Academic literature on the topic 'Non-digital games'
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Journal articles on the topic "Non-digital games"
Plothe, Theo. "Bearded Dragons at Play." Exchanges: The Interdisciplinary Research Journal 7, no. 3 (June 24, 2020): 1–13. http://dx.doi.org/10.31273/eirj.v7i3.523.
Full textAllaire, Jason C., Anne Collins McLaughlin, Amanda Trujillo, Laura A. Whitlock, Landon LaPorte, and Maribeth Gandy. "Successful aging through digital games: Socioemotional differences between older adult gamers and Non-gamers." Computers in Human Behavior 29, no. 4 (July 2013): 1302–6. http://dx.doi.org/10.1016/j.chb.2013.01.014.
Full textSundqvist, Pia, and Liss Kerstin Sylvén. "Language-related computer use: Focus on young L2 English learners in Sweden." ReCALL 26, no. 1 (January 2014): 3–20. http://dx.doi.org/10.1017/s0958344013000232.
Full textSylvén, Liss Kerstin, and Pia Sundqvist. "Gaming as extramural English L2 learning and L2 proficiency among young learners." ReCALL 24, no. 3 (September 2012): 302–21. http://dx.doi.org/10.1017/s095834401200016x.
Full textSigurðardóttir, Helga Dís Ísfold. "Domesticating Digital Game-based Learning." Nordic Journal of Science and Technology Studies 4, no. 1 (December 1, 2016): 5. http://dx.doi.org/10.5324/njsts.v4i1.2168.
Full textFizek, Sonia. "Automation of play: Theorizing self-playing games and post-human ludic agents." Journal of Gaming & Virtual Worlds 10, no. 3 (October 1, 2018): 203–18. http://dx.doi.org/10.1386/jgvw.10.3.203_1.
Full textLages e Silva, Rodrigo, Gabriela Da Silva Bulla, Leandro Paz Da Silva, and Julia De Campos Lucena. "Os serious games e os regimes de sensibilidade: Paradoxos do uso de jogos na formação humana." education policy analysis archives 26 (September 17, 2018): 117. http://dx.doi.org/10.14507/epaa.26.3867.
Full textFizek, Sonia. "Automated State of Play." Digital Culture & Society 4, no. 1 (March 1, 2018): 201–14. http://dx.doi.org/10.14361/dcs-2018-0112.
Full textDunwell, Ian, Petros Lameras, Sara de Freitas, Panos Petridis, Maurice Hendrix, Sylvester Arnab, and Kam Star. "Providing Career Guidance to Adolescents through Digital Games." International Journal of Game-Based Learning 4, no. 4 (October 2014): 58–70. http://dx.doi.org/10.4018/ijgbl.2014100104.
Full textVanbecelaere, Stefanie, Katrien Van den Berghe, Frederik Cornillie, Delphine Sasanguie, Bert Reynvoet, and Fien Depaepe. "The effectiveness of adaptive versus non‐adaptive learning with digital educational games." Journal of Computer Assisted Learning 36, no. 4 (December 29, 2019): 502–13. http://dx.doi.org/10.1111/jcal.12416.
Full textDissertations / Theses on the topic "Non-digital games"
Blomqvist, Anja. "Jag har inte tid att spela tevespel : En kvalitativ studie om icke-spelares syn på digitalt spelande." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-29584.
Full textDenna studie utforskar vilka tänkbara faktorer som bidrar till att en del människor inte spelar digitala spel. Syftet med uppsatsen är att få en djupare förståelse för varför icke-spelare väljer bort denna aktivitet. Målet var att undersöka den sociala aspekten, tidsaspekten och tekniken som hindrande barriärer. Ett strategiskt urval av åtta deltagare gjordes i Stockholm mellan oktober 2015 och november 2015. Intervjuer baserades på semistrukturerade frågor. Fokusgruppssamtal valdes som metod för fem av respondenterna i samband med pilotstudien som ligger till grund för denna studie. Fokusgruppssamtalet valdes för att få ett rikt datamaterial och få svar på frågor som respondenterna inte på förhand getts möjlighet att tänka ut svaren på. Tre uppföljande enskilda intervjuer genomfördes några veckor senare för att få tillgång till ett mer personligt och djupgående material. Fokusgruppssamtalet varade i två timmar och de enskilda intervjuerna i cirka 30–60 minuter; och omsorgsfulla transkriberingar påbörjades dagen efter fokusgruppssamtalet samt varje intervju hade genomförts. Den empiriska tematiska analysen resulterade i fyra teman som visar att många olika faktorer kan samspela och resultera i att vissa individer inte intresserar sig för att spela digitala spel. Kommunikationsbegränsningar i olika former påverkar, liksom den sociala umgängeskretsen och att många spel ger en otillräcklig känsla av att avspegla den fysiska verkligheten. Spelandet uppfattas också som osunt och som slöseri med tid om det inte sker inom begränsade ramar. Prestationens betydelse i sammanhanget, liksom negativa känslor inför misslyckanden och den tid som måste ägnas åt att lära sig behärska spelandet fungerade också hämmande för motivationen att spela. Och när respondenterna uppger att de inte har tid att spela digitala spel så kan detta anses vara synonymt med att de anser att en annan aktivitet, som de skulle kunna ägna sig åt istället, är mer meningsfull i deras livsvärld.
