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Review: Playing at a Distance - Borderlands of Videogame Aesthetic

Vieira, Catarina Matos

Sonia Fizek's Playing at Distance: Borderlands of Video Game Aesthetic navigates the intricate intersection of digital technology, aesthetics, and play in the context of video games, challenging conventional ideas of player agency. This critical recension delves into the book's contributions, highlighting its innovative exploration of mediated distance, interactivity, delegation, automation, ambience, spectacle...


Serious Games for Physical Rehabilitation: Aesthetic discrepancies between cust...

Vieira, Catarina Matos; Perrotta, André; Pais-Vieira, Carla

Serious games are videogames that are used with purposes that go beyond the mere entertainment of the player. Among their many applications, healthcare is one of the most prominent ones, as serious games can have a wide range of uses within this field, namely physical rehabilitation of patients. For this purpose, both custom-made serious games and commercial entertainment titles, such as those for Nintendo Wii,...


Serious games for physical rehabilitation: aesthetic discrepancies between cust...

Kunz, Sahra; Vieira, Catarina Matos

Serious games are videogames that are used with purposes that go beyond the mere entertainment of the player. Among their many applications, healthcare is one of the most prominent ones, as serious games can have a wide range of applications within this field. One of the core uses of serious games in this area is for physical rehabilitation of patients. For this purpose, both custom-made serious games as well a...


Understanding anime - visual iconography as a mirror of Japanese culture

Kunz, Sahra; Vieira, Catarina Matos

Anime is commonly known as a Japanese animation style pervaded with a particular visual language and iconography that is frequently used to convey emotions, thoughts, feelings, moods or needs – in short, subtext. In order to get a full understanding of anime, it is imperative to become familiar with this non-verbal language. This visual language was born from various elements that shaped Japanese culture, as we...


Study and development of custom “serious games” for patients and users

Vieira, Catarina Matos

Video games are part of our culture and permeate several segments of society, from casual entertainment to serious purposes. This research work focuses on the latter, more specifically on the use of Serious Games in the healthcare context. In this sense, Serious Games have been researched through clinical studies, implemented to improve several conditions and have already proved to be efficient and valid, espec...


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