Academic literature on the topic 'Authors (Game)'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Authors (Game).'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Authors (Game)"

1

Weiss, Alfred, and Sharon Tettegah. "World of Race War." International Journal of Gaming and Computer-Mediated Simulations 4, no. 4 (2012): 33–44. http://dx.doi.org/10.4018/jgcms.2012100103.

Full text
Abstract:
Stereotypical portrayals of race are common in many modern video games. However, research on games and game environments has often overlooked race as an important consideration when evaluating games for their educational potential. This is particularly true of the educational literature on online games, which has tended to emphasize virtual game spaces as intrinsically exemplary learning environments while deemphasizing the narrative content of the games themselves. This article addresses this oversight. Through a close reading of game communications and fan-created content, the authors examined how developer-produced racial narratives influence players’ experience of the game world. The authors find that players and player communities reproduce and reinforce narrow developer-produced interpretations of race during in-game interactions as well as in player forums and virtual communities beyond the confines of the game world. Because the game environment is not conducive to players’ critical examination of race, the authors conclude that the game does not intrinsically provide a means for players to engage critically with game content. They further conclude that as educational environments these games must be situated and contextualized within the ideologies and discourses of the physical world.
APA, Harvard, Vancouver, ISO, and other styles
2

Preston, Jon A., Jeff Chastine, Casey O’Donnell, Tony Tseng, and Blair MacIntyre. "Game Jams." International Journal of Game-Based Learning 2, no. 3 (2012): 51–70. http://dx.doi.org/10.4018/ijgbl.2012070104.

Full text
Abstract:
Game jams are events that allow game designers to develop innovative games in a time-constrained environment, typically within a 48-hour period during a weekend. Jams provide participants an opportunity to improve their skills, collaborate with their peers, and advance research and creativity in the field of game design. Having coordinated numerous jams locally and as one of the largest venues in the world for GGJ 2011, the authors present learned lessons on how to make these events into amazing collaborative opportunities and their results from research in surveying game jam participants before and after the authors’ most recent jam weekend.
APA, Harvard, Vancouver, ISO, and other styles
3

Chess, Shira, Nathaniel J. Evans, and Joyya JaDawn Baines. "What Does a Gamer Look Like? Video Games, Advertising, and Diversity." Television & New Media 18, no. 1 (2016): 37–57. http://dx.doi.org/10.1177/1527476416643765.

Full text
Abstract:
Recent years have seen changes to the video game industry and the image of video game players. There are more games on the market and a larger variety of ways to play those games. Yet, despite market shifts, authors such as Shaw demonstrate that there are still tensions surrounding gamer identification. Even as next-generation systems (such as the Xbox One, the PlayStation 4, and the Wii U) and casual gaming take hold of the market, tension remains between the perceptions of who is playing versus the reality of actual players. In our study, we perform a content analysis of video game commercials in 2013 to explore questions of diversity—particularly in terms of portrayals of the player’s sex and ethnicity—to consider how the gamer is represented in terms of physical and behavioral attributes.
APA, Harvard, Vancouver, ISO, and other styles
4

Kang, SeonJun, and Sang-Yong Tom Lee. "Korean Online Game's Platform Competition under Two-Sided Market Characteristic." Journal of Global Information Management 22, no. 4 (2014): 21–33. http://dx.doi.org/10.4018/jgim.2014100102.

Full text
Abstract:
While the growth of total game market size slowed down and the arcade game industry started to shrink, the online game market keeps increasing, attaining 26.5% annual growth rate for the early 2010's. Korea's online game business is especially popular, so that the size is about US$ 4 billion, which is 64.2% of Korea's total game industry. In 2013, Game market size and online game market size were estimated to be about US$ 9 billion and US$ 7 billion, respectively. From a standpoint of sales, the game market in Korea (US$ 4.95 billion) accounts for 5.8% of the world game market and almost one third of the world online game market. Its growth rate is higher than that of the world game market. The online game markets in Korea and China have common characteristics that can be distinguished from other countries: two-sided market with very low switching costs. This paper is to study the important factors that affect Korean online game's platform competition. The authors empirically investigate network externalities by using various variables in online game industry in Korea. The authors found the number of games available in a platform positively affects its market share, while the diversity of games and generality of game rating had no significant impacts. The authors also found that multi-homing (or overlap of games) increases an online platform's market share when the platform is relatively new. However, multi-homing decreases market share when it becomes mature. Having done our empirical and academic analyses, the authors draw practical implications that may help decision makers in Korea's online game businesses.
APA, Harvard, Vancouver, ISO, and other styles
5

Costa, Liliana Vale, and Ana Isabel Veloso. "Factors Influencing the Adoption of Video Games in Late Adulthood." International Journal of Technology and Human Interaction 12, no. 1 (2016): 35–50. http://dx.doi.org/10.4018/ijthi.2016010103.

Full text
Abstract:
In the video game industry, older adults tend to be avid consumers. Although considerable research has been devoted to the positive cognitive effects of video games, less attention has been paid to the older adult gamer profile. The aim of this paper is to describe a survey conducted from November 2012 until May 2013, which includes 245 gamers aged 50 and over, about their game preferences. Specifically, the authors examined: (a) what types of video games are played and (b) what leads these players to be engaged by video games. The results indicate that adventure games with problem-solving are preferred, suggesting the skills that participants would like to practise. The study provides insight into a new video gamer profile.
APA, Harvard, Vancouver, ISO, and other styles
6

Beckman, Elise M., Wenqiang Cai, Rebecca M. Esrock, and Robert J. Lemke. "Explaining Game-to-Game Ticket Sales for Major League Baseball Games Over Time." Journal of Sports Economics 13, no. 5 (2011): 536–53. http://dx.doi.org/10.1177/1527002511410980.

Full text
Abstract:
Using data from more than 10,000 games from 1985 through 2009, the authors estimate the effect various factors have on attendance at Major League Baseball (MLB) games. As previously found in the literature, interleague and interleague rivalry contests are associated with higher attendances, but this relationship has been weakening over time. Contrary to some of the literature, the authors find that the likelihood the home team will win the contest is inconsistently estimated over time, lending little support for the uncertainty of outcome hypothesis. Generally the effect on ticket sales from many potential factors has generally been weakening over time.
APA, Harvard, Vancouver, ISO, and other styles
7

Schmitz, Birgit, Roland Klemke, and Marcus Specht. "A Learning Outcome-Oriented Approach towards Classifying Pervasive Games for Learning using Game Design Patterns and Contextual Information." International Journal of Mobile and Blended Learning 5, no. 4 (2013): 59–71. http://dx.doi.org/10.4018/ijmbl.2013100104.