Den här studien placeras inom ramen för spelstudier.
Tjernberg, Wilmer. "Tabletop game player experience in the age of digitization : Social and material aspects of play." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20134.
Full textTuğsal, Fatma Kübra. "Examination of primary school children's playing habits through digital puzzle games, and the impact of non-educational commercial puzzle games on the development of logical thinking in primary school children : An ethnographic case study with Supaplex." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16176.
Full textHerbertsson, Anna, and Rosanna Johansson. "Does it matter?" Thesis, Blekinge Tekniska Högskola, Sektionen för planering och mediedesign, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4956.
Full textLefvedahl, Felicia. "Icke-verbala beteenden och uttryck hos icke-spelarkaraktärer inom datorspel : En studie kring icke-verbala uttrycks påverkan på icke-spelarkaraktärers trovärdighet." Thesis, Södertörns högskola, Medieteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-44945.
Full textIn recent decades, computer games have been established as a legitimate area of research. In this research, artificial intelligence (AI) has been of great interest especially in relation to the characters in games called non-playable characters (NPCs). The focus has been on making these characters more believable and thus making games more engaging and potentially more immersive. In doing so, all aspects of NPCs should be explored to ensure that all contributing factors have been identified and can then be used to further develop them. As social interaction in computer games have previously been linked to a player's immersion, it is important to understand all the contributing components. Human communication is based on both verbal and non-verbal behaviors, which together create social interaction. Therefore, this study examines the aspects of NPC behavior that can be categorized as non-verbal expressions. This is achieved using a qualitative observation method to identify what variations exist, how they are perceived, and whether they affect the believability of characters and the player's immersion.
Nicklin, Hannah. "First person theatre : how performative tactics and frameworks (re)emerging in the digital age are forming a new personal-as-political." Thesis, Loughborough University, 2014. https://dspace.lboro.ac.uk/2134/14579.
Full textPalm, Daniel. "Eye on the Prize : Enhancing Realism during Interaction towards Non-Player-Characters with Natural Eye Movements." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3680.
Full textArbetet undersöker uppfattad realism av virtuella karaktärer som använder mänskliga ögonrörelser. Med hjälp av en Tobii Eye-tracker har personers ögonrörelser spelats in medan de tittat på en virtuell karaktär. Därefter har den informationen använts till att skapa en virtuell karaktär med mänskliga ögonrörelser. En jämförelse mellan dessa har sedan gjorts för att bedöma vad som uppfattas mest realistiskt. Resultaten kan inte statistik säkerställas, även om datan ger indikationer på att det är en skillnad.
Programme: Master of Science Programme in Design, Interaction and Game Technologies/Masterprogram i design, interaktion och spelteknologier Phone nr: +46735305836
Maia, Marta Gomes. "Atividades de competição como fator de aprendizagem em Geografia. Aplicação de jogos no 9º e 11º anos de escolaridade." Master's thesis, 2018. http://hdl.handle.net/10362/62907.
Full textThis report is refers to the Supervised Teaching Practice (STP) carried out under the Master's Degree in Geography Teaching in the 3rd cycle of Basic Education and Secondary Education, of the Faculty of Social and Human Sciences - Universidade Nova de Lisboa. The Supervised Teaching Practice (STP) was held in the 2017/2018 school year at the Alvide Elementary and Secondary School under the supervision of Professor Miguel Inez Soares. The field of study approached during the school year and exposed in this report concerns the use of competition activities as a teaching strategy in the discipline of Geography. By using this strategy, it was intended to understand the correlation between playing games in the classroom and higher motivation. The technological development that has marked the world in recent years has unconsciously influenced students' behaviour in the classroom. It is thought that when technological tools are used, students will be more involved and motivated. However, in this report, some motivating strategies, other than technological ones, will be addressed to, so that it can be illustrated that students are also motivated and integrated. Non-digital games were widely used during the Supervised Teaching Practice (STP). Reflecting on students' motivation in the classroom, alternative strategies were created so that the students were motivated to learn Geography, having been used as resources: digital games, non-digital games, competition activities and collaborative class work.
Book chapters on the topic "Non-digital games"
Voulgari, Iro, and Georgios N. Yannakakis. "Digital Games in Non-formal and Informal Learning Practices for Science Learning: A Case Study." In Lecture Notes in Computer Science, 540–49. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-34350-7_52.
Full textInal, Yavuz, Turkan Karakus, and Kursat Cagiltay. "Designing Narratology-Based Educational Games with Non-players." In Technologies for E-Learning and Digital Entertainment, 528–34. Berlin, Heidelberg: Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-69736-7_56.
