Academic literature on the topic 'Videogames on arts'

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Journal articles on the topic "Videogames on arts"

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Keogh, Brendan. "Instantaneously punctuated picture-music: Re-evaluating videogame expression through Pilgrim in the Microworld." Convergence: The International Journal of Research into New Media Technologies 25, no. 5-6 (2018): 970–84. http://dx.doi.org/10.1177/1354856518795095.

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Published in 1983, David Sudnow’s Pilgrim in the Microworld performs an autoethnographic analysis of videogames that details how he acquires the gestures and postures required by skilled videogame play. While often seen as a curious experiment in early videogame analysis, Sudnow points to a descriptive mode of evaluating videogames that sees the audiovisual and mechanic aspects as irreducibly constituting a holistic embodied experience of the videogame as played. This article highlights the interventions that Sudnow’s under-examined work can provide contemporary critical videogame scholarship
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Reed, Emilie. "‘I find this disgusting but I can’t help myself’." Science Fiction Film & Television: Volume 14, Issue 2 14, no. 2 (2021): 169–86. http://dx.doi.org/10.3828/sfftv.2021.12.

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This paper examines the narratives and themes present in two pieces of sf media about videogames: a 1991 Star Trek: The Next Generation episode entitled ‘The Game’ and David Cronenberg’s 1999 film eXistenZ. Both present a ‘moral panic’ narrative about videogames, using the futuristic imagery and technological speculation of the sf genre to explore contemporaneous concerns about the ability of videogames to manipulate the behaviour of players and shape their perceptions of reality. However, these narratives also mirror promotional claims used to market videogames, as well as foundational assert
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Schmalzer, Madison. "Breaking The Stack: Understanding Videogame Animation through Tool-Assisted Speedruns." Animation 16, no. 1-2 (2021): 64–82. http://dx.doi.org/10.1177/17468477211025661.

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This article examines the ways videogames become animated by looking at gaming practices that subvert traditional notions of play: specifically tool-assisted speedruns (TAS). A TAS is a playthrough of a videogame that is preprogrammed by a human so that the inputs can be automatically played back in full without a human operator. This practice requires an intimate knowledge of the inner workings of gaming systems, often to the point of productively breaking the games through glitches and exploits. These extreme practices give a unique insight into the ways animation occurs within videogames an
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Jayemanne, Darshana. "“Gaming and the Arts of Storytelling” Introduction." Arts 7, no. 4 (2018): 100. http://dx.doi.org/10.3390/arts7040100.

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Mochocki, Michał, and Raine Koskimaa. "Story beats in videogames as value-driven choice-based unit operations." Images. The International Journal of European Film, Performing Arts and Audiovisual Communication 29, no. 38 (2021): 5–31. http://dx.doi.org/10.14746/i.2021.38.01.

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We present a framework of story beats, defined as microunits of dramatic action, as a tool for the ludonarrative analysis of videogames. First, we explain the Goal - Action - Reaction - Outcome model of the story beat. Then, we present six types of story beats, Action, Interaction, Inaction, Mental, Emotion, and Sensory, providing videogame examples for each category. In the second half of the paper, we contextualise this framework in the classic game studies theory of videogame narrative and player action: unit operations, gamic action, anatomy of choice, and game design patterns, wrapping it
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Newman, James. "Playing (with) Videogames." Convergence: The International Journal of Research into New Media Technologies 11, no. 1 (2005): 48–67. http://dx.doi.org/10.1177/135485650501100105.

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Manero, Borja, Javier Torrente, Clara Fernández-Vara, and Baltasar Fernández-Manjón. "Investigating the impact of gaming habits, gender, and age on the effectiveness of an educational video game: An exploratory study." IEEE Transactions on Learning Technologies 10, no. 2 (2017): 236–46. https://doi.org/10.1109/TLT.2016.2572702.

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This study examines the influence of players’ age, gender and gaming preferences and habits (from now on, “gaming preferences”) on the effectiveness of a specific videogame that has been designed to increase the interest towards classical theater among teenagers. Using a validated instrument, participants were divided into four groups based on their gaming preferences: (1) Well-rounded gamers, who play all types of games often; (2) Hardcore players, who frequently tend to play first-person shooter (FPS) and sports games; (3) Casual players, who play moderately and tend to play music, social, a
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Liu, Xudong, Ven-hwei Lo, and Ran Wei. "Violent Videogames, Telepresence, Presumed Influence, and Support for Taking Restrictive and Protective Actions." SAGE Open 10, no. 2 (2020): 215824402091952. http://dx.doi.org/10.1177/2158244020919524.