Full text
Abstract:
Mobile and in particular pervasive games are a strong component of future scenarios for teaching and learning. Based on results from a previous review of practical papers, this work explores the educational potential of pervasive games for learning by analysing underlying game mechanisms. In order to determine and classify cognitive and affective learning outcomes, the authors propose employing game design patterns for mobile games and context information. Context information, in the course of this article, is introduced as an additional characteristic feature of mobile game design patterns. With the proposed framework the authors aim to understand how pervasive game content may support learning. Findings from their research indicate that context information directs the use and presentation of content within a game and thus influences learning effects of individual patterns. This work concludes with a discussion on the shortfalls and potentials, which the authors’ framework for analysis provides.
APA, Harvard, Vancouver, ISO, and other styles
8

Yap, Christopher Michael, Youki Kadobayashi, and Suguru Yamaguchi. "Conceptualizing Player-Side Emergence in Interactive Games." International Journal of Gaming and Computer-Mediated Simulations 7, no. 3 (2015): 1–21. http://dx.doi.org/10.4018/ijgcms.2015070101.

Full text
Abstract:
The concept of emergence exists in many fields such as Philosophy, Information Science, and Biology. With respect to the modern video game, emergence can potentially manifest as emergent narrative and/or gameplay. In this paper, the authors engage in a critical discussion about what it means for an interactive video game to have emergence. The authors frame the discussion of emergence as a close critical look at the games Papers, Please and Gone Home. From these analyses, the authors propose a concept of “Player-side emergence in games,” in which emergence in the form of narrative is expressible and observable in games which rely not on the game software itself, but also upon the complex system of the human mind for reconstruction of the game experience and a subsequent expression of emergence. The authors contend that such an emergent design consideration is potentially useful for designers who are trying to address the trade-off of Ludo-Narrative Dissonance.
APA, Harvard, Vancouver, ISO, and other styles
9

Frapolli, Fulvio, Amos Brocco, Apostolos Malatras, and Béat Hirsbrunner. "Decoupling Aspects in Board Game Modeling." International Journal of Gaming and Computer-Mediated Simulations 2, no. 2 (2010): 18–35. http://dx.doi.org/10.4018/jgcms.2010040102.

Full text
Abstract:
Existing research on computer enhanced board games is mainly focused on user interaction issues and look-and-feel, however, this overlooks the flexibility of traditional board games when it comes to game rule handling. In this respect, the authors argue that successful game designs need to exploit the advantages of the digital world as well as retaining such flexibility. To achieve this goal, both the rules of the game and the graphical representation should be simple to define at the design stage, and easy to change before or even during a game session. For that reason, the authors propose a framework allowing the implementation of all aspects of a board game in a fully flexible and decoupled way. This paper will describe the Flexiblerules approach, which combines both a model driven and an aspect oriented design of computer enhanced board games. The benefits of this approach are discussed and illustrated in the case of three different board games.
APA, Harvard, Vancouver, ISO, and other styles
10

Strååt, Björn, Fredrik Rutz, and Magnus Johansson. "Does Game Quality Reflect Heuristic Evaluation?" International Journal of Gaming and Computer-Mediated Simulations 6, no. 4 (2014): 45–58. http://dx.doi.org/10.4018/ijgcms.2014100104.

Full text
Abstract:
Usability evaluation tools in the form of heuristic lists can be very helpful in software development. In the field of video game design, researchers are continuously developing new heuristic tools aimed specifically at video game productions. However, through previous studies, the authors have found that even though these tools are frequent and common, design issues regularly appear in video games. This study examines whether video game heuristics are able to capture and evaluate softer values of video game interaction, based on the challenges, flow and immersion of gameplay. By conducting a heuristic evaluation on low scoring and high scoring games the authors manage to show which kind of design issues are most frequent in both high and low scoring games. As a further result of the study, two new heuristics are presented.
APA, Harvard, Vancouver, ISO, and other styles
More sources

Dissertations / Theses on the topic "Authors (Game)"

1

McBride, Barbara L. "Joseph Knecht's pattern of awakening in Hermann Hesse's The glass bead game." Scholarly Commons, 1995. https://scholarlycommons.pacific.edu/uop_etds/2284.

Full text
Abstract:
The purpose of this thesis is to establish the pattern of Joseph Knecht's awakening in Hermann Hesse's The Glass Bead Game. Based on the premise that Knecht, unlike Hesse's previous protagonists, is an integrated individual living within a disintegrated and segregated environment, a secondary intent of this paper is to examine the paradox of Knecht's Castalian existence. Each chapter concentrates on a stage of Knecht's development, both formally as a Castalian, and psychologically as an individual who is committed to serving the highest authority. This authority is not the rigid, one-dimensional Castalia but rather the dynamic force which governs all life. Knecht compares himself to music and perceives his life as a process of becoming. As he ascends the ladder of Castalian hierarchy, Knecht's own consciousness develops through the intervention of several antithetical figures who challenge him to reconcile the subjective nature of Truth and the transience of all forms. When he can no longer justify serving an Order which is governed by the pretense of perfection and permanence, Knecht feels obligated to warn Castalia of its own temporality and to resign his position as Magister Ludi. Knecht's leap beyond Castalia and into the deadly lake at Belpunt serves two purposes; not only does he take the first step toward integrating Castalia and the outside world, but he fulfills his own life by sacrificing himself to his pupil Tito.
APA, Harvard, Vancouver, ISO, and other styles
2

Whittemore, Rhys Duncan. "Tabletop Role-Playing Games and the Actual Play Show: Author, Audience, and Adaptation." Thesis, Virginia Tech, 2021. http://hdl.handle.net/10919/103882.

