Games

Dos Teclados às Arenas: o Consumo do Ciberesporte como Espetáculo Contemporâneo

Game Theory / Communication / Game studies / Image Processing / Digital Media / Medical Image Processing / Guy Debord / Video Games / Spectacle / Consumption Studies / Cyberculture / Digital Games / Georg Simmel / Cybercultures / Digital Image Processing / Comunicação / Cibercultura / Games / IMAGEM / Comunicação Social / Gamers / Consumo / Jogos Digitais / Ciências da Comunicação / Digital Culture, Cyberculture, New Media Studies / Consumption Culture / Society of the Spectacle / League of Legends / Cyberculture Studies / Medical Image Processing / Guy Debord / Video Games / Spectacle / Consumption Studies / Cyberculture / Digital Games / Georg Simmel / Cybercultures / Digital Image Processing / Comunicação / Cibercultura / Games / IMAGEM / Comunicação Social / Gamers / Consumo / Jogos Digitais / Ciências da Comunicação / Digital Culture, Cyberculture, New Media Studies / Consumption Culture / Society of the Spectacle / League of Legends / Cyberculture Studies

Tesis de Maestria UFSC

Gender Studies / Children and Families / Sociology of Gender / Games / Sexual Diversity Studies

CFP Gaming Disability: Disability perspectives on contemporary video games

Game studies / Internet Studies / Disability Studies / Critical Disability Studies / Game Design / Video Games and Learning / Computer Games Technology / Video Games / Ableism and Ability Studies / Digital Games / Internet & Society / Games / Gamers / Video Games and Learning / Computer Games Technology / Video Games / Ableism and Ability Studies / Digital Games / Internet & Society / Games / Gamers

Game Comenius: uma proposta digital e lúdica de mídia- educação para licenciandos e professores

Video Games and Learning / Video Games / Video Game Development and Production / Games

Relações entre a regressão de poderes da personagem e a experiência do jogador

Game studies / Game Design / Video Games / Video Game Design / Digital Games / Videogames / Games / Videojuegos / Jogos Digitais / Jogos eletrônicos / Game Studies / Diseño De Videojuegos / Videogames / Games / Videojuegos / Jogos Digitais / Jogos eletrônicos / Game Studies / Diseño De Videojuegos

As relações entre os jogadores e as recompensas

Game Design / Video Games / Video Game Design / Video Game / Videogames / Games / Videojuegos / Jogos Digitais / Jogos eletrônicos / Diseño De Videojuegos / Games / Videojuegos / Jogos Digitais / Jogos eletrônicos / Diseño De Videojuegos

Ilumine: Desenvolvimento Projetual Baseado Na Potencialidade Do Uso Da Luz Nos Games

Game Design / Video Games / Video Game Design / Video Game Development and Production / Video Game / Digital Games / Videogames / Games / Videojuegos / Jogos Digitais / Jogos eletrônicos / Diseño De Videojuegos / Digital Games / Videogames / Games / Videojuegos / Jogos Digitais / Jogos eletrônicos / Diseño De Videojuegos

Adventures Inc: Implementação de hibridização entre os gêneros Action RPG e Idle Game por meio de mecânicas de jogos assimétricas

Game Design / Video Games / Video Game Design / Video Game Development and Production / Video Game / Videogames / Games / Videojuegos / Jogos Digitais / Jogos eletrônicos / Videogames / Games / Videojuegos / Jogos Digitais / Jogos eletrônicos

“Não vou deixar usarem a minha cultura”! O papel da cultura no ativismo de fã-gamers em League of Legends

Game Theory / Communication / Game studies / Intercultural Communication / Science Communication / Popular Culture / Computer Games Technology / Video Games / Use of story-telling in games / Digital Culture / Culture / Fan Studies / Multiplayer Online Games / Media Activism / Social Activism / Communication Theory / Cyberculture / Fan Cultures / Digital Games / Fandom / Online Fandom / Fan Theory and Culture / Sociability / Cybercultures / Digital Theory and Culture / Activism / Youth activism / Cibercultura / Games / New Media and Digital Culture / Sociality / Digital Activism / Cultura Popular / New Media and Political Activism / New media, Social Network Sites and Youth Practices, Youth Online sociability and Identity, Media and Digital Literacies, Participation and Civic Engagement, and Tensions between Public and Private / Youth Online Sociability and Identity / Online activism / Fanfiction / Fan Communities / Gamers / Digital Cultures / Activismo / Digital Culture, Cyberculture, New Media Studies / Forms of Sociality / Popular Culture / Computer Games Technology / Video Games / Use of story-telling in games / Digital Culture / Culture / Fan Studies / Multiplayer Online Games / Media Activism / Social Activism / Communication Theory / Cyberculture / Fan Cultures / Digital Games / Fandom / Online Fandom / Fan Theory and Culture / Sociability / Cybercultures / Digital Theory and Culture / Activism / Youth activism / Cibercultura / Games / New Media and Digital Culture / Sociality / Digital Activism / Cultura Popular / New Media and Political Activism / New media, Social Network Sites and Youth Practices, Youth Online sociability and Identity, Media and Digital Literacies, Participation and Civic Engagement, and Tensions between Public and Private / Youth Online Sociability and Identity / Online activism / Fanfiction / Fan Communities / Gamers / Digital Cultures / Activismo / Digital Culture, Cyberculture, New Media Studies / Forms of Sociality

„1910‟ – Implantação da República em Portugal

History / Teacher Education / Mobile Learning / Games

1910: Um jogo mobile para reviver a Implantação da República em Portugal

History / Educational Technology / Games / Gamification
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