Full textVoulgari, Iro. "Digital Games for Science Learning and Scientific Literacy." In Non-Formal and Informal Science Learning in the ICT Era, 35–49. Singapore: Springer Singapore, 2020. http://dx.doi.org/10.1007/978-981-15-6747-6_3.
Full textBrown, Julie A. "Digital Gaming Perceptions Among Older Adult Non-gamers." In Human Aspects of IT for the Aged Population. Applications, Services and Contexts, 217–27. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-58536-9_18.
Full textEvans, Sarah. "Queer(ing) Game Studies: Reviewing Research on Digital Play and Non-normativity." In Queerness in Play, 17–33. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-90542-6_2.
Full textCorreia, Ana Castro, and Lia Raquel Oliveira. "The Educational Value of Digital Games." In Computer Games as Educational and Management Tools, 86–102. IGI Global, 2011. http://dx.doi.org/10.4018/978-1-60960-569-8.ch006.
Full textDunwell, Ian, Petros Lameras, Sara de Freitas, Panos Petridis, Maurice Hendrix, Sylvester Arnab, and Kam Star. "Providing Career Guidance to Adolescents through Digital Games." In Gamification, 1975–89. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch100.
Full textBecker, Katrin. "Distinctions Between Games and Learning." In Gaming and Cognition, 22–54. IGI Global, 2010. http://dx.doi.org/10.4018/978-1-61520-717-6.ch002.
Full textKickmeier-Rust, Michael D., Elke Mattheiss, Christina Steiner, and Dietrich Albert. "A Psycho-Pedagogical Framework for Multi-Adaptive Educational Games." In Developments in Current Game-Based Learning Design and Deployment, 103–17. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-1864-0.ch008.
Full textPujolà, Joan-Tomàs. "Gamification: motivating language learning with gameful elements." In Innovative language pedagogy report, 109–14. Research-publishing.net, 2021. http://dx.doi.org/10.14705/rpnet.2021.50.1244.
Full textConference papers on the topic "Non-digital games"
Petri, Giani, Christiane Gresse von Wangenheim, and Adriano Ferreti Borgatto. "Quality of Games for Teaching Software Engineering: An Analysis of Empirical Evidences of Digital and Non-Digital Games." In 2017 IEEE/ACM 39th International Conference on Software Engineering: Software Engineering Education and Training Track (ICSE-SEET). IEEE, 2017. http://dx.doi.org/10.1109/icse-seet.2017.18.
Full textMehta, Manish, and Andrea Corradini. "An Approach to Behavior Authoring for Non-Playing Characters in Digital Games." In the 2014 Mulitmedia, Interaction, Design and Innovation International Conference. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2643572.2643585.
Full textJantke, Klaus P. "Dramaturgical Design of the Narrative in Digital Games: AI planning of conflicts in non-linear spaces of time." In 2009 IEEE Symposium on Computational Intelligence and Games (CIG). IEEE, 2009. http://dx.doi.org/10.1109/cig.2009.5286488.
Full textMoraes, Thayron C. H., Eduardo M. Real, Diego Marques, Luis Melle, Itana Stiubiener, Juliana Braga, Edson Pimentel, and Silvia Dotta. "Module for Procedural Evaluation of Learning in Digital Games Based on Non-Linear Metrics." In 2019 IEEE Frontiers in Education Conference (FIE). IEEE, 2019. http://dx.doi.org/10.1109/fie43999.2019.9028530.
Full textSilveira, Milene Selbach. "Exploring Creativity and Learning through the Construction of (Non-Digital) Board Games in HCI Courses." In ITiCSE '20: Innovation and Technology in Computer Science Education. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3341525.3387374.
Full textHarris, Kirsilyn C., and Jesse M. Redlo. "Emergence of Digitized Gamification as an Educational Tool and the Implications on Digital Literacy and Equity." In International Conference on Women Researchers in Electronics and Computing. AIJR Publisher, 2021. http://dx.doi.org/10.21467/proceedings.114.48.
Full textPantoja, Maria. "Designing a New Video Game App as an aid for Introduction to Programming classes that use C Programming Language." In Third International Conference on Higher Education Advances. Valencia: Universitat Politècnica València, 2017. http://dx.doi.org/10.4995/head17.2017.4606.
Full textKickmeier-Rust, Michael D., Cord Hockemeyer, Dietrich Albert, and Thomas Augustin. "Micro Adaptive, Non-invasive Knowledge Assessment in Educational Games." In 2008 Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning. IEEE, 2008. http://dx.doi.org/10.1109/digitel.2008.10.
Full textPeirce, Neil, Owen Conlan, and Vincent Wade. "Adaptive Educational Games: Providing Non-invasive Personalised Learning Experiences." In 2008 Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning. IEEE, 2008. http://dx.doi.org/10.1109/digitel.2008.30.
Full textGuitart, Anna, Shi Hui Tan, Ana Fernández del Río, Pei Pei Chen, and África Periáñez. "From non-paying to premium." In FDG '19: The Fourteenth International Conference on the Foundations of Digital Games. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3337722.3341855.
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