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This study examines the perceived impact of violent videogames from an influence of presumed influence perspective. The role of perceived telepresence and the amount of time spent playing violent videogames in influencing people’s beliefs about the effects of such games were hypothesized and tested. Results of data collected from a random sample of 528 respondents in China showed that playing violent videogames was significantly related to perceived telepresence. Furthermore, perceived telepresence was found to be the strongest predictor of the presumed influence of violent videogames on other
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Spencer, Nicholas. "A Review of: “ScreenPlay: Cinema/Videogames/Interfaces”." Quarterly Review of Film and Video 22, no. 3 (2005): 288–92. http://dx.doi.org/10.1080/10509200490474834.

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CUDDY, LUKE. "The Art of Videogames by tavinor, grant." Journal of Aesthetics and Art Criticism 69, no. 4 (2011): 430–33. http://dx.doi.org/10.1111/j.1540-6245.2011.01485_8.x.

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Dissertations / Theses on the topic "Videogames on arts"

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Bogost, Ian. "The phenomenology of videogames." Universität Potsdam, 2008. http://opus.kobv.de/ubp/volltexte/2008/2454/.

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Jesper Juul has convincingly argued that the conflict over the proper object of study has shifted from “rules or story” to “player or game.” But a key component of digital games is still missing from either of these oppositions: that of the computer itself. This paper offers a way of thinking about the phenomenology of the videogame from the perspective of the computer rather than the game or the player.
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Böhme, Stefan. "Normality in videogames and the ‘Avalanche of Numbers’." Universität Potsdam, 2009. http://opus.kobv.de/ubp/volltexte/2009/3323/.

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Normality is one of the defining categories of our society. Statistics of all kinds play a crucial part in establishing the normal. Computers, on the other hand, have a very close connection to statistics as the digital world is a statistical one in itself. In a multitude of games statistics are used as an element of gameplay. In this perspective, games can be regarded as a training in self-normalization. However, it is still questionable whether this leads to a genuine production of normality.
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Mckeown, Conor. "Videogame ecologies : interaction, aesthetics, affect." Thesis, University of Glasgow, 2018. http://theses.gla.ac.uk/8878/.

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This project is driven by omissions at the intersection of ecological game studies and media-ecology. Although authors have studied videogames from a variety of ecological approaches, few have attempted to develop a holistic methodology, embracing videogames' specific attributes while recognising their role within larger physical systems. This thesis is an attempt to address this, reading videogames as simultaneously about and functioning as ecologies. My methodology draws on the agential-realist philosophy of Karen Barad whose theory of 'intra-activity' is abundant with ecological ramificatio
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Lyra, Bruno Galiza Gama. "Videogames e interfaces: representação e experiência." Universidade Federal de Goiás, 2010. http://repositorio.bc.ufg.br/tede/handle/tde/2919.

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Submitted by Luciana Ferreira (lucgeral@gmail.com) on 2014-08-22T11:11:10Z No. of bitstreams: 2 license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5) PDFBrunoGaliza.pdf: 5467211 bytes, checksum: 34130f4f4b10dbb7130d61d3098c7b73 (MD5)<br>Made available in DSpace on 2014-08-22T11:11:10Z (GMT). No. of bitstreams: 2 license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5) PDFBrunoGaliza.pdf: 5467211 bytes, checksum: 34130f4f4b10dbb7130d61d3098c7b73 (MD5) Previous issue date: 2010-05-31<br>This work analyzes elements related to computer interface, especially
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Mitsuishi, Yara. "Différance at play : unfolding identities through difference in videogame play." Universität Potsdam, 2008. http://opus.kobv.de/ubp/volltexte/2008/2469/.

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This paper approaches the debate over the notion of “magic circle” through an exploratory analysis of the unfolding of identities/differences in gameplay through Derrida’s différance. Initially, différance is related to the notion of play and identity/difference in Derrida’s perspective. Next, the notion of magic circle through Derrida’s play is analyzed, emphasizing the dynamics of différance to understand gameplay as process; questioning its boundaries. Finally, the focus shifts toward the implications of the interplay of identities and differences during gameplay.
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Gonçalves, Diogo Augusto. "A influência da estereoscopia na experiência imersiva nos videogames." Universidade Federal de São Carlos, 2015. https://repositorio.ufscar.br/handle/ufscar/7622.

