224 resultados para alternate reality games


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Debate regarding the psychological and behavioural effects of playing violent video games has recently led to claims that violent video games increase aggression effects in adolescents, and that this issue has now been settled. However, other researchers have found either no detrimental effects from game playing or even positive (cathartic) effects. In this research we demonstrate that these different conclusions are not mutually exclusive and can be explained by the method of assessment and analytic techniques utilised. We had adolescents play a violent video game (Quake II) and took measurements of anger both before, during and after game play. The results demonstrated that some people increase, some decrease and the majority show no change in anger ratings. Unlike past research, we also demonstrate that these changes are mediated by the player's feelings immediately prior to game play and a labile temperament - one predisposed to aggression - and that these variables predict people's reactions with an average 73% concordance rate.

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This article explores the role that urban place and specifically urban comparison play in the public performances of both the comedian Barry Humphries and the character Edna Everage. In developing Claire Colebrook's analysis of satire as a form of humour that is physically and historically located, we argue that the initial success of Humphries’ satire rests on his elaboration of a specific series of geo-social locations. The article then examines the ways in which Edna makes the local her own global, demonstrating how Barry Humphries has progressively modified and internationalised Edna's provincialism so that his satirical cultural project is understandable over five decades and beyond her origins in Melbourne.

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Games are enjoyable, and research shows that learning to play games can boost learning. Many games use mathematical processes and strategies; this book outlines the context for using mathematics games in classrooms to promote active mathematics learning, curiosity and engaged thinking. There are suggestions for suitable commercially available games and explanations of the rules for card games, dominoes, alphabet games, dice games, drawing games and others. Ways of making a new game, or modifying an existing game are explored, and there are scores of ideas for using games to support mathematical concepts while having fun.

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This thesis examines the paradox thai the popularity of 'reality TV' lies more in its construction and the pleasure of its reception as entertainment, than ils 'reality'. Through the integration of theoretical perspectives, and industry and viewer interviews, 'reality TV' is explored as an amoebic, amorphous genre, of multiple narratives, interpretations and pleasures.

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The current incarnation of ‘reality TV’ in Australia has a strong focus on the portrayal of everyday life. Although based on ‘real’ situations or people, there is a clear tension between ideas of authenticity and performance.  As a global phenomenon, ‘reality’ formats are produced for local audiences by highlighting aspects of the national culture and identity, with format popularity directly linked to identification and affirmation of the spectacle of ‘reality’. This paper will analyse the use of popular Australian myth in ‘reality’ formats by charting narrative and character construction as an ‘illusory everyday’, with reference to Bondi Rescue (Cordell Jigsaw). The paper will examine the representation of Australian identity through both myth and construction in ‘reality TV’ as the perpetuation of a cultural simulation. Implications for research on the genre and the industry are also discussed.

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This paper reports on the third phase of a study of Australian Teaching and Learning Centres to identify factors that contribute to the effective strategic leadership of Centres. Focus groups at 10 Australian universities included 66 respondents, providing a diverse range of perspectives, from students to members of the university executive. Analysis of participant contributions extended findings from prior project phases and the wider literature. They also contributed to the final construction of the strategic leadership Teaching and Learning Centre maturity framework presented here. Centres remain in a state of flux, enduring regular reconfiguration. For most Centres, their level of interaction with students is low and increased engagement with students would be of benefit. Perceptions of Centres vary widely, reinforcing the importance of a strategic partnership between the University’s Senior Executive, the Centre and faculties as a prerequisite for implementing identified high-impact strategies for improvement in teaching and learning.

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