2,278 research outputs found

    Hydrogen sulphide formation in fermenting toddy

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    Kennis- en innovatieagenda : creatieve industrie 2018-2021

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    De creatieve industrie versterkt het innovatievermogen van Nederland. Met haar innovatie- en verbeeldingskracht kan zij mensen verbinden, in beweging krijgen en vertrouwen geven in de wereld van morgen. De sector is een onmisbare schakel in het geven van antwoorden op grote maatschappelijke vraagstukken en het bieden van een zinvolle betekenis aan nieuwe technologische mogelijkheden. Om deze impact te realiseren, maakt de creatieve professional gebruik van een kennisbasis van Key Enabling Methodologies; strategieën, methoden en modellen die structuur geven aan het creatieve proces en deze valideren. In deze methodologieën stelt de professional de mens centraal en is hij in staat om nieuwe werelden en visies te verbeelden en technologieën en actoren uit verschillende hoeken bij elkaar te brengen. De samenleving is het speelveld van de creatieve professional. In deze tijd, waarin transities in de maatschappij gaande zijn, verandert de manier waarop de professional werkt en samenwerkt. De rol van de creatieve professional is meer fluïde dan voorheen. Tegelijkertijd wordt er meer verwacht van de onderbouwing van ontwikkelde interventies en neemt de complexiteit van vraagstukken en oplossingen toe. Om de creatieve professional hierin te ondersteunen, is samenwerking tussen creatieve industrie en kennisinstellingen cruciaal

    I’d like to have a house like that

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    This qualitative interview study explores the practices of adult female gamers who play the videogame The Sims, focusing on the motivations they have for playing and how playing a video game might influence their digital competence. We address the wider context of leisure and the household, investigating to what extent playing videogames has become domesticated in the daily life of the family. It is found that female gamers play The Sims because they enjoy the particular way it allows them to take control, fantasize, and be challenged. For some, it is clear that playing this video game has increased their digital skills. We notice that there is an interesting similarity between the pleasures of playing this videogame and more traditional ways of female media engagement such as reading women’s magazines or romance novels and watching soap operas. Our gamers similarly enjoy The Sims as leisurely moments for themselves, clearly and intentionally separated from domestic and family duties. We conclude that playing a videogame can be seen as a highly modern and liberating practice, as both playing in general and using ICT have tra

    Poverty is not a game: behavioral changes and long term effects after playing PING

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    This paper argues that serious games offer opportunities for civic engagement. This engagement is necessary for a good functioning democracy and as such context in which civic engagement flourishes must be nurtured. Games arguably offer such a context by facilitating a playful way of engaging with complex issues, such as poverty. Furthermore, games can provide a context that allows different angles for different players in terms of the same issue. This affects the changing academic notion of what it means to be a good citizen and, in particular, what this entails in terms of a more dynamic conceptualization of citizenship. While there is an increasing academic interest in serious games used as educational tools, a firm body of research within this tradition that considers long-term effects and behavioral changes in this respect is missing. The current study aims to contribute to this by investigating if there are long term behavioral changes in civic engagement and political participation after playing a serious game and how this is related to change in political interes

    Playing in school or at home?

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    The goal of this study is to gain insight into the effects of context on educational game experience. Using a quasi-experimental setup, it compares the playing and learning experiences of adolescent players of the awareness-raising game PING in a domestic (N=135) and a school (N=121) context. Results indicate that both gaming (identification, enjoyment) and learning experiences are more intense in a home compared to a school context. However, all of the variance in gaming and part of that in learning experience are caused by longer playing times and better computer equipment. Moreover, the overall impact of context on perceived learning is significantly smaller than that of other experiential factors such as identification and enjoyment. Thus context should be considered as a significant yet relatively small determinant of learning experience

    Replaying Today’s Wars? A Study of the Conceptualization of Post-1989 Conflict in Digital “War” Games

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    Commercial “war” games in a post-1989 setting are popular among a large audience. They offer players an enjoyable gameplay experience, while also referring to contemporary “war” scenarios. As such, they have been studied in several ways, e.g., concerning the “realistic” nature of how they depict warfare. However, little is still known about the way in which the notion of “war” is conceptualized in these games. To fill this gap, this article offers a systematic analysis of the narrative content of 15 popular “war” games set after 1989, as well as their promotional descriptions, as these provide insight into how publishers respond to the interests of players. This is done based on the conceptual framework of conflict/war offered by the Uppsala Conflict Data Program (UCDP)

    Investigating the Effects of a Persuasive Digital Game on Immersion, Identification, and Willingness to Help

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    Recent years have seen a tremendous rise in the development and distribution of persuasive games: digital games that are used to influence players’ attitudes and/or behavior. Three studies (NStudy 1 = 134; NStudy 2 = 94; NStudy 3 = 161) tested the effects of a persuasive game on immersion, identification, and willingness to help. The results showed that playing the persuasive game did not result in substantially stronger willingness to help, relative to the control conditions. Video and printed text resulted in more immersion than the digital game, but playing the game resulted in substantially higher perceptions of embodied presence

    The TV-Trawler Project

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    In this paper, we describe a system which enables the filtering, recording and delivery of digital video broadcasts over satellite, by matching incoming content descriptions to pre-defined sets of personal user preferences which have been defined using MPEG-7. The system enables the automatic analysis, selection and flexible, customized delivery of relevant content extracted from potentially hundreds of concurrent video channels
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