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Games Studies
Game studies, also known as ludology (from ''ludus'', "game", and ''-logia'', "study", "research"), is the study of games, the act of playing them, and the players and cultures surrounding them. It is a field of cultural studies that deals with all types of games throughout history. This field of research utilizes the tactics of, at least, folkloristics and cultural heritage, sociology and psychology, while examining aspects of the design of the game, the players in the game, and the role the game plays in its society or culture. Game studies is oftentimes confused with the study of video games, but this is only one area of focus; in reality game studies encompasses all types of gaming, including sports, board games, etc. Before video games, game studies was rooted primarily in anthropology. However, with the development and spread of video games, games studies has diversified methodologically, to include approaches from sociology, psychology, and other fields. There are now a ...
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Cultural Studies
Cultural studies is an interdisciplinary field that examines the political dynamics of contemporary culture (including popular culture) and its historical foundations. Cultural studies researchers generally investigate how cultural practices relate to wider systems of power associated with, or operating through, social phenomena. These include ideology, class structures, national formations, ethnicity, sexual orientation, gender, and generation. Employing cultural analysis, cultural studies views cultures not as fixed, bounded, stable, and discrete entities, but rather as constantly interacting and changing sets of practices and processes. The field of cultural studies encompasses a range of theoretical and methodological perspectives and practices. Although distinct from the discipline of cultural anthropology and the interdisciplinary field of ethnic studies, cultural studies draws upon and has contributed to each of these fields. Cultural studies was initially developed by B ...
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Gonzalo Frasca
Gonzalo Frasca (born 1972) is a game designer and academic researcher focusing on serious and political videogames. His blog, Ludology.org, was cited by NBC News as a popular designation for academic researchers studying video games (see ludology for more information). For many years, Frasca also co-published Watercoolergames with Ian Bogost, a blog about serious games. Frasca was born in Montevideo, Uruguay, where he established Powerful Robot Games, a video game studio. He is Chief Design Officer at DragonBox, a Norwegian pedagogy studio which produces math-learning videogames. Frasca is also a professor at Universidad ORT Uruguay. In video game theory, Frasca belongs to the group of "ludologists" who consider video games to be simulations based on rules. They see video games as the first simulational media for the masses - which means a paradigm shift in media consumption and production. Frasca's game studies are influenced by the work of Norwegian game academic Espen J. Aarse ...
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Narratology
Narratology is the study of narrative and narrative structure and the ways that these affect human perception. It is an anglicisation of French ''narratologie'', coined by Tzvetan Todorov (''Grammaire du Décaméron'', 1969). Its theoretical lineage is traceable to Aristotle (''Poetics'') but modern narratology is agreed to have begun with the Russian Formalists, particularly Vladimir Propp (''Morphology of the Folktale'', 1928), and Mikhail Bakhtin's theories of heteroglossia, dialogism, and the chronotope first presented in ''The Dialogic Imagination'' (1975). Cognitive narratology is a more recent development that allows for a broader understanding of narrative. Rather than focus on the structure of the story, cognitive narratology asks "how humans make sense of stories" and "how humans use stories as sense-making instruments". Defining narrative Structuralist narratologists like Rimmon-Kenan define narrative fiction as "the narration of a succession of fictional eve ...
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Bubonic Plague
Bubonic plague is one of three types of plague caused by the plague bacterium (''Yersinia pestis''). One to seven days after exposure to the bacteria, flu-like symptoms develop. These symptoms include fever, headaches, and vomiting, as well as swollen and painful lymph nodes occurring in the area closest to where the bacteria entered the skin. Acral necrosis, the dark discoloration of skin, is another symptom. Occasionally, swollen lymph nodes, known as "buboes," may break open. The three types of plague are the result of the route of infection: bubonic plague, septicemic plague, and pneumonic plague. Bubonic plague is mainly spread by infected fleas from small animals. It may also result from exposure to the body fluids from a dead plague-infected animal. Mammals such as rabbits, hares, and some cat species are susceptible to bubonic plague, and typically die upon contraction. In the bubonic form of plague, the bacteria enter through the skin through a flea bite and travel ...
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World Of Warcraft
''World of Warcraft'' (''WoW'') is a massively multiplayer online role-playing game (MMORPG) released in 2004 by Blizzard Entertainment. Set in the ''Warcraft'' fantasy universe, ''World of Warcraft'' takes place within the world of Azeroth (world), Azeroth, approximately four years after the events of the previous game in the series, ''Warcraft III: The Frozen Throne.'' The game was announced in 2001, and was released for the 10th anniversary of the ''Warcraft'' franchise on November 23, 2004. Since launch, ''World of Warcraft'' has had nine major expansion packs: ''The Burning Crusade'' (2007), ''Wrath of the Lich King'' (2008), ''World of Warcraft: Cataclysm, Cataclysm'' (2010), ''Mists of Pandaria'' (2012), ''Warlords of Draenor'' (2014), ''World of Warcraft: Legion, Legion'' (2016), ''Battle for Azeroth'' (2018), ''World of Warcraft: Shadowlands, Shadowlands'' (2020), and ''World of Warcraft: Dragonflight, Dragonflight'' (2022). Similar to other MMORPGs, the game allows ...
