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2022 ◽  
pp. 868-887
Author(s):  
Polat Şendurur ◽  
Emine Sendurur

Games have been considered as an important part of child development and can roughly be defined as fictional structures with certain rules to be followed to achieve certain goals. Modern games (ex. Minecraft) sometimes require quite sophisticated skills to move on, and these skills mostly match up with 21st century skills. From this perspective, this chapter tries to explain the relationship between 21st century skills and game playing skills, the design thinking approach where students are game designers, coders, and players.


2021 ◽  
Vol 27 ◽  
pp. e27075
Author(s):  
Marcus Vinícius Simões de Campos ◽  
Odilon José Roble
Keyword(s):  

Parte-se do pressuposto de que o filósofo americano Bernard Suits é central para a filosofia do esporte, especialmente na literatura internacional. Sua extensa obra oferece uma teoria do Jogo original e ainda não explorada na Educação Física brasileira. Suits distingue o fenômeno Jogo (game) da experiência do jogar (play), além de propor uma definição analítica de Jogo que é aqui apresentada aos modos de um prelúdio de sua teoria. Discute-se que, do ponto de vista de uma filosofia analítica, avança-se na metafísica do Jogo, ou em uma efetiva filosofia do Jogo, quando mobilizamos a definição de Suits de jogar um Jogo (game-playing). Reconhecem-se ainda subsídios analíticos distintos da definição intencionalmente vaga de famílias de jogos da herança wittgensteiniana, influente nas concepções brasileiras. Acredita-se que tais recursos fornecem renovado material para os estudos do Jogo na filosofia do esporte e Educação Física brasileiras, nos domínios da metafísica, lógica, epistemologia e axiologia. 


2021 ◽  
Vol 2 (1) ◽  
pp. 62-68
Author(s):  
Frans Devin Tarigan ◽  
Amir Supriadi

Tennis court is a small ball game. Playing tennis court is a sport that is almost the same as playing table tennis and badminton, having the same goal of hitting the ball over the net so that it reaches the opponent's area. The game of tennis court is played by one or a pair of players facing across the net. This research is aimed at developing forehand drive training aids in tennis athletes. Forehand drive training aids in tennis court are first validated by 6 experts, 2 material expert in sports, 2 expert in the field of equipment / media, 2 expert field coach. The results of the small group trial involved 3 experts, 1 material expert with an assessment result of 85%, 1 trainer expert 84% and 1 media expert 85% it can be concluded that they meet the criteria to be continued in large group trials. It can be concluded that the results of large group trials meet the criteria to be used in assisting forehand drive exercises in tennis court


Author(s):  
Osman Gazi Yildirim ◽  
Nesrin Ozdener ◽  
Ali Geris

Students' widespread use of games has attracted scientists' attention, and it has been a matter of curiosity whether games can be used in education. The primary purpose of this descriptive study is to examine gamification user types of university students. In addition, the digital game playing characteristics and preferences of students were identified. The participants comprised one hundred and eighty-one (181) university students enrolled at a state university in Turkey. An online questionnaire prepared by researchers and the Gamification User Types Hexad Scale were used as data collection tools. Descriptive statistics (mean, percentage, frequency), Kruskal Wallis H, and chi-square analysis were utilized for data analysis. The results revealed that the highest ratio of students stemmed from achievers, philanthropists, and players. Furthermore,  participants mostly preferred to play online games, and most of the students played digital games daily. Keywords: Digital games, game preferences, game genre, gamification user types.


2021 ◽  
Author(s):  
Quan-Hoang Vuong ◽  
Manh-Toan Ho ◽  
Viet-Phuong La ◽  
Tam-Tri Le ◽  
Nguyen Thanh Thanh Huyen ◽  
...  

Video gaming has been rising rapidly to become one of the primary entertainment media, especially during the COVID-19 pandemic. Playing video games has been reported to associate with many psychological and behavioral traits. However, little is known about the connections between game players' behaviors in the virtual environment and environmental perceptions. Thus, the current data set offers valuable resources regarding environmental worldviews and behaviors in the virtual world of 640 Animal Crossing: New Horizons (ACNH) game players from 29 countries around the globe. The data set consists of six major categories: 1) socio-demographic profile, 2) COVID-19 concern, 3) environmental perception, 4) game-playing habit, 5) in-game behavior, and 6) game-playing feeling. By making this data set open, we aim to provide policymakers, game producers, and researchers with valuable resources for understanding the interactions between behaviors in the virtual world and environmental perceptions, which could help produce video games in compliance with the United Nations (UN) Sustainable Development Goals.


2021 ◽  
pp. 1-20
Author(s):  
Quan-Hoang Vuong ◽  
Manh-Toan Ho ◽  
Viet-Phuong La ◽  
Tam-Tri Le ◽  
Thanh Huyen T. Nguyen ◽  
...  

Abstract Video gaming has been rising rapidly to become one of the primary entertainment media, especially during the COVID-19 pandemic. Playing video games has been reported to associate with many psychological and behavioral traits. However, little is known about the connections between game players’ behaviors in the virtual environment and environmental perceptions. Thus, the current dataset offers valuable resources regarding environmental worldviews and behaviors in the virtual world of 640 Animal Crossing: New Horizons (ACNH) gameplayers from 29 countries around the globe. The dataset consists of six major categories: 1) socio-demographic profile, 2) COVID-19 concern, 3) environmental perception, 4) game-playing habit, 5) in-game behavior, and 6) game-playing feeling. By making this dataset open, we aim to provide policymakers, game producers, and researchers with valuable resources for understanding the interactions between behaviors in the virtual world and environmental perceptions, which could help produce video games in compliance with the United Nations (UN) Sustainable Development Goals.


Author(s):  
Rajesh Kumar Ojha ◽  
S Janardhana Rao ◽  
Pankaj Goel ◽  
Sandeep Srivastava ◽  
K. Hareesh Kumar ◽  
...  

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