Video games have evolved from a mere object of consumption to a cultural artifact of our time. Each cultural milieu is connected to the dominant technologies of its time, and video games today present narratives that allow for meaningful dialogues between the younger generations and the themes or content they find interesting. The main objective of this research was to highlight the value of commercial video games with an ideal potential for transmitting pedagogical and curricular content in educational contexts. The scientific methodology used in this study followed a mixed approach divided into three stages (qualitative–qualitative–quantitative). The wide variety of themes and settings found among the 75 top-rated games on the Steam digit...
Video games are growing as a subject for scholarly analysis (Gee, 2003; Selfe & Hawisher 2004; S...
The terms of socialization have changed with the development of society. Today’s modernity acts as c...
peer-reviewedOur objective was to investigate computer games to assess their educational potential. ...
This dissertation explores the video game experience through extensive ethnographic research conduct...
Computer and video games are a maturing medium and industry and have caught the attention of scholar...
Children, teenagers and young people today live in a world profoundly influenced by technology and d...
The reflections contained in this research work deal with the educational challenge launched by the ...
Video games have become a global phenomena with million of children around the world spending numero...
Electronic entertainment or more precisely, video games are still considered to be young in comparis...
The reflections contained in this research work deal with the educational challenge launched by Neur...
The penetration of video games in media consumption behaviors is statistically very significant all ...
For this research, four high school aged teenagers participated in an intensive one week video gamin...
Video games are becoming culturally dominant. But what does their popularity say about our contempor...
In nowadays' world, technological assistance is no longer confined to its primary purpose of communi...
This project analyzes and discusses the different types of narrative present throughout various form...
Video games are growing as a subject for scholarly analysis (Gee, 2003; Selfe & Hawisher 2004; S...
The terms of socialization have changed with the development of society. Today’s modernity acts as c...
peer-reviewedOur objective was to investigate computer games to assess their educational potential. ...
This dissertation explores the video game experience through extensive ethnographic research conduct...
Computer and video games are a maturing medium and industry and have caught the attention of scholar...
Children, teenagers and young people today live in a world profoundly influenced by technology and d...
The reflections contained in this research work deal with the educational challenge launched by the ...
Video games have become a global phenomena with million of children around the world spending numero...
Electronic entertainment or more precisely, video games are still considered to be young in comparis...
The reflections contained in this research work deal with the educational challenge launched by Neur...
The penetration of video games in media consumption behaviors is statistically very significant all ...
For this research, four high school aged teenagers participated in an intensive one week video gamin...
Video games are becoming culturally dominant. But what does their popularity say about our contempor...
In nowadays' world, technological assistance is no longer confined to its primary purpose of communi...
This project analyzes and discusses the different types of narrative present throughout various form...
Video games are growing as a subject for scholarly analysis (Gee, 2003; Selfe & Hawisher 2004; S...
The terms of socialization have changed with the development of society. Today’s modernity acts as c...
peer-reviewedOur objective was to investigate computer games to assess their educational potential. ...