This study aims at analyzing the features of hypermediatic features and their relation with educative electronic games. Digital environment, narratives and playful aspects were the studied factors, which contributed to hypermediatic means. Based on four games previously defined by the researcher, these factors were analyzed in order to identify factors as the presence or absence of link, story, script, interactivity, nonlinearity, immersion, agency, transformation, characters, temporality, spatiality, creativity and attraction. The main theoretical references that compose “hypermedia” term were investigated, from cyberspace vision and cyber-culture until authorship aspects. The games data were also shown, beginning from a view about playful...
This article aims to analyze the relationship between training and professional performance in leisu...
In this study, we investigate the emergence of online games as part of the digital culture (Castells...
Os jogos digitais são uma consequência do avanço das tecnologias da informação e comunicação, da exp...
Nos últimos anos, nota-se um grande aumento do interesse quanto ao uso de jogos digitais na Educação...
According to Levy (1999), the new Technologies of the Information and Communication (TIC) are becomi...
Electronic games stand out among the interests of young people and several electronic games are used...
This paper seeks to understand the learning that arises from the use of entertainment video games in...
Digital games are considered to be the preferred activity of children and the Young as they enable i...
In this paper it is developed the state of the art in relation to studies that have inquired about t...
In recent years, there has been a vast amount of research focusing on the potentiality of using vide...
Having in sight the current inertia found on the school physical environments as well as on the High...
This monograph presents consolidated information on the use of Digital Educational Games in the Teac...
Esta pesquisa se insere nas linhas de investigação do Centro de Pesquisa ATOPOS, da Escola de Comuni...
With the notorious globalization of technological products and the great facility for their acquisit...
This paper is part of a doctoral research (PPGACV-FAV/UFG) that studies the relation of children and...
This article aims to analyze the relationship between training and professional performance in leisu...
In this study, we investigate the emergence of online games as part of the digital culture (Castells...
Os jogos digitais são uma consequência do avanço das tecnologias da informação e comunicação, da exp...
Nos últimos anos, nota-se um grande aumento do interesse quanto ao uso de jogos digitais na Educação...
According to Levy (1999), the new Technologies of the Information and Communication (TIC) are becomi...
Electronic games stand out among the interests of young people and several electronic games are used...
This paper seeks to understand the learning that arises from the use of entertainment video games in...
Digital games are considered to be the preferred activity of children and the Young as they enable i...
In this paper it is developed the state of the art in relation to studies that have inquired about t...
In recent years, there has been a vast amount of research focusing on the potentiality of using vide...
Having in sight the current inertia found on the school physical environments as well as on the High...
This monograph presents consolidated information on the use of Digital Educational Games in the Teac...
Esta pesquisa se insere nas linhas de investigação do Centro de Pesquisa ATOPOS, da Escola de Comuni...
With the notorious globalization of technological products and the great facility for their acquisit...
This paper is part of a doctoral research (PPGACV-FAV/UFG) that studies the relation of children and...
This article aims to analyze the relationship between training and professional performance in leisu...
In this study, we investigate the emergence of online games as part of the digital culture (Castells...
Os jogos digitais são uma consequência do avanço das tecnologias da informação e comunicação, da exp...