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Heart Rhythm ◽  
2021 ◽  
Vol 18 (8) ◽  
pp. S449
Author(s):  
Kathryn E. Tobert ◽  
Johan Martijn Bos ◽  
Ramin Garmany ◽  
Michael John Ackerman

2021 ◽  
Vol 8 (23) ◽  
pp. 177-191
Author(s):  
Kelly de Lima Azevedo Spinelli ◽  
Anderson Spinelli Valdevino da Silva
Keyword(s):  

Este trabalho buscou fazer uma revisão sistemática de pesquisas na área da Educação Matemática utilizando jogos de Role Play game-RPG. De início fizemos o levantamento utilizando as bases de dados da Scielo, do Google Acadêmico e Periódico Capes, por serem, mais conhecidas e utilizadas no meio acadêmico para disseminação de pesquisas e estudos. Focamos em produções do período de 2015 a 2021, utilizando as palavras-chave: Role Play Game, Educação Matemática e Anos Iniciais; Jogo de RPG e Educação Matemática; Jogo de RPG e Anos Iniciais. O objetivo geral desse trabalho foi analisar através das pesquisas encontradas nas bases de dados, o uso do RPG na Educação Matemática em Anos Iniciais do Ensino Fundamental. Propomos ainda descrever a importância sobre jogos, em especial, jogos de RPG enquanto ferramenta pedagógica na educação, como também, analisar através das bases de dados se e quais pesquisas usam o RPG na Educação Matemática nos Anos Inicias e verificar como as pesquisas encontradas faziam uso do RPG. Durante as pesquisas nas bases de dados relatadas, obtivemos poucos trabalhos que utilizassem o RPG no Ensino Fundamental e que envolvesse Educação Matemática. Através das pesquisas vimos o potencial do uso do RPG na educação, e sua contribuição no ensino e aprendizagem de diversas áreas do conhecimento, em especial, na Educação Matemática. Desta forma, é notória a importância de desenvolver pesquisas na área devido à escassez de produções. Palavras-chave: Role Play Game; Educação Matemática; Anos Iniciais.


2021 ◽  
Vol 2 (1) ◽  
pp. 71-78
Author(s):  
Bima Pratama Fauzi Putra ◽  
Wiwik Widyo Widjajanti ◽  
Annisa Nur Ramadhani

Abstract. E-sport is a completion to play video games which are generally conducted between professional players. In Surabaya, game players are increasing every day since there was a news about various games which were entering to the E-sport branch in Asie Games in 2018. But, increasing of technology development does not support with adequate facilities. It is a reason to build and design Gamer Community Center in Surabaya. Parents concern to their children who like to play games and the bad effects of games were the main problems. Parents and society ignorance about E-sport, as well as Surabaya government hasn't taken apart in the development of E-sport, was a problem which must be resolved. The presence oof designing and planning Gamers Community center was hoped that it will able to provide insight to the E-sport world to the society and it is able yo develop E-sport in Surabaya.  This study used qualitative and survey methods, so, the researcher obtained adequate description of the design and the theme was metaphorical which was focused to the forms that reflect a function. It was also supported by gamer's adaptive macro concept which made the function and gamers' characteristics. Land arrangement of micro concept and forms used abstract metaphor combined with micro concept of hi-tech space. It would make an area become unique, comfortable, and capable to develop E-sport in Surabaya. It is hoped by using this design, the parents won't be worry to their children when their children love to play game. Because game becomes as a profession. Keywords: zE-sport, Surabaya, Community, Gamers, Metaphors, Game Abstrak. E-sport adalah kompetisi bermain video game, yang pada umumnya dilakukan antara para permian profesional. Jumlah Gamer yang ada di Surabaya kian hari kian bertambah sejak adanya berita tentang berbagai judul game masuk kedalam cabang e-sport di Asian Game 2018. Namun, meningkatnya perkembangan teknologi dan minat masyarakat terhadap e-sport, tidak didukung dengan fasilitas yang memadai. Kekawatiran orang tua terhadap anak yang gemar bermain game serta dampak buruk yang ditimbulkan terhadap anak, dirasa menjadi permasalahan utama. Ketidak tauan para orang tua dan masyarakat tentang e-sport, serta belum ikut andilnya pemerintah Surabaya dalam perkembangan e-sport, merupakan suatu permasalahan yang harus di selesaikan. Dengan hadirnya Perencanaan dan Perancangan Pusat Komunitas Gamer di Surabaya ini, diharapkan mampu memberikan wawasan tentang dunia e-sport kepada masyarakat serta dapat mengembangkan e-sport yang ada di Surabaya. Menggunakan metode kualitatif   dan survey, sehingga diperoleh gambaran tentang desain yang cukup memadai dalam perancangan, dengan tema metafora yang berfokus pada bentukan yang mencerminkan suatu fungsi. Hal ini juga didukung dengan konsep makro adaptif gamer yang lebih mendekatkan fungsi dengan sifat para gamer, mikro konsep tatanan lahan dan bentuk yang menggunakan metafora absrak dipadukan dengan konsep mikro ruang hi-tech dirasa akan menjadikan suatu  kawasan yang unik, nyaman dan tentu saja mampu mengembangkan serta memajukan E-sport yang ada di Surabaya. Diharapakan dari hasil rancangan ini maka tidak ada lagi kekawatiran orang tua tentang kegemaran anak akan game, karena game kini juga bisa menjadi profesi. Kata Kunci: E-sport, Surabaya, Komunitas, Gamer, Metafora. Game


