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Artikel

DOI Daten mit Auflösung
DOI 10.7336/academicus.2017.16.06
URL https://academicus.edu.al/?subpage=volumes&nr=16
Multiple Resolution:
MR URL https://academicus.edu.al
MR URL https://academicus.edu.al/nr16/Academicus-MMXVII-16-088-104.html
MR URL https://academicus.edu.al/nr16/Academicus-MMXVII-16-088-104.pdf
MR URL mailto:info@academicus.edu.al
MR URL https://academicus.edu.al/images/front_end/academicus.jpg
MR URL https://creativecommons.org/licenses/by-nc-nd/4.0/
NUTZUNGSRECHTE:
OA – Open Access
OA-Lizenz https://creativecommons.org/licenses/by-nc-nd/4.0/

Daten zur Zeitschrift

Vollständiger Titel
Englisch (eng)
Academicus International Scientific Journal
Verlag (01) Academicus International Scientific Journal
Erscheinungsland Albanien (AL)
ISSN 20793715
Produktform Gedruckte Zeitschrift (JB)
ISSN 23091088
Produktform Online-Zeitschrift (JD)

Fortsetzungsausgabe
Nummer des Bandes 16
Erscheinungsdatum der Ausgabe (YYYY/MM) 2017 / 07
Daten Fortsetzungsartikel
Titel
Englisch (eng)
Gaming mirrors at play through ludic data-selves
Von (Autor) (A01) Enrico Gandolfi
Zugehörigkeit Kent University, Ohio, USA, Dr.
ORCID (21) https://orcid.org/0000-0002-8918-1033
Number of Pages 17
Erste Seite 88
Letzte Seite 104
Sprache des Textes Englisch (eng)
Erscheinungsdatum (YYYY/MM) 2017 / 07
Copyright 2017, Academicus
Abstract
Abstract/Hauptbeschreibung (01)
The focus of the article is on data-self technology in digital entertainment - virtual entities that replicate and/or are influenced by players’ behaviors and actions, working as agential mirrors on the screen. Little efforts have been done in investigating their potential in social research and educational technology; however, data-selves can serve as promising self-revealing tools toward personal identities and narrations. In order to enlighten their effectiveness, a multidisciplinary framework led by the core concepts of “narrative identity” and “discursive-practical consciousness” is advanced. The proposal has been tested (pre-post interviews and play sessions) with an empirical exploration involving n:32 participants and the video games Black and White 2 and Forza: Motorsprint 5, which include data-self features. Results show that this technology can make a difference in engaging and stimulating subjects’ interest and feedback, but further researches are needed to deepen its scope and range of application.

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