Open Access. Powered by Scholars. Published by Universities.®
Social and Behavioral Sciences Commons™
Open Access. Powered by Scholars. Published by Universities.®
- Discipline
-
- Arts and Humanities (2)
- Library and Information Science (2)
- Asian Studies (1)
- Business (1)
- Communication (1)
-
- Computer Sciences (1)
- Curriculum and Instruction (1)
- Databases and Information Systems (1)
- Digital Humanities (1)
- Education (1)
- Information Literacy (1)
- International and Area Studies (1)
- Leadership Studies (1)
- Music (1)
- Organization Development (1)
- Organizational Behavior and Theory (1)
- Other Business (1)
- Physical Sciences and Mathematics (1)
- Social Media (1)
- Institution
- Publication
- Publication Type
Articles 1 - 4 of 4
Full-Text Articles in Social and Behavioral Sciences
Library Instruction And Ludonarrative Dissonance: Making Our Rules Fit Our Narrative, Jeffrey Gallant
Library Instruction And Ludonarrative Dissonance: Making Our Rules Fit Our Narrative, Jeffrey Gallant
Georgia International Conference on Information Literacy
See presentation description.
The Design Of An Alternate Reality Game As Capstone Course In A Multimedia Post-Graduate Degree, Koos De Beer, Marlene Holmner
The Design Of An Alternate Reality Game As Capstone Course In A Multimedia Post-Graduate Degree, Koos De Beer, Marlene Holmner
Proceedings of the IATUL Conferences
The Department of Information Science, University of Pretoria offers a unique undergraduate and post graduate programme in Multimedia which focuses on aspects of IT that require both creativity and logical thinking. These skills enable students to build and design multimedia products, thus consolidating technology and visual design. One of the Honours (fourth year) programme modules requires the students to consolidate and use all knowledge and skills obtained in the three year degree to successfully design and implement an Alternate Reality Game (ARG).
An ARG is a game that uses interactive fiction, integrated with reality, as its narrative and context. The …
K-Pop Live: Social Networking & Language Learning Platform, Thomas Chua, Chin Leng Ong, Kian Ming Png, Aloysius Lau, Houston Toh, Feida Zhu, Kyong Jin Shim, Ee-Peng Lim
K-Pop Live: Social Networking & Language Learning Platform, Thomas Chua, Chin Leng Ong, Kian Ming Png, Aloysius Lau, Houston Toh, Feida Zhu, Kyong Jin Shim, Ee-Peng Lim
Research Collection School Of Computing and Information Systems
K-Pop live is a social networking and language learning platform developed by an undergraduate student team from Singapore Management University. K-Pop live aims to combine social media together with gamification to promote Korean culture. It consolidates all relevant Tweets from Twitter as well as videos from YouTube. The platform allows the user to connect with his friends who share similar interests in terms of K-pop artists and music.
Investigating Virtual Worlds, Patricia D. Sobczak
Investigating Virtual Worlds, Patricia D. Sobczak
VCU Libraries Faculty and Staff Presentations
The global phenomena of online gaming engages millions of people, some playing over 45 hours a week - the equivalent of a second full-time job. Our children are logging over 10,000 hours of gaming time before they are 21 years old; the equivalent of the time children spend in formal classrooms from grades five through 12. Players in one of the most popular online games have logged over 5.3 million years of play time since 2004.
These statistics show that virtual worlds, including online games, have become an important component of modern culture, but their impact on society has yet …