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Gamification Of Learning
The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. Gamification, broadly defined, is the process of defining the elements which comprise games, make those games fun, and motivate players to continue playing, then using those same elements in a non-game context to influence behavior. In other words, gamification is the introduction of game elements into a traditionally non-game situation. There are two forms of gamification: structural, which means no changes to subject matter, and the altered content method that adds subject matter. Games applied in learning can be considered serious games, or games where the learning experience is centered around serious stories. A serious story needs to be both "impressive in quality" and "part of a thoughtful proc ...
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Jane McGonigal
Jane McGonigal (born October 21, 1977) is an American author, game designer, and researcher. McGonigal advocates using mobile and digital technology to channel positive attitudes and collaboration in a real-world context. Biography Early years McGonigal was brought up in New Jersey. Her parents are teachers who emphasized intellectual attainment. Her identical twin sister, Kelly McGonigal, is a psychologist. Education McGonigal received her Bachelor of Arts in English from Fordham University in 1999 and her Ph.D. in Performance Studies from the University of California, Berkeley in 2006. She was the first in the department to study computer and video games. Personal life In 2009, she suffered a debilitating concussion that helped her develop a game, ''Jane the Concussion Slayer'', for treating her concussion and other similar conditions; the game was later renamed ''SuperBetter''. Philosophy McGonigal writes and speaks about alternate reality games and massively multipl ...
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Amy Jo Kim
Amy is a female given name, sometimes short for Amanda, Amelia, Amélie, or Amita. In French, the name is spelled ''"Aimée"''. People A–E * Amy Acker (born 1976), American actress * Amy Vera Ackman, also known as Mother Giovanni (1886–1966), Australian hospital administrator * Amy Adams (born 1974), American actress * Amy Alcott (born 1956) – American Hall of Fame golfer * Amy Archer-Gilligan, (1873–1962), American serial killer * Amy Beach (1867–1944), American composer and pianist * Amy Birnbaum (born 1975), American voice actress * Amy Bishop (born 1965), American professor and mass shooter * Amy Braverman, American statistician * Amy Brenneman (born 1964), American actress * Amy Bruckner (born 1991), American actress and singer * Amy Callaghan (born 1992), British politician * Amy Carmichael (1867–1951), British missionary to India * Amy Castle (born 1990), American actress and internet personality * Amy Cimorelli (born 1995), American singer * Amy Carter ( ...
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Texas A&M International University
Texas A&M International University (TAMIU) is a public university in Laredo, Texas. It is part of the Texas A&M University System and home to over 8,500 students each academic semester. TAMIU offers over 70 undergraduate and graduate degrees in four colleges. History *1969: Established as a branch of Texas A&I University at Kingsville, and named Texas A&I University at Laredo, functioning as an upper-level University for juniors, seniors, and graduate students. The Senate bill was introduced by Wayne Connally, brother of Governor John B. Connally, Jr. *1977: University's name changes to Laredo State University. *1989: University joins The Texas A&M University System. *1993: Name changes to Texas A&M International University. *1995: An unsuccessful attempt is made to transfer TAMIU to the University of Texas System. TAMIU becomes a four-year University, welcomes its first freshman class and opens its new campus, the first new University campus constructed in Texas in over 25 year ...
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Meta-analysis
A meta-analysis is a statistical analysis that combines the results of multiple scientific studies. Meta-analyses can be performed when there are multiple scientific studies addressing the same question, with each individual study reporting measurements that are expected to have some degree of error. The aim then is to use approaches from statistics to derive a pooled estimate closest to the unknown common truth based on how this error is perceived. Meta-analytic results are considered the most trustworthy source of evidence by the evidence-based medicine literature.Herrera Ortiz AF., Cadavid Camacho E, Cubillos Rojas J, Cadavid Camacho T, Zoe Guevara S, Tatiana Rincón Cuenca N, Vásquez Perdomo A, Del Castillo Herazo V, & Giraldo Malo R. A Practical Guide to Perform a Systematic Literature Review and Meta-analysis. Principles and Practice of Clinical Research. 2022;7(4):47–57. https://doi.org/10.21801/ppcrj.2021.74.6 Not only can meta-analyses provide an estimate of the un ...
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Violence
Violence is the use of physical force so as to injure, abuse, damage, or destroy. Other definitions are also used, such as the World Health Organization's definition of violence as "the intentional use of physical force or Power (social and political), power, threatened or actual, against oneself, another person, or against a group or community, which either results in or has a high likelihood of resulting in injury, death, psychological harm, maldevelopment, or deprivation."Krug et al."World report on violence and health", World Health Organization, 2002. Internationally, violence resulted in deaths of an estimated 1.28 million people in 2013 up from 1.13 million in 1990. However, global population grew by roughly 1.9 billion during those years, showing a dramatic reduction in violence per capita. Of the deaths in 2013, roughly 842,000 were attributed to self-harm (suicide), 405,000 to interpersonal violence, and 31,000 to collective violence (war) and legal intervention. Fo ...
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