993 resultados para Internet games


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Theoretical work that studies the alternate reality game, as well as their use for promotional purposes, to explore the convergence of media and encourage the participant to change between them. To do this analysis is plotted an overview of the concepts of transmedia storytelling and transmedia marketing to analyze a proposed game - Vivencie a Pandora - to promote a TV series - Nova Éden

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Having in sight the current inertia found on the school physical environments as well as on the High School learning methods used, digital games appear as a different tool to build the individuals'/students' knowledge and becomes a driving factor for this research. The usage of this media resource tries to rescue a stimulant type of learning focused on the students' experiences while getting them closer to Science, Technology and Society (STS). The usefulness of this method falls short, however, without the capacitated guidance of a teacher. A literature review has been made about the possible schooling that electronic/digital games provide; it also brings the opinions of students and teachers to help comprehend how the insertion of this new tool in the classroom happens, as well as its efficiency and acceptance. Having in sight the relationship between individuals and the preoccupations about the future of mankind, components of humanity's destiny have been evidenced in the teaching of Chemistry. It is possible to conclude that these games can, indeed, help in the teaching process, although it is necessary that they develop a main didactic role, linked to the teaching of concepts and content, or else become only educational for that matter. Using the tools given by digital games it is possible, for example, through playfulness, to teach the theory of many abstract models, mathematical equations and chemical formulas, making it possible then to grab the students' attention, to thrill them and to develop their participation based on the experience they so often already have with cell phones and personal computers

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In this final chapter we will raise a number of issues that we have encountered as we have put this collection of papers together. In doing this, we also reflect upon the seven challenges for video game theory that Bernard Perron and Mark Wolf(2009)put forward in the introduction to the second video game theory reader given it is probably one of the most recent assessments in the area at the time of writing. These challenges are concerned with Terminology and Accuracy, History, Methodology, Technology, Interactivity, Play and the Integration of Interdisciplinary Approaches. These issues will be brought up throughout this chapter, but not necessarily in mutually exclusive fashion...

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Internet and computer addiction has been a popular research area since the 90s. Studies on Internet and computer addiction have usually been conducted in the US, and the investigation of computer and Internet addiction at different countries is an interesting area of research. This study investigates computer and Internet addiction among teenagers and Internet cafe visitors in Turkey. We applied a survey to 983 visitors in the Internet cafes. The results show that the Internet cafe visitors are usually teenagers, mostly middle and high-school students and usually are busy with computer and Internet applications like chat, e-mail, browsing and games. The teenagers come to the Internet cafe to spend time with friends and the computers. In addition, about 30% of cafe visitors admit to having an Internet addiction, and about 20% specifically mention the problems that they are having with the Internet. It is rather alarming to consider the types of activities that the teenagers are performing in an Internet cafe, their reasons for being there, the percentage of self-awareness about Internet addiction, and the lack of control of applications in the cafe.

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There is little question of the social, cultural and economic importance of video games in the world today, with gaming now rivalling the movie and music sectors as a major leisure industry and pastime. The significance of video games within our everyday lives has certainly been increased and shaped by new technologies and gaming patterns, including the rise of home-based games consoles, advances in mobile telephone technology, the rise in more 'sociable' forms of gaming, and of course the advent of the Internet. This book explores the opportunities, challenges and patterns of gameplay and sociality afforded by the Internet and online gaming. Bringing together a series of original essays from both leading and emerging academics in the field of game studies, many of which employ new empirical work and innovative theoretical approaches to gaming, this book considers key issues crucial to our understanding of online gaming and associated social relations, including: patterns of play, legal and copyright issues, player production, identity construction, gamer communities, communication, patterns of social exclusion and inclusion around religion, gender and disability, and future directions in online gaming.

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Esta i investigação tem como objeto o discurso de legitimação de praticantes de condutas sexuais tradicionalmente classificadas como perversões, chamadas por seus adeptos de BDSM sigla que descreve diversas práticas ou jogos sexuais: B é para Bondage, o par B & D para bondage e Disciplina. O par D & S para Dominação e Submissão, e o par S & M para Sadismo e Masoquismo. O BDSM liga-se ainda ao fetichismo. As definições de BDSM analisadas foram retiradas da Internet, cujas especificidades são abordadas. Para a contextualização histórica do objeto foi apresentada e discutida a construção médico- psiquiátrica das perversões sexuais. A análise do discurso BDSM e sua comparação com definições psiquiátrica indicaram a centralidade da noção de consentimento como argumento de legitimação e distinção de comportamentos patológicos, principalmente no diálogo com a psiquiatria contemporânea.

