1,340 research outputs found
"Game" in history, historical in "game"
This paper is considered with relation between game and the History, in three
various aspects: first part is dedicated to the meaning of noun "game" from
its early stages till today, the second part relates to influences of game on
human development and the third part deals with objectivity of historical
facts in computer games
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What fear taught me: Resilient communication using art in applied contexts
Narrating my reflections on the quarantine during the COVID-19 pandemic in 2020 and my experience of the crisis in Syria, this paper studies the ways fear can transform into resilience by examining the self-reflexive works Path Out (Karam, 2017) and Another Kind of Girl (Jibawi, 2015). Using digital media, the creators of these works of art construct autobiographical, educational, and interactive narratives about coping and belonging in the course of crisis. I propose viewing both texts as examples of âresilient communicationâ that reacts to social and cultural issues brought about by crisis and suggests creative solutions that convey optimistic views of the future. Outlining the conventions of resilient communication, in turn, promotes the production of media works that use educational, creative, autobiographical techniques to foster collective resilience
Games and History
This project studies the presentation of history through the medium of video gaming. We studied specific topic areas such as educational software, simulation software, and narrative analysis, then applied this to the evaluation of several history games. To conclude, a historical game was developed that attempted to fit the criteria we developed, with an eye towards publication in conjunction with the Higgins Armory Museum
"Game" in history, historical in "game"
This paper is considered with relation between game and the History, in three
various aspects: first part is dedicated to the meaning of noun "game" from
its early stages till today, the second part relates to influences of game on
human development and the third part deals with objectivity of historical
facts in computer games
Why so serious? On the relation of serious games and learning
Serious games have become a key segment in the games market as well as in academic research. Although the number of games that identify themselves as belonging to this category as well as the research done on their effects has been rapidly growing, there has thus far been no attempt to define all of the various opportunities that digital games provide for learning. To address this issue we look at existing definitions of serious games and their potential for learning. We identify the shortcomings of existing definitions and typologies. We discuss opportunities for an educational use of serious games which have been marginalized so far and develop a more flexible classification system for serious games in order to include commercial-off-the-shelf (COTS) games for learning purposes and description options for future developments of gaming technology. This classification system for digital and serious games uses labels and tags as a preferable solution instead of fixed genre categories. The aim of this paper is to move the focus from what serious games and their uses for learning currently are to what they can be
Application of Simulation Modelling Means in Management Decisions-making within the Security and Defence Sector
Problems and modern tendencies in the field of creating complex models of combat operations are considered. The systematic analysis of existing models of combat operations is carried out and their conformity to modern conditions and development of military art is defined. Features of combat operations models development when using means of simulation modelling are exposed with the use of a method of mathematical simulation. The structure of the complex simulation modelling of actions of forces is formed. The composition of standard models of components of the security and defence sector is determined and the sphere of their application is outlined, which allows controlling the unit in different situations at the stage of choosing decisions at different levels of management. The main directions of the development of modelling complexes and systems are determined. The practical implementation of these approaches, along with the implementation of the principles of cost-effectiveness of models, their coordinated development, system compatibility of models for different purposes and large-scale use of proven commercial decisions will create a cluster of combat operations models, which is a real tool for effective decision-making on troops management and allows laying down technical requirements for the development of a modern complex of simulation modelling. Doi: 10.28991/esj-2021-01294 Full Text: PD
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