Group 10: Games | Norwegian Media
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Computer games are the primary focus of this group. The group is open to contributions from technological, aesthetic, social, cultural and design perspectives. Video games have increasingly become part of people's daily media consumption and is a cultural bargain crazy expression bargain crazy of great impact in popular culture. From being a phenomenon related primarily bargain crazy to children and adolescents, computer games become an activity that much of the population is engaged in. This is partly due to new digital forms of distribution and the rise of "casual" games on mobile platforms and social media. Computer games are also used for purposes other than entertainment, including for educational purposes and in health and rehabilitation. The group is open to contributions dealing with the use of games in such contexts.
Video games are a relatively new medium, but based on the toy and game traditions with long historical roots. In today's games and play also used in other media contexts bargain crazy than computer games. For this reason, the group is also open to research on playful use of technology and media more broadly. Examples include the incorporation of game structures as "levels" and rewards in terms of points or "achievements".
Links
Home About Us Board of Norwegian Media 2013 - 2014 Board Minutes Bylaws Annual General Membership Price Distributions Hearings Contact Norwegian media periodicals archive NMT NMT collected Index 1994-2001 Editorial in Norwegian media journal Vacancies Our conferences Links
Computer games are the primary focus of this group. The group is open to contributions from technological, aesthetic, social, cultural and design perspectives. Video games have increasingly become part of people's daily media consumption and is a cultural bargain crazy expression bargain crazy of great impact in popular culture. From being a phenomenon related primarily bargain crazy to children and adolescents, computer games become an activity that much of the population is engaged in. This is partly due to new digital forms of distribution and the rise of "casual" games on mobile platforms and social media. Computer games are also used for purposes other than entertainment, including for educational purposes and in health and rehabilitation. The group is open to contributions dealing with the use of games in such contexts.
Video games are a relatively new medium, but based on the toy and game traditions with long historical roots. In today's games and play also used in other media contexts bargain crazy than computer games. For this reason, the group is also open to research on playful use of technology and media more broadly. Examples include the incorporation of game structures as "levels" and rewards in terms of points or "achievements".
Links
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