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Submitted by Izabel Franco (izabel-franco@ufscar.br) on 2016-09-28T14:14:02Z No. of bitstreams: 1 DissDAG.pdf: 4523028 bytes, checksum: 41ee57e3b3e28bd42b436e3bd7221379 (MD5)<br>Approved for entry into archive by Marina Freitas (marinapf@ufscar.br) on 2016-10-04T17:54:21Z (GMT) No. of bitstreams: 1 DissDAG.pdf: 4523028 bytes, checksum: 41ee57e3b3e28bd42b436e3bd7221379 (MD5)<br>Approved for entry into archive by Marina Freitas (marinapf@ufscar.br) on 2016-10-04T17:54:26Z (GMT) No. of bitstreams: 1 DissDAG.pdf: 4523028 bytes, checksum: 41ee57e3b3e28bd42b436e3bd7221379 (MD5)<br>Made available
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Azevedo, Rogério Tenório de. "Identidade de gênero, futebol e videogames." Pós-Graduação em Letras, 2014. https://ri.ufs.br/handle/riufs/5764.

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This work aims to discuss the women´s exclusion from the design of soccer videogames. We investigated two of the best-selling videogames in Brazil titled Pro Evolution Soccer and FIFA Soccer. The research developed in three stages. First we observed the gameplay of five students, four males and a female, from a public school to analyze both the game design and the relationship between the game and the players. Then we conducted a bibliographical study in order to identify why these videogames exclude women´s soccer. It was possible to identify various contexts that contribute directly or
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Araújo, Marcelo Rodrigues de. "FIFA 2009: o jogo como representação do real." Universidade Federal de Juiz de Fora (UFJF), 2010. https://repositorio.ufjf.br/jspui/handle/ufjf/2691.

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Submitted by Renata Lopes (renatasil82@gmail.com) on 2016-09-19T12:02:51Z No. of bitstreams: 1 marcelorodriguesdearaujo.pdf: 1149448 bytes, checksum: 0ecacd0cf91787c339336e7f50a975a3 (MD5)<br>Approved for entry into archive by Adriana Oliveira (adriana.oliveira@ufjf.edu.br) on 2016-10-04T15:38:02Z (GMT) No. of bitstreams: 1 marcelorodriguesdearaujo.pdf: 1149448 bytes, checksum: 0ecacd0cf91787c339336e7f50a975a3 (MD5)<br>Approved for entry into archive by Adriana Oliveira (adriana.oliveira@ufjf.edu.br) on 2016-10-04T15:38:13Z (GMT) No. of bitstreams: 1 marcelorodriguesdearaujo.pdf: 1149448 b
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PIMENTEL, Erick Vasconcelos. "Espaços sociais e novas identidades gamers: a influência do consumo na produção das narrativas do videogames." Universidade Federal de Pernambuco, 2015. https://repositorio.ufpe.br/handle/123456789/16665.

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Submitted by Haroudo Xavier Filho (haroudo.xavierfo@ufpe.br) on 2016-04-18T17:35:51Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Erick Vasconcelos - Dissertação.pdf: 2145766 bytes, checksum: a1e464dd66d206add992a1bd854549da (MD5)<br>Made available in DSpace on 2016-04-18T17:35:51Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Erick Vasconcelos - Dissertação.pdf: 2145766 bytes, checksum: a1e464dd66d206add992a1bd854549da (MD5) Previous issue date: 2015-09-19<br>CAPES<br>A aceitação e o cr
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Schrank, Brian. "Play beyond flow: a theory of avant-garde videogames." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/42865.

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Videogame tinkerers, players, and activists of the 21st century are continuing, yet redefining, the avant-garde art and literary movements of the 20th century. Videogames are diverging as a social, cultural, and digital medium. They are used as political instruments, artistic experiments, social catalysts, and personal means of expression. A diverse field of games and technocultural play, such as alternate reality games, griefer attacks, arcade sculptures, and so on, can be compared and contrasted to the avant-garde, such as contemporary tactical media, net art, video art, Fluxus, the Situatio
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Books on the topic "Videogames on arts"

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Newman, James. 100 videogames. BFI, 2007.

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Barbedo, Inês, Bárbara Barroso, Beatriz Legerén, Licínio Roque, and João Paulo Sousa, eds. Videogame Sciences and Arts. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-95305-8.