10.37236/8916 ◽  
2021 ◽  
Vol 28 (1) ◽  
Author(s):  
Yuki Irie

We consider misère Nim as a normal-play game obtained from Nim by removing the terminal position. While explicit formulas are known for the Sprague-Grundy functions of Nim and Welter's game, no explicit formula is known for that of misère Nim. All three of these games can be considered as position restrictions of Nim. What are the differences between them? We point out that Nim and Welter's game are saturated, but misère Nim is not. Moreover, we present explicit formulas for the Sprague-Grundy functions of saturations of misère Nim, which are obtained from misère Nim by adjoining some moves.  


Author(s):  
Olli Sotamaa

Critical studies of the global game industry have shown how employment in game companies is often advertised as a chance to get paid for playing games. The same love of games that often brings people to the game industry also places them at a disadvantage when negotiating the terms and conditions of work. Drawing from fourteen in-depth interviews conducted with game industry representatives, the chapter traces the different roles and functions playing games has for game developers and how working in a game studio changes their playing habits over time. Developers appear aware of the trade-offs associated with playing games as part of their work and apply various strategies to preserve the joy and relevance of play.


Litera ◽  
2021 ◽  
pp. 29-44
Author(s):  
Anna Olegovna Shubina

The subject of this research is the polysemous noun “game” in the Russian language and the nouns “play”, “game”, “acting”,” performance” in the English language that correspond to different spheres of activity, denoted by the word “game”. The goal of this article consists in determination of most frequent universal collocations with game component in the Russian discourse and their translation equivalents with play, game, acting, and performance component in the English-American discourse. The collocations with game component formed by the scheme adjective + noun and noun + noun, acquired from the dictionaries, as well as Russian and English-American text corpora, served as the material for this research. The article employs the following methods: definitional analysis, contrastive analysis, and etymological analysis. The application of contrastive analysis allowed determining the linear and vector correspondences between the schemes of the indicated lexemes play, game, acting, and performance, as well as revealing the ethno-cultural lacunae. Examination of collocations with game component was conducted on the basis of the Russian National Corpus, Corpus of Historically American English, and Corpus of Contemporary American English; various dictionaries in the timespan (1810-1900) and (2000-2018). It was established that majority of the ten most frequent collocations according to the aforementioned schemes from the Russian National Corpus are present in the Corpus of Historically American English and Corpus of Contemporary American English in the same contexts, but different frequency. The article provides the examples of ethnocultural collocations with game components in the Russian and English-American discourse. It is demonstrated that collocation with the parametric adjectival “big game” has both universal and ethno-cultural characteristics in the English-American language. The relevance of the work is substantiated by recent interest in the development of collocation competence in learning a foreign language.


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