995 resultados para Online fantasy sports games


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Digital Games: Literacy in action is the result of a wide-ranging investigation into the educational possibilities involved in young people and games.

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Social communication technologies present exciting and challenging opportunities for public relations professionals. Although not new the latest online attraction grabbing the attention of educators and companies around the globe are the virtual worlds known as Massively-Multiplayer Online Role-Playing Games (MMORPGs). This paper will examine MMORPGs - in particular Second Life - and consider their potential as an educational medium and relevance to the practice of public relations. The paper argues that MMORPGs slwuld be taken seriously by educators and public relations professionals alike and not simply be treated as online entertainment.

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This chapter reexamines the relationship between the representative capacities of violent video games and the military industrial entertainment complex. It proposes a study of the affective capacities of violent militarised online multiplayer games to expand the limited accounts of the dominance of the military discourse and better understand what is going one while gamers play.

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Institute for Prospective Technological Studies Mission: - to provide customer-driven support to the EU policymaking process - by developing science based responses to policy challenges - having both socio-economic and scientific /technological dimension.

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Online computer gamers are a creative bunch, from the mayhem of first-person shooters (FPS) to the more social experiences of massive multiplayer online role-playing games (MMORPG), gamers are producing new content for their favourite titles at an amazing rate. This paper explores the rewriting of the boundaries in the production and ownership of intellectual property in the computer games industry. The purpose is to examine the potential for computer game studies to contribute to an understanding of an alternative intellectual property regime known as the commons. This paper will explore how computer games users establish commons-like formations, specific to the digital environment, that extend the confines of current intellectual property rights. It will argue that the productive activities of online gamers are not motivated by the traditional logic of market-based incentives. This represents a new condition which may contribute to a reformation of the privatising enclosure of the intellectual property system.
Keywords: massive multiplayer online

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This study analyzed the determinants underlying sports club volunteers' tendencies to continue or terminate their long-term commitment to volunteering in order to help sports clubs improve their volunteer management. Their risk of terminating was viewed in terms of subjective expectations and evaluations (satisfaction) regarding club-related working conditions and normative commitments (solidarity) to the sports club. These relationships were tested empirically with an online questionnaire of 441 sports club volunteers in a selection of 45 Swiss sports clubs. Results showed that the constructs orientation toward collective solidarity and volunteer job satisfaction correlated positively with long-term volunteering commitment. The effect of the former was stronger than that of the latter. Volunteers with a higher orientation toward collective solidarity were unlikely to terminate their voluntary engagement in their club. The discussion presents recommendations to help clubs retain volunteers.

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Das "Theaterlexikon der Schweiz" ist das bisher grösste Projekt des Instituts für Theaterwissenschaft der Universität Bern. Das enzyklopädische Werk ist das erste seiner Art in der Schweiz. Das dreibändige Nachschlagewerk erschien 2005 im Chronos Verlag Zürich. Massgeblich für das "Theaterlexikon online" ist die gedruckte Buchausgabe. Das "Theaterlexikon online" steht der Öffentlichkeit kostenlos zur Verfügung.

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In lucid dreams the dreamer is aware that he or she is dreaming. Although such dreams are not that uncommon, many aspects of lucid dream phenomenology are still unclear. An online survey was conducted to gather data about lucid dream origination, duration, active or passive participation in the dream, planned actions for lucid dreams, and other phenomenological aspects. Among the 684 respondents who filled out the questionnaire, there were 571 lucid dreamers (83.5%). According to their reports, lucid dreams most often originate spontaneously in adolescence. The average lucid dream duration is about 14 minutes. Lucid dreamers are likely to be active in their lucid dreams and plan to accomplish different actions (e.g., flying, talking with dream characters, or having sex), yet they are not always able to remember or successfully execute their intentions (most often because of awakening or hindrances in the dream environment). The frequency of lucid dream experience was the strongest predictor of lucid dream phenomenology, but some differences were also observed in relation to age, gender, or whether the person is a natural or self-trained lucid dreamer. The findings are discussed in light of lucid dream research, and suggestions for future studies are provided.