Full text
Abstract:
Though tabletop role-playing games, or TRPGs, have received some scholarly attention since the creation of Dungeons and Dragons in the 1970s, very few scholars have considered how TRPGs function as a vehicle for long-form narrative. As an inherently collaborative form of narrative, the TRPG demonstrates a unique relationship between author and audience, as participants take on both roles during play. Previous narratological models of author-audience interaction are insufficient to understand the way that authorship functions in the TRPG, and the rise of actual play shows, where TRPGs are broadcast for an audience of nonparticipants, adds an extra layer of complexity to these author-audience relations. This thesis identifies key narrative elements of the TRPG, including game mechanics, framing, and collaboration, and examines how popular actual play shows and their graphic adaptations engage with these elements to create their narratives. This examination indicates that TRPGs create complex author-webs where each participant is both author and audience, and this influence pushes actual play shows and further adaptations of TRPG narratives to expand the ways in which audiences can influence and interact with narratives as they are created. The TRPG genre continues to explore how these elements can be developed beyond traditional understandings of narrative, and this development provides a framework for further narratological study of interactive works, which will only continue to evolve and grow in popularity and complexity in the continuing digital era.<br>Master of Arts<br>The tabletop role-playing game, or TRPG, has been growing in popularity since the creation of Dungeons and Dragons in the 1970s, and the rise of the actual play show, where a TRPG game is broadcast to viewers via video or podcast, has spurred both casual and scholarly interest in the TRPG. Players of TRPGs create narratives through collaborative storytelling moderated by certain rules and game mechanics, so each participant in a TRPG acts as both author and audience, as they create certain elements of the narrative and also witness the narrative creations of the other players. This particular collaborative author-audience model is not seen in any other form of narrative, and existing models of author-audience interactions do not account for authorship in the TRPG. Therefore, this thesis examines how several elements of the TRPG, such as the use of game mechanics to structure the narrative, the multiple frames in which players interact with each other, and the collaboration inherent in every game, contribute to the ways that authorship and audience interact in the narrative. It also looks at how popular actual play shows and the graphic novels they've created of their narratives engage with these elements to create their own unique audience interactions. As audience participation in the development of the stories they're consuming become more prominent with the rise of video games and other interactive media, an understanding of the evolving relationship between authorship and audience developed by the TRPG becomes important for examining interactive works in general.
APA, Harvard, Vancouver, ISO, and other styles
3

Meyers, Rachel Elizabeth. "In Search of an Author: From Participatory Culture to Participatory Authorship." BYU ScholarsArchive, 2014. https://scholarsarchive.byu.edu/etd/4140.

Full text
Abstract:
The question of fidelity, which has long been at the center of adaptation studies, pertains to the problem of authorship. Who can be an author and adapt a text and who cannot? In order to understand the problem of fidelity, this thesis asks larger questions about the problems of authorship, examining how authorship is changing in new media. Audiences are taking an ever-increasing role in the creation and interpretation of the texts they receive: a phenomenon this thesis refers to as participatory authorship, or the active participation of audience members in the creation, expansion, and adaptation of another's creative work. In order to understand how audiences are creating texts, first the place of the player within video games is addressed. Due to the nature of the medium, players must become active co-creators of a video game. Drawing a parallel between video game players and performance, it is argued that players must simultaneously perform and author a text, illustrating the complex and multilayered nature of authorship in video games. In the second chapter the role of the fan is examined within the context of the My Little Pony fandom, Bronies. Like players, fans take an active role in the creation of the text and destabilize the traditional notion of authorship by partially controlling of a text from the original author. By examining the place of the player and the fan the traditional notion of authorship is destabilized, and the more open and collaborative model of participatory authorship is proposed.
APA, Harvard, Vancouver, ISO, and other styles
4

Andersson, Ola. "Bargaining and communication in games /." Lund: Univ., Dep. of Economics, 2008. http://www.gbv.de/dms/zbw/56139136X.pdf.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Mamelouk, Douja. "Redirecting al-nazar contemporary Tunisian women novelists return the gaze /." Connect to Electronic Thesis (ProQuest) Connect to Electronic Thesis (CONTENTdm), 2010. http://worldcat.org/oclc/649823780/viewonline.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Wengström, Erik. "Communication in games and decision making under risk /." Lund: Univ., Dep. of Economics, 2007. http://www.gbv.de/dms/zbw/561390584.pdf.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Hammad, Hayssam Mohammed Saber Abdallah. "Ownership and authorship in copyright law : a proposal to re-categorise works and a digital implementation." Thesis, University of Exeter, 2015. http://hdl.handle.net/10871/17636.

Full text
Abstract:
The thesis argues that there is a pressure on the authorship concept since the emergence of collections of facts, anthologies, and adaptations of pre-existing works. These works were the reason that Judges offered various interpretations to authorship and originality, as some Judges lessened the requirement of originality to obtain copyrightability for these works and some raised it. This led to make the protection granted by copyright law to intellectual works vague and uncertain. This became apparent in conflicts in courts decisions on copyright subsistence in works. This subsequently led to confusion around the criteria of interpretation that should be adopted and the theory or justification that copyright law is founded upon. The thesis argues that this vagueness and uncertainty is related not to the authorship concept but to the failure of law to adapt to two separate natures of works, one including authorial, mental and personal contribution and the other only including manually skilful contribution. Those two kinds cannot be subject to same principles or justifications of protection. The inexistence of such differentiation in doctrine, judiciary and legislation led to the distortion of authorship and originality concepts in the attempts to reduce their interpretation to suit those works that actually miss authorial contribution. Alternatively, whole attention was paid to granting ownership to right holders of these works, which led to the prevalence of the ownership concept as being a necessity for the marketability of cultural works over the authorship concept. The thesis finds that this difference in nature can be uncovered by settling on a differentiation between two kinds of skills that are used in creating works: the mental skills, which are authorial skills, on the one side, and manual skills, which are the collecting, combining, performing or executing skills, on the other. Accordingly, this thesis proposes a categorisation of works, that of ‘high, low and non-authorship’ works, which relies on the nature of the works and elements of authorship in the work. The thesis finds that every category of works needs a separate criterion that can suit its nature and constituent authorship elements; also, the protection needs to be graded depending on the level of authorship in the work. This thesis suggests that such a legal proposition be implemented digitally in what it calls the ‘Digital Cultural National Gate’, which decides the category the work should belong to and the correspondent protection, and that through some questionnaires on the work the authorship elements can be recognised.
APA, Harvard, Vancouver, ISO, and other styles
8

Guezmir, Asma. "La question du lecteur dans l'oeuvre romanesque de Retif de la Bretonne : Le Pornographe, Le Paysan perverti, Le Ménage parisien." Thesis, Paris 4, 2012. http://www.theses.fr/2012PA040144.

