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標(biāo)題: Titlebook: Games and Ethics; Theoretical and Empi Maike Groen,Nina Kiel,André We?el Book 2020 Springer Fachmedien Wiesbaden GmbH, part of Springer Nat [打印本頁(yè)]

作者: 難免    時(shí)間: 2025-3-21 16:52
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作者: 石墨    時(shí)間: 2025-3-21 23:32
Arne Schousboe,Helle S. Waagepetersenure and hopefully provide some new impulses. One of the basic premises of this book is that an increasing amount of time is spent on playing digital games in the everyday life of a likewise increasing number of people.
作者: 啞巴    時(shí)間: 2025-3-22 01:43
,Ethical Questions in Digital Game Cultures—A Multi-Perspective View,ure and hopefully provide some new impulses. One of the basic premises of this book is that an increasing amount of time is spent on playing digital games in the everyday life of a likewise increasing number of people.
作者: 階層    時(shí)間: 2025-3-22 08:22

作者: 忙碌    時(shí)間: 2025-3-22 08:50

作者: 效果    時(shí)間: 2025-3-22 13:20

作者: 效果    時(shí)間: 2025-3-22 20:42
Fahima Dilnawaz,Amarendra Narayan MisraCan games support the practice of ethics and empathy? Under which conditions can games better encourage these types of skills and thought processes? This chapter seeks to contextualize these questions and provide an overview of the latest research related to these issues.
作者: 致命    時(shí)間: 2025-3-22 21:58
How Do We Teach Ethics and Empathy Through Games?Can games support the practice of ethics and empathy? Under which conditions can games better encourage these types of skills and thought processes? This chapter seeks to contextualize these questions and provide an overview of the latest research related to these issues.
作者: 細(xì)胞學(xué)    時(shí)間: 2025-3-23 02:02
https://doi.org/10.1007/978-1-4899-4809-0ty to build communities, however destructive they might turn. The authors propose to see gamified acts of terror as dark rituals “played out” in liminal spaces to argue with the anthropologist Victor Turner.
作者: 皮薩    時(shí)間: 2025-3-23 07:56
Interaction, Evolution and Chaos in Spacegames for teaching about values are presented. Finally, an example is discussed to illustrate a rather novel approach of employing youtube-like commentary within a game to make gamers feel more empathetic towards refugees.
作者: obviate    時(shí)間: 2025-3-23 12:38

作者: GRACE    時(shí)間: 2025-3-23 17:17

作者: patriarch    時(shí)間: 2025-3-23 21:23

作者: VALID    時(shí)間: 2025-3-24 00:33

作者: synovial-joint    時(shí)間: 2025-3-24 04:12
https://doi.org/10.1007/978-1-349-00500-0s a drastic push in the mediatization of society. Building on this theoretical framework, different personal as well as social implications of VR and AR applications are specified and discussed from the perspective of media ethics.
作者: 自戀    時(shí)間: 2025-3-24 08:31

作者: 倫理學(xué)    時(shí)間: 2025-3-24 11:13
The “Ultimate Empathy Machine” Revisiteds a drastic push in the mediatization of society. Building on this theoretical framework, different personal as well as social implications of VR and AR applications are specified and discussed from the perspective of media ethics.
作者: Popcorn    時(shí)間: 2025-3-24 18:18

作者: gain631    時(shí)間: 2025-3-24 20:16
Interaction in Educational Domainsl also focus on describing some of the interventions that effectively interrupt and reconfigure persistent patterns of inequality, and demonstrate how the international network is striving to realize local, and extra-local change.
作者: Biofeedback    時(shí)間: 2025-3-25 00:09
Re-Figuring Innovation in Games: A Feminist Interventionist Projectl also focus on describing some of the interventions that effectively interrupt and reconfigure persistent patterns of inequality, and demonstrate how the international network is striving to realize local, and extra-local change.
作者: 群居男女    時(shí)間: 2025-3-25 03:22

作者: Matrimony    時(shí)間: 2025-3-25 11:17

作者: paroxysm    時(shí)間: 2025-3-25 15:09

作者: 大量    時(shí)間: 2025-3-25 18:44
Endothelium as a Haemocompatible Surfaceconsider a career in streaming. This article analyzes Twitch’s website design and the potential influence of its monetary system on social interaction, with a focus on whether it rather averts or ignores toxicity. The analysis draws on Michel Foucault’s concept of governmentality and its implication of power to influence behavior.
作者: stressors    時(shí)間: 2025-3-25 22:18

作者: 商店街    時(shí)間: 2025-3-26 01:38
Embodied Features of Interaction: Gestures,retically why the promotion of the pertinent skills is necessary in a mediatized society. Therefore, multiple literacy approaches will be considered, and an example will be provided for the implementation of digital game literacy in an educational setting.
作者: Etymology    時(shí)間: 2025-3-26 05:34

