review of the current state of research on video game-based learning and language learning
University essay from Institutionen för tillämpad informationsteknologiAbstract : Over the last decades, the video game medium has become increasingly popular-ized and technologically advanced. Consequently, the learning sciences have started to investigate the pedagogical potential of this medium. Literacy researchers have argued that unique features of the video game medium offer possibilities for effective language learning. READ MORE
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2. A Crisis of the Imagination: Games as a Tool for Visualizing Potential Futures
University essay from Uppsala universitet/Institutionen för geovetenskaperAbstract : In order for the societal paradigm to shift in favor of climate-conscious practices and behaviors, it is clear that new and radically different perspectives need to be introduced to the public’s perception of climate change and sustainability. Humanity is currently suffering from a crisis of the imagination; the illustrious yet hegemonic worldview that we have exhausted all options available to us in the face of climate change. READ MORE
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3. Using Artificial Intelligence to Create Tension Inducing Experiences in Horror Games
University essay from Högskolan i Skövde/Institutionen för informationsteknologiAbstract : The video game industry is evolving day by day with new technologies being introduced to enhance the player experience. Using Artificial Intelligence (AI) in games can be seen as one of the major areas that many game companies focus on due to therapid technological development that it has seen in recent years. READ MORE
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4. Life is Strange 2. Digital Game-Based Language Learning in an EFL Context
University essay from Göteborgs universitet / LärarutbildningsnämndenAbstract : This study looked at the impact of Digital Game-Based Language Learning (DGBLL) and Life is Strange 2: Episode One, a commercial off-the-shelf (COTS) video game, on the listening comprehension of twelve Swedish Upper Secondary English as a Foreign Language (EFL) pupils. Two studies were conducted to answer the following research questions. READ MORE
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5. What did I just learn? : How commercial video games could underhandedly teach players environmental sustainability
University essay from Jönköping University/HLK, Medie- och kommunikationsvetenskapAbstract : Commercial video games have a great potential in battling the ongoing environmental crises. However, literature has so far largely neglected a connection between environmental sustainability and commercial video games. READ MORE