Full text
Abstract:
Cette thèse porte sur la question du lecteur dans trois textes de Rétif de la Bretonne : Le Paysan perverti (1775), Le Ménage parisien (1772) et Le Pornographe (1769). Malgré la diversité de son contenu et de sa structure, ce corpus a en commun de mettre en abyme la figure du lecteur. Bien que sollicité, souvent même à l’excès, le lecteur des trois textes entretient des relations très tendues avec l’auteur. Celui-ci s’emploie à conditionner l’exercice de la lecture tout en simulant de favoriser la liberté du lecteur. Ce rapport de force se déploie à plusieurs niveaux des ouvrages étudiés. Il est explicite à travers la figure du lecteur intradiégétique. Il est plus subtil et latent, en revanche, quand Rétif construit dans le texte l’image du lecteur « idéal ». Outre un attachement « viscéral » à l’oeuvre, nous décelons dans l’écriture romanesque rétivienne une conception moderne de la relation auteur/lecteur. « Inégal » dans sa production, « maladroit », « impertinent », Rétif a pourtant très tôt lancé une réflexion inédite sur le rôle du lecteur dans l’accomplissement du fait littéraire. Le lecteur y est, en effet, considéré comme l’émule de l’auteur : un copropriétaire potentiel, voire un propriétaire légitime de l’oeuvre dont dépend son devenir. Mais Rétif n’est pas pour autant prêt au partage, encore moins à être « dépossédé » de son oeuvre. Le tiraillement permanent de l’auteur transfigure ainsi l’expérience littéraire en une expérience humaine<br>The thesis purports to investigate the ‘reader’ in three works by Rétif de la Bretonne which are: Le Paysan perverti (1775), Le Ménage parisien (1772) and Le Pornographe (1769). Though diverging in content and structure, the three works converge in the desire to inscribe the reader in the text. Although sought for, quite often in an exaggerated way, the reader in the three texts has an extremely tense relationship with the author who is committed to control the act of reading while pretending to leave the reader total freedom. This struggle for power is felt at various levels in the three texts examined; it is made overt through the figure of the intradiegetic reader but subtler when appealing to the figure of the ‘ideal reader’. Apart from the visceral tie to the text, we distinguish in the retivian novelistic discourse a modern conception of the author/reader relationship. Though ‘uneven’, ‘clumsy’ and ‘impertinent’, Rétif, early on, declared implicitly within his work a first-time vision of the role of the reader in the accomplishment of the literary act. The reader is in fact inscribed in the text as the emulator of the author: a potential and legitimate owner of the work on which depends his becoming. However, Rétif is not ready to surrender his authorship. The continual division of the author transfigures the literary experience into a human one
APA, Harvard, Vancouver, ISO, and other styles
9

Wood, Hannah. "Video game 'Underland', and, thesis 'Playable stories : writing and design methods for negotiating narrative and player agency'." Thesis, University of Exeter, 2016. http://hdl.handle.net/10871/29281.

Full text
Abstract:
Creative Project Abstract: The creative project of this thesis is a script prototype for Underland, a crime drama video game and digital playable story that demonstrates writing and design methods for negotiating narrative and player agency. The story is set in October 2006 and players are investigative psychologists given access to a secure police server and tasked with analysing evidence related to two linked murders that have resulted in the arrest of journalist Silvi Moore. The aim is to uncover what happened and why by analysing Silvi’s flat, calendar of events, emails, texts, photos, voicemail, call log, 999 call, a map of the city of Plymouth and a crime scene. It is a combination of story exploration game and digital epistolary fiction that is structured via an authored fabula and dynamic syuzhet and uses the Internal-Exploratory and Internal-Ontological interactive modes to negotiate narrative and player agency. Its use of this structure and these modes shows how playable stories are uniquely positioned to deliver self-directed and empathetic emotional immersion simultaneously. The story is told in a mixture of enacted, embedded, evoked, environmental and epistolary narrative, the combination of which contributes new knowledge on how writers can use mystery, suspense and dramatic irony in playable stories. The interactive script prototype is accessible at underlandgame.com and is a means to represent how the final game is intended to be experienced by players. Thesis Abstract: This thesis considers writing and design methods for playable stories that negotiate narrative and player agency. By approaching the topic through the lens of creative writing practice, it seeks to fill a gap in the literature related to the execution of interactive and narrative devices as a practitioner. Chapter 1 defines the key terms for understanding the field and surveys the academic and theoretical debate to identify the challenges and opportunities for writers and creators. In this it departs from the dominant vision of the future of digital playable stories as the ‘holodeck,’ a simulated reality players can enter and manipulate and that shapes around them as story protagonists. Building on narratological theory it contributes a new term—the dynamic syuzhet—to express an alternate negotiation of narrative and player agency within current technological realities. Three further terms—the authored fabula, fixed syuzhet and improvised fabula—are also contributed as means to compare and contrast the narrative structures and affordances available to writers of live, digital and live-digital hybrid work. Chapter 2 conducts a qualitative analysis of digital, live and live-digital playable stories, released 2010–2016, and combines this with insights gained from primary interviews with their writers and creators to identify the techniques at work and their implications for narrative and player agency. This analysis contributes new knowledge to writing and design approaches in four interactive modes—Internal-Ontological, Internal-Exploratory, External-Ontological and External-Exploratory—that impact on where players are positioned in the work and how the experiential narrative unfolds. Chapter 3 shows how the knowledge developed through academic research informed the creation of a new playable story, Underland; as well as how the creative practice informed the academic research. Underland provides a means to demonstrate how making players protagonists of the experience, rather than of the story, enables the coupling of self-directed and empathetic emotional immersion in a way uniquely available to digital playable stories. It further shows how this negotiation of narrative and player agency can use a combination of enacted, embedded, evoked, environmental and epistolary narrative to employ dramatic irony in a new way. These findings demonstrate ways playable stories can be written and designed to deliver the ‘traditional’ pleasure of narrative and the ‘newer’ pleasure of player agency without sacrificing either.
APA, Harvard, Vancouver, ISO, and other styles
10

Jonsson, Linda. "Handikappad eller frisk? : - två tidskrifters perspektiv på idrott." Thesis, Uppsala University, Department of Information Science, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-6039.

