The game industry is modern and as such in constant evolution, therefore it needs information on how to better its work practices either it be on a professional level or at a training level. This thesis focuses on game education, specifically on the game students partaking in such education and developing a game as part of a game-based development course. The study investigated what kinds of pressure might be afflicting game students at Uppsala University during their game production courses and what are the effects of such pressures on the work/life balance of the concerned game students. To conduct the data collection, a survey with close and open-ended questions was used to gather information on focused topics but also get the opinion of...
The worldwide digitalization of companies changes work processes and organization of work. Digital t...
© Kassel University Press GmbH. A modern school deals with a generation of students who were born an...
Video games have entered the cultural mainstream and in terms of economic profits they now rival est...
Digital games have become a ubiquitous part of our society. In many countries, game development is a...
Game-based learning has been a rapidly expanding field in the 21th century, with research reports pr...
From the perspective of educators, games are viewed as a medium in which the younger generation both...
After many years of growth in turnover the video-game industry in Finland has become more stable in ...
In this master s thesis a game about trust was developed. The game was to be designed as an educatio...
There is considerable interest in leveraging video games to support students’ motivation. This invol...
Workplace diversity is an increasingly important topic for all companies who wish to stay in busines...
With the development of media technology and game evolution, games are endowed with multiple purpose...
The concept of Game based learning has proven to have many possibilities for supporting better learn...
Abstract: This study aims to investigate relationships between educational game design dynamics of p...
In order to better understand the potential benefits of the use of video game creation as a pedagogi...
CREATING DIGITAL GAMES AS INTERACTIVE LEARNING ENVIRONMENTS: FACTORS THAT AFFECT PALESTINIAN TEACHER...
The worldwide digitalization of companies changes work processes and organization of work. Digital t...
© Kassel University Press GmbH. A modern school deals with a generation of students who were born an...
Video games have entered the cultural mainstream and in terms of economic profits they now rival est...
Digital games have become a ubiquitous part of our society. In many countries, game development is a...
Game-based learning has been a rapidly expanding field in the 21th century, with research reports pr...
From the perspective of educators, games are viewed as a medium in which the younger generation both...
After many years of growth in turnover the video-game industry in Finland has become more stable in ...
In this master s thesis a game about trust was developed. The game was to be designed as an educatio...
There is considerable interest in leveraging video games to support students’ motivation. This invol...
Workplace diversity is an increasingly important topic for all companies who wish to stay in busines...
With the development of media technology and game evolution, games are endowed with multiple purpose...
The concept of Game based learning has proven to have many possibilities for supporting better learn...
Abstract: This study aims to investigate relationships between educational game design dynamics of p...
In order to better understand the potential benefits of the use of video game creation as a pedagogi...
CREATING DIGITAL GAMES AS INTERACTIVE LEARNING ENVIRONMENTS: FACTORS THAT AFFECT PALESTINIAN TEACHER...
The worldwide digitalization of companies changes work processes and organization of work. Digital t...
© Kassel University Press GmbH. A modern school deals with a generation of students who were born an...
Video games have entered the cultural mainstream and in terms of economic profits they now rival est...