This article presents an original way of analyzing traditional games in real and virtual environment .Each game is a piece of a puzzle, a miniature society (Parlebas, 2001) that, as if it were a mirror, reflects a clear connection of these Traditional games with the local and social culture of real and virtual communities. According to Foucault (1982) the traditional games are subjectivization and individual identity (Bizumic et al., 2009), in which playing means relating to other members of the community. In virtual environment child lives sense of feeling members of the same community (McMillan and Chavis, 1986) with condivision the same rule ,space and social community. hese are informal contexts with a higheducational load that int...
This research project is comprised of a cross-cultural ethnography and social network analysis that ...
This paper discusses virtual communities ’ formation and skill development through the process of pa...
When we design digital places that represent the past using media such as game engines, it is all to...
This article presents an original way of analyzing traditional games in real and virtual environmen...
Social interactions within virtual communities are often described solely as being online experience...
This chapter asks what is distinctive about researching virtual communities. In so doing it troubles...
In this article the focus lies on the educational character of RPG treatment in different virtual cu...
The purpose of this research is to highlight the potential of video games to be a new space for soci...
This article summarizes past definitions of entertainment, serious games and virtual heritage in ord...
This thesis is the culmination of a five year research project exploring online gamers and the cult...
Virtual worlds constitute a growing space for collaborative play, learning, work, and e-commerce. To...
This article examines the phenomenon of adult group games through which virtual communities are form...
Research on virtual communities represents a way to relate to the vast question of collective imagin...
none1siMy search regards the implications in the culture of the education of the new scenarious and ...
oai:ojs.openjournal.cc.umanitoba.ca:article/19Video games have become a form of entertainment rivall...
This research project is comprised of a cross-cultural ethnography and social network analysis that ...
This paper discusses virtual communities ’ formation and skill development through the process of pa...
When we design digital places that represent the past using media such as game engines, it is all to...
This article presents an original way of analyzing traditional games in real and virtual environmen...
Social interactions within virtual communities are often described solely as being online experience...
This chapter asks what is distinctive about researching virtual communities. In so doing it troubles...
In this article the focus lies on the educational character of RPG treatment in different virtual cu...
The purpose of this research is to highlight the potential of video games to be a new space for soci...
This article summarizes past definitions of entertainment, serious games and virtual heritage in ord...
This thesis is the culmination of a five year research project exploring online gamers and the cult...
Virtual worlds constitute a growing space for collaborative play, learning, work, and e-commerce. To...
This article examines the phenomenon of adult group games through which virtual communities are form...
Research on virtual communities represents a way to relate to the vast question of collective imagin...
none1siMy search regards the implications in the culture of the education of the new scenarious and ...
oai:ojs.openjournal.cc.umanitoba.ca:article/19Video games have become a form of entertainment rivall...
This research project is comprised of a cross-cultural ethnography and social network analysis that ...
This paper discusses virtual communities ’ formation and skill development through the process of pa...
When we design digital places that represent the past using media such as game engines, it is all to...