Full text
Abstract:
<p>Abstract</p><p>Purpose/Aim: The aim is to investigate if there are any differences in the reporting from the Olympic games and the Paralympic games, according to different periodicals or magazines, with focus on Paralymics and sports for handicapped. If so, what are those differences?</p><p>Material/Method: The material consists of two periodicals, or magazines; Svensk idrott which is the official paper for the swedish Riksidrottsförbundet, and Handikappidrott, which is the official paper for the swedish Handikappidrottsförbundet. Articles considering the summer games in 1972 and 1976, 1984, 1996 and 2000 was studied with regard to models developed by Algirdas J. Greimas. The methods are both quantitative and qualitative.</p><p>Main results: The main results are that the biggest difference between the periodicals really lie in the selection of articles and also in the amount of articles published, considering the games. In Handikappidrott, the articles are aimed towards an initiated audience who are supposed to know much about handicapped people and their sports. Svensk idrott focuses a lot more on different aspects of the Olympic games, such as politics and economy. Also has the aspect of normalisation been of current interest – the problem is that the more of handicapped people and issues that are presented to the audience in order to pinpoint the normality of the issue, the more focus come to lie on what is different from the non-handicapped, and in that way enlarge the gap between handicapped an non-handicapped.</p><p>Keywords: Olympic games, Paralympics, actants, narrator, implied author, normalisation</p>
APA, Harvard, Vancouver, ISO, and other styles
More sources

Books on the topic "Authors (Game)"

1

Friedman, Rosemary. The writing game. Empiricus, 1998.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

Friedman, Rosemary. The writing game. Empiricus, 1999.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

The shape game. Farrar, Straus and Giroux, 2003.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

Cohen, Leonard. The favorite game. C. Bourgeois, 1989.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
5

Cohen, Leonard. The favourite game. McClelland and Stewart, 1994.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
6

Cohen, Leonard. The Favourite Game. HarperCollins, 2009.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
7

Cohen, Leonard. The favourite game. M&S, 2000.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
8

Cohen, Leonard. The Favorite Game. Vintage Books, 2003.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
9

Cohen, Leonard. The favourite game. McClelland and Stewart, 1994.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
10

Sotamaa, Olli, and Jan Svelch, eds. Game Production Studies. Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463725439.

Full text
Abstract:
Video games have entered the cultural mainstream and now rival established forms of entertainment such as film or television in terms of economic profits. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities within the industry. In Game Production Studies, an international group of researchers takes a closer look at the everyday realities of video game production, ranging from commercial studios to independent creators. Across sixteen chapters, the authors deal with issues related to labour, production routines, or monetization, as well as local specificities. As the first edited collection dedicated solely to video game production, this volume provides a timely resource for anyone interested in how games are made and at what cost.
APA, Harvard, Vancouver, ISO, and other styles
More sources

Book chapters on the topic "Authors (Game)"

1

"Authors." In Architectonics of Game Spaces. transcript-Verlag, 2019. http://dx.doi.org/10.14361/9783839448021-023.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

"About the Authors." In Social Game Design. Elsevier, 2012. http://dx.doi.org/10.1016/b978-0-240-81766-8.00012-9.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

"About the Authors." In Cultures of Computer Game Concerns. transcript-Verlag, 2018. http://dx.doi.org/10.14361/9783839439340-020.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

"A Call for Authors." In The Crime Numbers Game. CRC Press, 2012. http://dx.doi.org/10.1201/b11477-13.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Burrow, Colin. "Posthuman Postscript." In Imitating Authors. Oxford University Press, 2019. http://dx.doi.org/10.1093/oso/9780198838081.003.0012.

Full text
Abstract:
The Postscript asks whether a machine could in the future successfully imitate a human poet. It discusses the history of artificially generated poems from early schoolroom manuals through John Clark’s ‘Eureka Machine’ of 1845 to the age of the computer. It relates Alan Turing’s ‘Imitation Game’, in which a computer mimics the linguistic behaviour of a human being, to a wider mid-twentieth-century tendency to see poetry as the ultimate challenge for an electronic imitator of human behaviour. The chapter argues that a computer which depended on statistical modelling of prior poetic corpuses would not be able to replicate the actions of a human imitator, because imitating authors imitate not simply words but practices, and those are not simply codifiable. Imitators do not simply follow the rules implicit in earlier texts, but might imitate an earlier author’s willingness to break those rules. The chapter shows that a pervasive opposition between biological and digital systems runs through writing about the possibility of artificially imitating human consciousness, which is the latest manifestation of the opposition between a ‘living’ recreation of a past author and a simulacrum. It concludes by discussing the Xenotext by the Canadian experimental poet Christian Bök, which seeks to create a perpetually living poetry engine embedded in the DNA of a permanently durable microbe. This takes the long-standing metaphor of a ‘living’ imitation to the cellular level, and makes of imitatio an unending biological process of transformation.
APA, Harvard, Vancouver, ISO, and other styles
6

Adcock, Amy B., Ginger S. Watson, Gary R. Morrison, and Lee A. Belfore. "Effective Knowledge Development in Game-Based Learning Environments." In Gaming and Cognition. IGI Global, 2010. http://dx.doi.org/10.4018/978-1-61520-717-6.ch007.

Full text
Abstract:
Serious games are, at their core, exploratory learning environments designed around the pedagogy and constraints associated with specific knowledge domains. This focus on instructional content is what separates games designed for entertainment from games designed to educate. As instructional designers and educators, the authors want serious game play to provide learners with a deep understanding of the domain, allowing them to use their knowledge in practice to think through multifaceted problems quickly and efficiently. Attention to the design of serious game affordances is essential to facilitating the development of domain knowledge during game play. As such, the authors contend that serious game designers should take advantage of existing prescriptions found in research on knowledge development in exploratory learning environments and tests of adaptive instructional designs in these environments. It is with this intention that the authors use evidence from research in cognitive processes and simulation design to propose design heuristics for serious game affordances to optimize knowledge development in games.
APA, Harvard, Vancouver, ISO, and other styles
7

Strååt, Björn, Fredrik Rutz, and Magnus Johansson. "Does Game Quality Reflect Heuristic Evaluation?" In Gamification. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch101.

Full text
Abstract:
Usability evaluation tools in the form of heuristic lists can be very helpful in software development. In the field of video game design, researchers are continuously developing new heuristic tools aimed specifically at video game productions. However, through previous studies, the authors have found that even though these tools are frequent and common, design issues regularly appear in video games. This study examines whether video game heuristics are able to capture and evaluate softer values of video game interaction, based on the challenges, flow and immersion of gameplay. By conducting a heuristic evaluation on low scoring and high scoring games the authors manage to show which kind of design issues are most frequent in both high and low scoring games. As a further result of the study, two new heuristics are presented.
APA, Harvard, Vancouver, ISO, and other styles
8

Ahern, Terence C., and Angela Dowling. "Games, Models, and Simulations in the Classroom." In Cases on Digital Game-Based Learning. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-2848-9.ch019.

