Merkitseekö kuolema bittimaailmassa vain häviötä? – Sureminen ja hautaaminen jätetään videopeleissä tarkoituksella taka-alalle
Tutkimus osoittaa, että kuolema voidaan esittää videopeleissä hyvin vähäpätöisenä ja mekaanisena osana itse tarinaa.
Topical game research articles picked up and referenced by PlayLab! writers.
Tutkimus osoittaa, että kuolema voidaan esittää videopeleissä hyvin vähäpätöisenä ja mekaanisena osana itse tarinaa.
Gaming in classroom, a doomed combination in education? Hewett et al. article “The 21st century classroom gamer” explores this fascinating topic.
Research suggests that gaming can be used as an effective tool to reduce bias.
Could educational escape rooms be the new hip pedagocical thing?
How are streaming, viewing, playing and spending money on esports connected?
In the future ‘KAHOOT!’ and other tools can make the learning process of students easier.
The number of academic researches about esports has been increasing since the year 2002.
The Stanley Parable highlights the inherent restrictiveness of narrative-based videogames.
An article about Twitch streaming and how it is affecting the performance of the streamer. The researcher gathers data from both APIs and interprets the results, leading to surprising discoveries!
Research suggests online gaming communities don’t feel too keenly for all-female esports teams.
How do narrative adventure games like Life is Strange and The Walking Dead depict women empowerment in morally precarious situations? This is what Butt & Dunne’s "Rebel Girls and Consequences in Life is Strange and The Walking Dead" is about.
How do fan-made archives of a game series’ texts relate to the official titles? Dennis Jansen’s article explains that deciding on canonicality in a fictional universe is no simple task.
Sometimes you are in control, sometimes not. Casper S. Boonen and Daniel Mieritz delve into horror games with their Agency Parameter Model.
The use of self-determination theory in fostering motivation via game-based learning
Non-monogamy in various forms is becoming increasingly visible in the society and media of today, but what is non-monogamy representation like in video games?
Digital gaming is a big topic and takes a big part in many lives of today's children. This following brief summary about the Mavoa/Carter/Gibbs (2017: 171-181) article, takes a closer look at parental perceptions of the popular video game Minecraft.
Can you imagine that you are abroad for let’s say business reasons, some of your colleagues go to a team-building escape game together and you cannot participate because you are away?
Nowadays, games are considered, among other things, a mean of finding new friends or even a partner. In addition, games can also create environments where one can get easily misunderstood…
Melissa Kagen argues that Firewatch shines a light on the issues of toxic masculinity in gaming and lets the player perform a more nuanced form of masculinity.
The fight to maintain player interest: A new model for predicting and combating churn in social f2p games.