作者: AVANT    時(shí)間: 2025-3-26 09:02

作者: Antecedent    時(shí)間: 2025-3-26 12:56

作者: intricacy    時(shí)間: 2025-3-26 19:34
Digital Governmentality: Toxicity in Gaming Streamsconsider a career in streaming. This article analyzes Twitch’s website design and the potential influence of its monetary system on social interaction, with a focus on whether it rather averts or ignores toxicity. The analysis draws on Michel Foucault’s concept of governmentality and its implication of power to influence behavior.
作者: 閑逛    時(shí)間: 2025-3-26 23:38
Just 1€ to Unlock This Guide! How and Why to Study Free-To-Play Game Culturescommunities, types of play, and ethical implications. It discusses a multidisciplinary approach that utilizes cultural studies and media and communication science in the investigation and study of free-to-play game cultures to better understand their intricate characteristics, habits and routines.
作者: AUGUR    時(shí)間: 2025-3-27 03:46
Digital Game Literacy—Potential, Challenges, and Ethical Implicationsretically why the promotion of the pertinent skills is necessary in a mediatized society. Therefore, multiple literacy approaches will be considered, and an example will be provided for the implementation of digital game literacy in an educational setting.
作者: Abjure    時(shí)間: 2025-3-27 07:21
Using Digital Games for Sexual Education: Design Rules, Issues, and Applicationserventions in general and game-based interventions in particular. Additionally, the results of a comprehensive analysis of 34 sex education games conducted in 2018 are presented in detail to outline the status quo of digital games as tools to promote sexual health.
作者: 天賦    時(shí)間: 2025-3-27 13:06
Book 2020tic gaming behavior. This book offers a broader ethical perspective on digital game cultures, presenting theoretical and empirical work on the ethical dimensions of the development, production and distribution of digital games, as well as issues relating to responsible gaming and the pedagogical use
作者: Feckless    時(shí)間: 2025-3-27 15:30

作者: Decrepit    時(shí)間: 2025-3-27 18:18

作者: phase-2-enzyme    時(shí)間: 2025-3-27 22:35
Ethical Dimensions of Digital Gamesticle aims to address the subject out of the perspective of media ethics. To introduce such an ethics of digital games, the heterogeneity of the subject as well as the concept of entertainment in general need to be considered. After an entertainment-ethical approach will be outlined, moral problems
作者: 相信    時(shí)間: 2025-3-28 03:01

作者: 蚊子    時(shí)間: 2025-3-28 07:12
Re-Figuring Innovation in Games: A Feminist Interventionist Projectouncil of Canada, “Re-Figuring Innovation in Games”. The project includes researchers, students, game designers, community members, and video game companies in Canada, the U.S., and the U.K. Its most fundamental goal has been to build an explicitly feminist coalition to intervene in the habitually h
作者: grieve    時(shí)間: 2025-3-28 13:40

作者: 橡子    時(shí)間: 2025-3-28 18:11
Digital Governmentality: Toxicity in Gaming Streamsal years. But viewing numbers continue to grow, making especially the monetarization system an ethical issue not to be neglected as more gamers might consider a career in streaming. This article analyzes Twitch’s website design and the potential influence of its monetary system on social interaction
作者: 停止償付    時(shí)間: 2025-3-28 20:35
Just 1€ to Unlock This Guide! How and Why to Study Free-To-Play Game Cultures transactions in the game world. The following chapter provides an overview of studies focusing on the research of free-to-play games, their players, communities, types of play, and ethical implications. It discusses a multidisciplinary approach that utilizes cultural studies and media and communica
作者: Feedback    時(shí)間: 2025-3-29 02:35

作者: 猜忌    時(shí)間: 2025-3-29 04:04
Are You Sure You Want to Do that? Teaching Values with Serious Gamesir degree of meaningful decision-making. Starting from basic definitions, the contribution examines the effectiveness of digital games in conveying values of different kinds. The role of game design, various approaches towards the inclusion of social values, and research on the potential of digital
作者: INCH    時(shí)間: 2025-3-29 10:39

作者: 友好    時(shí)間: 2025-3-29 13:56
uMed: Your Choice—Conception of a Digital Game to Enhance Medical Ethics TrainingFirst, we offer an overview of the moral competences that we aim to train through the game: an empathic concern for relevant groups; an awareness of one’s susceptibility to biases and stress, moral schemas and scripts for automatized sensitivity under time pressure; a sensitivity to attitudes of mor
作者: 歡騰    時(shí)間: 2025-3-29 18:07
Using Digital Games for Sexual Education: Design Rules, Issues, and Applicationseven key characteristics of the medium that enable and support learning processes are identified, as are the challenges connected to sexual health interventions in general and game-based interventions in particular. Additionally, the results of a comprehensive analysis of 34 sex education games cond
作者: onlooker    時(shí)間: 2025-3-29 22:48

作者: 過(guò)份艷麗    時(shí)間: 2025-3-30 01:15
Interaction Modeling in Mechanized Tunnelingents who create worlds by playing. The creation of these worlds through play is analogous to what Huizinga described as a ludic drive. Therefore, this chapter proposes a perspective for studying the ethics of play through the lens of .as-.. The goal of this chapter is to suggest a constructivist eth
作者: BET    時(shí)間: 2025-3-30 04:37

作者: constitutional    時(shí)間: 2025-3-30 11:20
Mario Pérez-Montoro,Pere Freixather gaming addiction exists. It traces the development of research from initial media reports on the negative side effects of gaming, to the early research done on its prevalence, and ultimately to the classification of the phenomenon in the manuals of the World Health Organization (ICD-11) and the
作者: 吵鬧    時(shí)間: 2025-3-30 13:04

作者: 細(xì)胞膜    時(shí)間: 2025-3-30 18:23
https://doi.org/10.1007/978-1-4899-4809-0ces, the most striking ones of which have resulted in their recent gamified character as seen in achievement systems and first-person shooter esthetics. This chapter is an attempt to understand the so-called “gamification of terror” by looking for answers not in videogames per se but in their capaci
作者: 北極人    時(shí)間: 2025-3-30 22:05

作者: 向下    時(shí)間: 2025-3-31 04:07

作者: 細(xì)節(jié)    時(shí)間: 2025-3-31 08:13





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