Full text
Abstract:
Games, models, and simulations have been suggested as an effective classroom activity for the middle school. This chapter describes the use of a teacher created simulation targeted to one unit of the science curriculum. The authors found the key feature in playing games in the classroom is for each student to commit to the effort of playing the game. Given the cultural importance of video games, students understand the underlying requirements of playing games. Once the students commit wholeheartedly to playing the game they are able to engage their imagination and creativity while understanding that “failure” is simply a part of the game. The key to the authors’ success was the use of a whole class scaffolding technique that allowed the teacher and her students an opportunity to play.
APA, Harvard, Vancouver, ISO, and other styles
9

Xu, Yingxiao, Jay Ramanathan, and Rajiv Ramnath. "Serious Game Framework for Design of Medical Applications." In Handbook of Research on Serious Games as Educational, Business and Research Tools. IGI Global, 2012. http://dx.doi.org/10.4018/978-1-4666-0149-9.ch018.

Full text
Abstract:
Serious games have potential for achieving a variety of effectiveness goals for different stakeholders in complex domains like healthcare. The authors propose a Serious Game Framework (SGF) that provides a conceptual architecture that considers the design alternatives, support for multiple game types on the same architecture, and the ability to assess, research, and improve the learning process. The authors show with examples how with this, on one hand, the same knowledge content can be used in different serious games to achieve different learning outcomes and goals. On the other hand, the same goal can be achieved by different serious games, and user preferences might determine what games are used. The game interaction data also becomes shareable and useful for analysis and continuous improvement.
APA, Harvard, Vancouver, ISO, and other styles
10

Levitt, Roberta, and Joseph Piro. "Game-Changer." In Gamification. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch040.

Full text
Abstract:
Technology integration and Information and Communication Technology (ICT)-based education have enhanced the teaching and learning process by introducing a range of web-based instructional resources for classroom practitioners to deepen and extend instruction. One of the most durable of these resources has been the WebQuest. Introduced around the mid-1990s, it involves an inquiry-centered activity in which some or all of the information learners interact with comes from digital artifacts located on the Internet. WebQuests still retain much of their popularity and educational relevance and have shown remarkable staying power. Because of this, recontextualizing the WebQuest and situating it within the modern-day trend of the “gamification” of instructional design is examined, together with how the WebQuest can promote solid academic gain by placing students inside a learning space patterned after a multi-user virtual environment. This structure includes emphasis on teamwork and socially responsible problem-solving, intense task immersion, task game flow and scalability, and reward cycles. The authors also discuss how including an upgraded WebQuest informed by Common Core Grade-Specific Learning Standards in pre-service education curriculum can advance multiple facets of teacher education with candidates who are acquiring, learning, applying, and integrating pedagogical, technological, and content-area skills. Further, the authors offer suggestions for new directions in the use of web-based resources in 21st century education enterprise.
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Authors (Game)"

1

Stanescu, Ioana Andreea, Aurelian Mihai Stanescu, Mihnea Moisescu, Ioan Stefan Sacala, Antoniu Stefan, and Jannicke Baalsrud Hauge. "Enabling Interoperability Between Serious Game and Virtual Engineering Ecosystems." In ASME 2014 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/detc2014-35418.

Full text
Abstract:
Interoperability and reusability stand out as key factors that nurture the cost-efficiency, quality and expansion of Serious Game Ecosystems (SGE). This paper builds upon the blooming development of SGE and explores the new horizons SGE have brought for the enhancement of virtual engineering technologies and applications. The authors consider the integration of SGE into the Virtual Engineering and Systems (VES) workflow. SGEs are becoming an important component in enterprise agility and sustainability. In this context, the authors propose an Interoperability SGE Framework to facilitate reusability and interconnection within Game-based VES. The framework focuses on data, information, services, processes and organization interoperability and proposes a technical, cyber-physical, functional and organizational view. The integration of Cyber-Physical Systems with SGEs enable the development of new paradigms and game models including sensor and actuator integration, context sensing, smart environments and sensing objects.
APA, Harvard, Vancouver, ISO, and other styles
2

Oberoi, Sharad, Susan Finger, and Eric Rosé. "Online Implementation of the Delta Design Game for Analyzing Collaborative Team Practices." In ASME 2013 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/detc2013-13319.

Full text
Abstract:
Over the past four years the authors have developed an online version of the Delta Design game, a board game which was developed by Bucciarelli (1) to teach students design collaboration skills. In the online version, players move tiles on a shared virtual board and communicate only through text chat. In addition, the objective functions are computed automatically each time a tile is moved, so the focus of the game changes from rapid number-crunching to negotiation. Since every state of the board, along with micro-level team performance and chat data, are captured, the resulting corpus from 38 four-player team games provides a rich resource to explore different aspects of collaborative team practices. This paper gives an overview of the online implementation of Delta Design and discusses the findings from user studies including several undergraduate capstone design classes. Observations of the board-moving tactics show that teams planning a strategy before starting the game or players sharing details about their role’s constraints with other team members do not have much effect on the game’s outcome. Finally, this paper demonstrates that the complex rules of the Delta Design game make it a suitable candidate for analyzing collaboration strategies in team-based design projects.
APA, Harvard, Vancouver, ISO, and other styles
3

Pool, M. N. "Increasing Value of Architecture in the Platform Society." In International Conference on the 4th Game Set and Match (GSM4Q-2019). Qatar University Press, 2019. http://dx.doi.org/10.29117/gsm4q.2019.0010.

Full text
Abstract:
The author has developed several methods for democratizing the architectural design process resulting in a more user specific and open architecture. Our cities need Open Systems in order to grow and become resilient and not rigid ones. People should be able to change the environment they live in, the longer they live in them. The city's Eco-System is about equilibrium and balance, for a city to evolve, this balance is important. The city needs to remain open and unpredictable in order to be resilient. This paper describes which Open Process and tools result in creating Open Buildings. The authors mission to aim for an Open City is being described by implemented case studies. The author's experience and theoretical framework is being developed synchronously. Since architecture and urban design touches on all levels of society, space&amp;matter involves a wide spectrum of disciplines in their design and development process. Before configuring space, understanding socio-cultural processes adds relevance to our designs; our objective is connecting people and their environments. In order to reach a high level of connectivity in the built environment it's relevant to Open up the Design Process. Experts, stakeholders and also end-users can collaborate in the process of creation from an early stage. This makes our architecture more specific and more sustainable.
APA, Harvard, Vancouver, ISO, and other styles
4

Bhatt, Apoorv Naresh, Rahul Bhaumik, Kumari Moothedath Chandran, and Amaresh Chakrabarti. "IISC DBox: A Game for Children to Learn Design Thinking." In ASME 2019 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/detc2019-98066.