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We introduce Collocation Games as the basis of a general framework for modeling, analyzing, and facilitating the interactions between the various stakeholders in distributed systems in general, and in cloud computing environments in particular. Cloud computing enables fixed-capacity (processing, communication, and storage) resources to be offered by infrastructure providers as commodities for sale at a fixed cost in an open marketplace to independent, rational parties (players) interested in setting up their own applications over the Internet. Virtualization technologies enable the partitioning of such fixed-capacity resources so as to allow each player to dynamically acquire appropriate fractions of the resources for unencumbered use. In such a paradigm, the resource management problem reduces to that of partitioning the entire set of applications (players) into subsets, each of which is assigned to fixed-capacity cloud resources. If the infrastructure and the various applications are under a single administrative domain, this partitioning reduces to an optimization problem whose objective is to minimize the overall deployment cost. In a marketplace, in which the infrastructure provider is interested in maximizing its own profit, and in which each player is interested in minimizing its own cost, it should be evident that a global optimization is precisely the wrong framework. Rather, in this paper we use a game-theoretic framework in which the assignment of players to fixed-capacity resources is the outcome of a strategic "Collocation Game". Although we show that determining the existence of an equilibrium for collocation games in general is NP-hard, we present a number of simplified, practically-motivated variants of the collocation game for which we establish convergence to a Nash Equilibrium, and for which we derive convergence and price of anarchy bounds. In addition to these analytical results, we present an experimental evaluation of implementations of some of these variants for cloud infrastructures consisting of a collection of multidimensional resources of homogeneous or heterogeneous capacities. Experimental results using trace-driven simulations and synthetically generated datasets corroborate our analytical results and also illustrate how collocation games offer a feasible distributed resource management alternative for autonomic/self-organizing systems, in which the adoption of a global optimization approach (centralized or distributed) would be neither practical nor justifiable.

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This paper uses data from the 2009 Kids’ Life and Times Survey, involving 3657 children aged 10 or 11 years old in Northern Ireland. The survey indicated high levels of use of Internet applications, including social-networking sites and online games. Using the KIDSCREEN-27 instrument, the data indicate that the use of social-networking sites and online games is related to poorer psychological well-being among girls, but not boys. Boys and girls who experience “cyberbullying” have poorer psychological well-being. This association between psychological well-being and some Internet applications merits more attention in future research and policy development.

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This paper uses data from the 2009 Kids’ Life and Times Survey, involving 3657 children aged 10 or 11 years old in Northern Ireland. The survey indicated high levels of use of Internet applications, including social-networking sites and online games. Using the KIDSCREEN-27 instrument, the data indicate that the use of social-networking sites and online games is related to poorer psychological well-being among girls, but not boys. Boys and girls who experience “cyberbullying” have poorer psychological well-being. This association between psychological well-being and some Internet applications merits more attention in future research and policy development.

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Jogos de Empresas constituem-se em uma ferramenta de real importância para o treinamento de executivos e estudantes, uma vez que simulam a realidade de um mercado. A proposta deste trabalho é desenvolver um jogo de empresas baseado na Internet, permitindo que diversas universidades participem simultaneamente. O jogo tem como ponto central a simulação da administração de uma empresa, envolvendo conceitos chaves de finanças, marketing, informática e planejamento estratégico. O desenvolvimento de um produto deste caráter mostra-se fundamental em um mundo globalizado, aonde a educação a distância e uma formação global são altamente valorizados.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Pós-graduação em Estudos Linguísticos - IBILCE

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Creative spaces need freedom. Any productions, especially with artistic content, need space to mistakes, that is, for an attempt away from the standard. The independent production environment is recognized in different artistic sectors as a space for innovation, to be free of the serial production logic. The major innovations in the international scenario of games came from the independent productions. Great classics revolutionized the aesthetics and functionality of this new media. This project aims to analyze the productive chains of Brazilian independent games, starting with a regional analysis. The goal is to observe the factors responsible for the innovation that these games can offer, the management aspects of creative processes, articulation of innovative agents and resources mobilized. Brazil currently has the fourth largest gaming market in the world with expectation of strong growth for years to come, but arises in the international market as a consumer. Given this regional demand is necessary to study the tools of production, even to help fill that need. Not only the production of games should be thought, the media coverage is also another important factor, in view of the economic importance of this segment. Understanding the mechanisms of innovation in the gaming universe, its impact on the formation of public and coverage of specialized journalism in this new media are possible outcomes of future studies and research that scientific research can contribute

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The social networking sites have experienced a large and rapid growth in recent years and bring together millions of users in Brazil and worldwide. Such networks allow adding groups of people with common interests or relationships, enabling members of this group to communicate and exchange information. Some social networks have specific goals, for example, aggregate individuals with common interests and professional relationships. However, they all share information in some way, whether in the form of short texts, photos, videos, among others. Sharing information in files is also a growing activity on the Internet and can be done in various ways, from sending files via email to multiple contacts to make available areas shared by the same contacts. However, applications are not yet available to enable file sharing on Facebook, considered the premier social network today. Given the growing demand for sharing files over the Internet, and a large number of users familiar with the use of these integrated applications for Facebook there is a demand for applications that allow users to share files with their contacts in this social network. This study aims to investigate how users use Facebook, and their practices for file sharing. It is believed that the results will substantiate future projects to develop software for file sharing on Facebook. Due to the exploratory nature of this research, the choice was made for a survey to collect data, applied through the web. From the results obtained, was possible to observe a frequent use of file sharing, but no interest in paid services. Regarding Facebook, was possible to observe their extensive use in both the frequency of access as the hours spent, as well as an increased use of applications (games, quiz, etc.). The full set of results shows a favorable environment for developing applications for sharing files on Facebook.