5,089 research outputs found
Spartan Daily, November 12, 1980
Volume 75, Issue 52https://scholarworks.sjsu.edu/spartandaily/6688/thumbnail.jp
"One Hundred Per Cent American": Nationalism, Masculinity and American Legion Baseball in the 1920s
"'One Hundred Per Cent American': Nationalism, Masculinity and American Legion Baseball in the 1920s," provides a sociohistorical analysis of baseball and social attitudes and ideologies of the pre- and post-World War I period, specifically focusing on the joining of nationalism and masculinity through the playing of sport. My work explores amateur baseball in the context of the post-World War I period (1920-1930), focusing on the American Legion's baseball program started during that same era. By incorporating the theorization of "hegemonic masculinity," first popularized by sociologist R.W. Connell and a major theme in the sociology of sport, I argue that amateur baseball constituted a distinct form of nationalist American masculinity that figured prominently in both the status of the sport and the understanding of gender within post-war American culture. By focusing on the instruction of these amateur players, I demonstrate how nationalism and masculinity converged through the kinesthetic "play"ing of baseball by young American males
The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification
The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ
The serious games ecosystem: Interdisciplinary and intercontextual praxis
This chapter will situate academia in relation to serious games commercial production and contextual adoption, and vice-versa. As a researcher it is critical to recognize that academic research of serious games does not occur in a vaccum. Direct partnerships between universities and commercial organizations are increasingly common, as well as between research institutes and the contexts that their serious games are deployed in. Commercial production of serious games and their increased adoption in non-commercial contexts will influence academic research through emerging impact pathways and funding opportunities. Adding further complexity is the emergence of commercial organizations that undertake their own research, and research institutes that have inhouse commercial arms. To conclude, we explore how these issues affect the individual researcher, and offer considerations for future academic and industry serious games projects
All Work and All Play? A Framework to Design Game- based Information Systems
Organizations have increasingly sought to develop and use game-based information systems to increase engagement among employees or customers. However, many game-based information systems have failed due to poor design. Game-based information systems’ design must align with an organization’s need or problem and users’ motives. To help designers create game-based information systems that align with an organization’s needs, we present the game- based system design framework (GSDF). Designers can use this framework to select game-based elements to support aesthetics, dynamics, and mechanics to encourage intrinsic or extrinsic motivation among users. We also create a game-based system design diagram (GSDD) and process in the spirit of UML diagrams for designers to communicate game-based information system designs. We explain how one can use the GSDF and GSDD and their value for practice and research
Spartan Daily, September 15, 1983
Volume 81, Issue 12https://scholarworks.sjsu.edu/spartandaily/7061/thumbnail.jp
Recommended from our members
How the globalization of video games is changing the way militaries operate
Today more than ever video games are reaching a global audience. In the past the military facilitated the growth of video games, but that dynamic may be changing. Military use of video games to build and operate their army’s is increasing. The first part of this report will look at how video games have grown into a $100 billion industry and where the industry is heading. The second part of this report will focus in on how the military has utilized video game technology as a recruiting and training tool. Then move into how different components of technology in video games is being used in modern warfare. In the end this report will show how the globalization of video games is changing the way the military operates.Kinesiology and Health Educatio
Digital game-based learning for D&I: conceptual design of an educational digital game Chuzme
[EN] There is a demand for tools facilitating intercultural, diversity and inclusion
(D&I) education. Video games are one of the most advanced new media
technologies, so it is only natural to suppose that they can offer remarkable
possibilities for fostering learning in the area of intercultural, D&I
education. This article explores theoretical guidelines in the design of
Chuzme, a serious educational game that focuses on raising cultural selfawareness, the acknowledgement of cultural bias, and aims to generate
positive attitudes towards migrants, refugees and expatriates amongst its
players and to train to be an inclusive leader. It is hoped that this will serve
as a useful reference to guide the development of similar titles in the future.Shliakhovchuk, O.; Muñoz García, A. (2020). Digital game-based learning for D&I: conceptual design of an educational digital game Chuzme. Editorial Universitat Politècnica de València. 409-419. https://doi.org/10.4995/INN2019.2019.10561OCS40941
- …