Full text
Abstract:
Abstract Design thinking (DT) can be a valuable tool for nurturing problem-solving abilities in school children. The objective of the paper is two-fold. The first is to evaluate the effectiveness of the DT process as a potential tool for open-ended problem-solving for school children; the second is to test the effectiveness of gamification of the DT process in terms of the extent of comprehension and learning of the process enabled by gamification. The paper presents a framework for IISC, a Design Thinking Process developed by the authors, and compares two gamified models of the DT process against one another using empirical studies that involved school children in the age-range of 14 to 18 (8th to 12th years of their twelve years of school education) playing the games. Feedback from the students and their mentors during the game was used as data for evaluation. The paper also discusses the limitations identified and suggested improvements of the two gamified models, and implications of these for designing more effective games.
APA, Harvard, Vancouver, ISO, and other styles
5

Farhana, Mosarrat, and Daniel Swietlicki. "Digitalization as a Game-Changer: A Study on Swedish Video Game Industry." In The 2st Linnaeus Student Conference on Information Technology: Digital Transformation in the Contemporary World. Lnu Press, 2021. http://dx.doi.org/10.15626/lscit2020.01.

Full text
Abstract:
The purpose of this study is to extend the understanding of the business model of video game retailers using online and physical stores. It focuses on the impact of digitalization on the retailing industry considering different actors like retailers and consumers. This is a qualitative multiple-case study based on deductive reasoning. Two cases of click-and-mortar retailers operating in the Swedish video game industry have been considered along with feedback from customers. Online personal interviews and semi-structured interviews have been conducted with retailers and customers respectively. Both primary and secondary data have been used. Findings show that video game retailers need to encourage engagement through incentives and other activities to create value and change up their formats and sales strategies through pricing to reach new customers and focus on design of their online store fronts to convey trustworthiness. It offers some insightful practical suggestions to retailers who are struggling hard to adopt digital transformations in the industry. Authors’ proposed research model, based on Sorescu et al. (2011)’s retail business model and the empirical findings, contributes in the less explored domain of research on business models from retailer’s perspectives. Moreover, it adds values in industry specific study like the video game industry in Sweden considering all actors, which is argued as scarce.
APA, Harvard, Vancouver, ISO, and other styles
6

Ştefan, Antoniu, Ioana Andreea Stănescu, and Jannicke Madeleine Baalsrud Hauge. "Approaches to Reengineering Digital Games." In ASME 2016 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2016. http://dx.doi.org/10.1115/detc2016-60061.

Full text
Abstract:
Research has highlighted Digital Games (DG)’ capacity to enhance skill and abilities through their persuasiveness and motivational appeal, which can support immersive, situated and user-centered experiences. DG development remains a challenge both in terms of costs and of the diverse range of advanced, multi-disciplinary expertise required to develop a DG. Developing DGs for such a complex domain as Mechanical Engineering (ME) to better equip engineering students to practice at the intersection of complex systems increases this challenge. An alternative to decrease costs is to capitalize on existing DGs. The paper analyzes opportunities for DG adaptation, in order to enable the reengineer of existing games to fit specific purposes and support knowledge transfer. The authors build upon current research and practices to construct an approach for adapting DG content. Two case studies are presented as a proof of concept to exemplify the different levels of the digital game reengineering process.
APA, Harvard, Vancouver, ISO, and other styles
7

Gralla, Erica, and Zoe Szajnfarber. "Games and Exercises for Teaching and Research: Exploring How Learning Varies Based on Fidelity and Participant Experience." In ASME 2018 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2018. http://dx.doi.org/10.1115/detc2018-85827.

Full text
Abstract:
It has long been recognized that games are useful in engineering education, and more recently they have also become a common setting for empirical research. Games are useful for both teaching and research because they mimic aspects of reality and require participants to reason within that realistic context, and they allow researchers to study phenomena empirically that are hard to observe in reality. This paper explores what can be learned by students and by researchers, based on the authors’ experience with two sets of games. These games vary in both the experience level of the participants and the “fidelity” or realism of the game itself. Our experience suggests that what can be learned by participants and by researchers depends on both these dimensions. For teaching purposes, inexperienced participants may struggle to connect lessons from medium-fidelity games to the real world. On the other hand, experienced participants may learn more from medium-fidelity games that provide the time and support to practice and reflect on new skills. For research purposes, high-fidelity games are best due to their higher ecological validity, even with inexperienced participants, although experienced participants may enable strong validity in medium-fidelity settings. These findings are based on experience with two games, but provide promising directions for future research.
APA, Harvard, Vancouver, ISO, and other styles
8

Baalsrud Hauge, Jannicke M., Ioana Andreea Stănescu, Maira B. Carvalho, Antoniu Stefan, Marian Banica, and Theodore Lim. "Integrating Gamification in Mechanical Engineering Systems to Support Knowledge Processes." In ASME 2015 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2015. http://dx.doi.org/10.1115/detc2015-47695.

Full text
Abstract:
Rapid technological changes have a large influence in the field of engineering systems. However, just being fast is not sufficient; additionally, the system has to be user-friendly, flexible and cost effective. Serious Games (SG), as fast-paced, immersive, interactive media, have not only become popular in various learning and training environments, including engineering, but there are also several examples on how game-based mechanisms can be used to enhance User Experience (UX) and performance. So far, gamification of Mechanical Engineering Systems (MES) have not reached their full potential, due to the fact that gamification efforts are costly, time consuming to develop, and require the constant involvement of MES developers even for small changes. Furthermore, its adaption to MES requires specific knowledge in game design and development. Thus, as demand for user friendlier, intuitive interfaces increases, there is also a need for support tools that enable access to design and development of gamification mechanisms for non-SG professionals. In this context, the authors discuss the creation of a library of User Interface (UI) automation tools that enables gamification and through which tutors can create interactive learning scenarios to guide users through the functionalities of engineering systems. Such tools have the potential to support knowledge processes, respectively knowledge experiencing, conceptualizing, analyzing and applying, in engineering environments.
APA, Harvard, Vancouver, ISO, and other styles
9

Galeev, A. R., M. V. Basaraba та F. R. Yakushev. "THE JAPANESE GAME ЭYUKIGASSENЭ AS A MEANS OF HEALTH AND RECREATIONAL PHYSICAL CULTURE IN EXTRACURRICULAR ACTIVITIES OF STUDENTS". У Х Всероссийская научно-практическая конференция. Нижневартовский государственный университет, 2021. http://dx.doi.org/10.36906/fks-2020/09.