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Zagalo, Nelson, Ana Isabel Veloso, Liliana Costa, and Óscar Mealha, eds. Videogame Sciences and Arts. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-37983-4.

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Vale Costa, Liliana, Nelson Zagalo, Ana Isabel Veloso, et al., eds. Videogame Sciences and Arts. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-51452-4.

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Marto, Anabela, Rui Prada, Patrícia Gouveia, et al., eds. Videogame Sciences and Arts. Springer Nature Switzerland, 2025. https://doi.org/10.1007/978-3-031-81713-7.

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Farkas, Bart. Dark Rift: Official Secrets & Solutions. Prima Games, Prima Publishing, 1997.

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Osborne, Ian. Killer Instinct Gold: The Unnathorized Guide. Prima Publishing, Prima Games, 1997.

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BradyGames. Official Mortal Kombat 3 Arcade Secrets. BradyGames, 1995.

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Matteo, Bittanti, and Quaranta Domenico, eds. Gamescenes: Art in the age of videogames. Johan & Levi, 2006.

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Franetovich, Alessandra, and Anita Paolicchi. Dal Medioevo ai videogame: Saggi sull'interattività delle arti. Astarte edizioni, 2021.

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Book chapters on the topic "Videogames on arts"

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Cole, Richard. "Unboxing AGE OF EMPIRES." In Paratextualizing Games. transcript Verlag, 2021. http://dx.doi.org/10.14361/9783839454213-005.

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In this chapter, Richard Cole expands upon the relationship between paratexts and audiences by considering the imaginative, historiographical, and action-orientated possibilities raised by the manual, cover art, and technology tree of the 1997 videogame AGE OF EMPIRES, as well as player responses to these. He considers the insight such paratexts offer into early historical videogames, including how they were deployed by developers, how they could be exploited by players, and how, through sustained usage, such devices have been incorporated into the virtual worlds of recent games, suggesting th
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Jayemanne, Darshana. "Introduction: Videogames as Performances." In Performativity in Art, Literature, and Videogames. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-54451-9_1.

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Cook, Michael. "Learning from Responses to Automated Videogame Design." In Artificial Intelligence and the Arts. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-59475-6_10.

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Jayemanne, Darshana. "Time Invaders – Conceptualizing Performative Game Time." In Performativity in Art, Literature, and Videogames. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-54451-9_10.

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Jayemanne, Darshana. "How to Do Things with Images." In Performativity in Art, Literature, and Videogames. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-54451-9_2.

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Jayemanne, Darshana. "What Is Rhyparography? The Ambiguity of the Framing Device." In Performativity in Art, Literature, and Videogames. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-54451-9_3.

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Jayemanne, Darshana. "‘Fanciful Microscopy’ – Framing Devices and Uncertainty in Pynchon’s The Crying of Lot 49." In Performativity in Art, Literature, and Videogames. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-54451-9_4.

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Jayemanne, Darshana. "Anterior Motives – From Subjective Shot to Portal’s Figure of Reversal." In Performativity in Art, Literature, and Videogames. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-54451-9_5.

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Jayemanne, Darshana. "Performative Multiplicities." In Performativity in Art, Literature, and Videogames. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-54451-9_6.

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Jayemanne, Darshana. "Serial Aesthetics – Gaming’s Metamorphic Bodies and Baudelaire’s ‘Argot Plastique’." In Performativity in Art, Literature, and Videogames. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-54451-9_7.

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Conference papers on the topic "Videogames on arts"

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Galanina, Ekaterina. "MONOMYTH AND HERO�S IMAGE TRANSFORMATION IN VIDEOGAMES." In 5th SGEM International Multidisciplinary Scientific Conferences on SOCIAL SCIENCES and ARTS SGEM2018. STEF92 Technology, 2018. http://dx.doi.org/10.5593/sgemsocial2018/2.2/s09.069.

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Galanina, Ekaterina. "PHILOSOPHY OF THE MODERN ERA AND VIDEOGAMES: THE �DISENCHANTMENT OF THE WORLD� MYTH." In 5th SGEM International Multidisciplinary Scientific Conferences on SOCIAL SCIENCES and ARTS SGEM2018. STEF92 Technology, 2018. http://dx.doi.org/10.5593/sgemsocial2018/2.2/s09.075.

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Domenech Alcaide, Andrés. "THE IMPORTANCE OF FINE ARTS IN THE VIDEOGAME INDUSTRY. NEW ANALYSIS MECHANICS AND METHODOLOGIES TO STUDY VIDEOGAMES FOR ARTISTIC AND EDUCATIONAL PURPOSES: WORK IN PROGRESS." In International Technology, Education and Development Conference. IATED, 2017. http://dx.doi.org/10.21125/inted.2017.0881.

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Prieto, Daniel, and Sergio Nesteriuk. "Videogames as a tool for energetic and environmental awareness: state of the art and possible strategies." In ARTECH 2021: 10th International Conference on Digital and Interactive Arts. ACM, 2021. http://dx.doi.org/10.1145/3483529.3483657.

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Soares, Lohanna A., Maria Louisa A. Solimões, Natasha M. de Melo, Rossilene M. Jardim, Sérgio R. C. Velleda, and Gabriel de O. Araújo. "Lux Regenerationis: Um jogo para auxiliar no aprendizado da disciplina de Arte." In Anais Estendidos do Simpósio Brasileiro de Jogos e Entretenimento Digital. Sociedade Brasileira de Computação, 2023. http://dx.doi.org/10.5753/sbgames_estendido.2023.235827.

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Este artigo discorre sobre o jogo Lux Regenerationis e suas motivações. Como uma forma antiga de expressão, a arte desempenha um papel essencial no desenvolvimento cognitivo e no pensamento crítico dos alunos. No entanto, tem sido subestimado em comparação com disciplinas tradicionais em ambientes educacionais. A gamificação é uma ferramenta promissora para tornar o aprendizado da arte mais dinâmico e envolvente, fazendo uso do conhecimento prévio dos alunos sobre videogames. Neste contexto, o jogo foi criado para apoiar a educação da arte com o foco para o ensino fundamental II e ensino médio
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Rodrigues, Matheus Rodrigo Serafim, and Giselle Paula Venâncio. "EM BUSCA DO GAME DESIGN “MARGINAL”: POR UMA ESTÉTICA POPULAR NOS VIDEOGAMES." In Colóquio de pesquisa em Design e Arte: arte, design, (re)invenção política e transformação social. Even3, 2024. http://dx.doi.org/10.29327/1397816.4-2.

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Lopez Duarte, Alvaro Eduardo. "A Progressive-Adaptive Music Generator (PAMG): An Approach to Interactive Procedural Music for Videogames." In FARM '24: 12th ACM SIGPLAN International Workshop on Functional Art, Music, Modelling, and Design. ACM, 2024. http://dx.doi.org/10.1145/3677996.3678291.

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Santos, Bianca Goulart dos, and Leticia Sophia Rocha Machado. "Arquitetura Pedagógica para Alfabetização de Crianças com Transtorno do Espectro Autista: Uma Proposta Baseada na Gamificação Inclusiva." In Workshop de Informática na Educação Inclusiva. Sociedade Brasileira de Computação, 2024. https://doi.org/10.5753/wiei.2024.245566.

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Este trabalho apresenta trechos de uma dissertação de Mestrado em Educação, que tem como finalidade desenvolver uma Arquitetura Pedagógica voltada para capacitar professores no uso da gamificação no processo de alfabetização de crianças com Transtorno do Espectro Autista (TEA). Com base no Art. 27 da Lei Brasileira de Inclusão e considerando o aumento das matrículas de estudantes com TEA, a pesquisa busca criar e avaliar métodos pedagógicos inovadores, utilizando o videogame “Alfagame” como ferramenta tecnológica para promover uma educação inclusiva.
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Massarolo, João. "Grupo de Estudo em Mídia Interativa em Imagem e Som (GEMInIS)." In LINK 2021. Tuwhera Open Access, 2021. http://dx.doi.org/10.24135/link2021.v2i1.89.g112.

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O Grupo de Estudos em Mídias Interativas em Imagem e Som (GEMInIS) está vinculado ao Programa de Pós-Graduação em Imagem e Som da Universidade Federal de São Carlos (UFSCar). As linhas de pesquisa do grupo se articulam na perspectiva teórica e prática da lógica transmídia, priorizando estudos sobre a comunicação audiovisual multiplataforma (cinema, TV, videogames, VOD, mídias sociais, dispositivos móveis, entre outros) como eixo temático. As pesquisas desenvolvidas são aplicadas na produção de conteúdos audiovisuais multiplataforma, a dinâmica da mídia, do mercado e dos ecossistemas tecnológic
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