Full text
Abstract:
Sports events occupy a large place in the life of every person, regardless of whether he is an athlete or not, is engaged in high-performance sports or conquers local peaks of local significance. Such events may be of a different nature. So, they can be a qualification to have certain rules to include the ratings and to make a selection of athletes in teams. They may, on the contrary, be Amateur, have no specific rules or federations. They often involve the participation of everyone willing to do so. The authors of the article consider the possibility of conducting extracurricular activities according to the rules of the Japanese game «Yukigassen» as one of the means of the recreational and recreational culture of young students.
APA, Harvard, Vancouver, ISO, and other styles
10

Байкадамова, М. С., та З. М. Нуржанова. "МЕТОНИМИЯ В ЯЗЫКЕ ПОЛИТИКА". У Proceedings of the XXVII International Scientific and Practical Conference. RS Global Sp. z O.O., 2021. http://dx.doi.org/10.31435/rsglobal_conf/25032021/7467.

Full text
Abstract:
This article examines the features of the methods of metonymy as a mechanism of allegorical thinking in the language of politics. The authors give examples of metonymic synergistic models in a political context: product color, political concept; metonymic compression; name - product, name - political trend, political idea, political activity; synecdoche "part - whole", "whole - part". To carry out the linguistic analysis, material from newspapers, magazines, news sites and other sources was used. The authors come to the conclusion that cognitive metonymy in the process of implementing mental models performs, firstly, the function of concretizing abstract political ideas, social phenomena and clearly, vividly represents them, and secondly, reflects an assessment, acts as a means of political assessment and implements an axiological function, thirdly, it serves as a means of a language game, contributing to the emotionality and effectiveness of a political text.
APA, Harvard, Vancouver, ISO, and other styles

Reports on the topic "Authors (Game)"

1

Styugina, Anastasia. Internet game "Sign me up as an astronaut" for the formation of the social and psychological experience of younger adolescents with disabilities by means of game psychocorrection. Science and Innovation Center Publishing House, 2020. http://dx.doi.org/10.12731/sign_me_up_as_an_astronaut.

Full text
Abstract:
In the practice of a teacher-psychologist at the School of Distance Education, the game “Sign me up as an astronaut”, developed by the author, was tested, aimed at developing the skills of social and psychological interaction in younger adolescents with disabilities through the awareness and strengthening of personal resources by means of game psychocorrection. The specifics of the work of a psychologist at the School of Distance Education are determined by the following circumstances: - students have a severe disability and the corresponding psychophysical characteristics: instability of the emotional-volitional sphere, lack of motivation, severe physical and mental fatigue, low level of social skills, etc. - the use of distance educational technologies in psychocorrectional work; - lack of methodological recommendations for psychocorrectional work in conditions of distance technologies with school-age children. Such recommendations are available mainly for adults, they relate to the educational process, but they do not cover the correctional process. There is enough scientific and methodological literature on psychological and pedagogical correction, which is the basis for ensuring the work of a practicing psychologist, but there are difficulties in transferring these techniques, games, etc. - to the remote mode of correctional and developmental work, especially in the form of group work. During the game, various social and psychological situations are solved, which are selected strictly according to the characteristics of the social experience of the participants.
APA, Harvard, Vancouver, ISO, and other styles
2

Yatsymirska, Mariya. SOCIAL EXPRESSION IN MULTIMEDIA TEXTS. Ivan Franko National University of Lviv, 2021. http://dx.doi.org/10.30970/vjo.2021.49.11072.

Full text
Abstract:
The article investigates functional techniques of extralinguistic expression in multimedia texts; the effectiveness of figurative expressions as a reaction to modern events in Ukraine and their influence on the formation of public opinion is shown. Publications of journalists, broadcasts of media resonators, experts, public figures, politicians, readers are analyzed. The language of the media plays a key role in shaping the worldview of the young political elite in the first place. The essence of each statement is a focused thought that reacts to events in the world or in one’s own country. The most popular platform for mass information and social interaction is, first of all, network journalism, which is characterized by mobility and unlimited time and space. Authors have complete freedom to express their views in direct language, including their own word formation. Phonetic, lexical, phraseological and stylistic means of speech create expression of the text. A figurative word, a good aphorism or proverb, a paraphrased expression, etc. enhance the effectiveness of a multimedia text. This is especially important for headlines that simultaneously inform and influence the views of millions of readers. Given the wide range of issues raised by the Internet as a medium, research in this area is interdisciplinary. The science of information, combining language and social communication, is at the forefront of global interactions. The Internet is an effective source of knowledge and a forum for free thought. Nonlinear texts (hypertexts) – «branching texts or texts that perform actions on request», multimedia texts change the principles of information collection, storage and dissemination, involving billions of readers in the discussion of global issues. Mastering the word is not an easy task if the author of the publication is not well-read, is not deep in the topic, does not know the psychology of the audience for which he writes. Therefore, the study of media broadcasting is an important component of the professional training of future journalists. The functions of the language of the media require the authors to make the right statements and convincing arguments in the text. Journalism education is not only knowledge of imperative and dispositive norms, but also apodictic ones. In practice, this means that there are rules in media creativity that are based on logical necessity. Apodicticity is the first sign of impressive language on the platform of print or electronic media. Social expression is a combination of creative abilities and linguistic competencies that a journalist realizes in his activity. Creative self-expression is realized in a set of many important factors in the media: the choice of topic, convincing arguments, logical presentation of ideas and deep philological education. Linguistic art, in contrast to painting, music, sculpture, accumulates all visual, auditory, tactile and empathic sensations in a universal sign – the word. The choice of the word for the reproduction of sensory and semantic meanings, its competent use in the appropriate context distinguishes the journalist-intellectual from other participants in forums, round tables, analytical or entertainment programs. Expressive speech in the media is a product of the intellect (ability to think) of all those who write on socio-political or economic topics. In the same plane with him – intelligence (awareness, prudence), the first sign of which (according to Ivan Ogienko) is a good knowledge of the language. Intellectual language is an important means of organizing a journalistic text. It, on the one hand, logically conveys the author’s thoughts, and on the other – encourages the reader to reflect and comprehend what is read. The richness of language is accumulated through continuous self-education and interesting communication. Studies of social expression as an important factor influencing the formation of public consciousness should open up new facets of rational and emotional media broadcasting; to trace physical and psychological reactions to communicative mimicry in the media. Speech mimicry as one of the methods of disguise is increasingly becoming a dangerous factor in manipulating the media. Mimicry is an unprincipled adaptation to the surrounding social conditions; one of the most famous examples of an animal characterized by mimicry (change of protective color and shape) is a chameleon. In a figurative sense, chameleons are called adaptive journalists. Observations show that mimicry in politics is to some extent a kind of game that, like every game, is always conditional and artificial.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography