Zobrazeno 1 - 10
of 51
pro vyhledávání: '"Karen Schrier"'
Autor:
Karen Schrier
Publikováno v:
G|A|M|E The Italian Journal of Game Studies (2018)
How can games be used to reduce biases and biased behavior toward those people with special needs—if at all? In this paper I contextualize biases toward people with special needs, and also investigate possible intervention to encourage bias reducti
Externí odkaz:
https://doaj.org/article/427decaf290142c4b3f05261375c70fc
Autor:
Karen Schrier
Are games the knowledge-producers of the future?Imagine if new knowledge and insights came not just from research centers, think tanks, and universities but also from games, of all things. Video games have been viewed as causing social problems, but
Autor:
Erin Alvarico, Don Ambrose, Jennifer L. Barnes, Gregory Beaudoin, Jessica E. Black, Chen Chen, Natalie F. Cockrell, David Cropley, Xiaowei Dong, Gayle T. Dow, Sawsan Eskander, Nicholas Fisher, Paul Harden, Simon Henderson, Hansika Kapoor, James C. Kaufman, Samuel Levine, Wanlu Li, Kevin S. Mitchell, Bronwyn Monteiro, David A. Pizarro, Xin Qin, Roni Reiter-Palmon, Katie Sarnecky, Karen Schrier, Alyssa Shaenfield, Wangbing Shen, Iva Poláčková Šolcová, Robert J. Sternberg, Radek Trnka, Lynne C. Vincent, Jeffrey J. Walczyk, Manyi Wang, Bryan West, Yuan Yuan, Yimeng Zhai
Publikováno v:
Creativity and Morality ISBN: 9780323856676
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::a4d8e884c271f7abd8b98adb33c2c413
https://doi.org/10.1016/b978-0-323-85667-6.01002-1
https://doi.org/10.1016/b978-0-323-85667-6.01002-1
Autor:
Karen Schrier, Sawsan Eskander, Gregory Beaudoin, Nicholas Fisher, Paul Harden, Samuel Levine, Katie Sarnecky, Alyssa Shaenfield, Erin Alvarico
Publikováno v:
Creativity and Morality ISBN: 9780323856676
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::e489e3f383fa4cbd5ea597eeab99be63
https://doi.org/10.1016/b978-0-323-85667-6.00014-1
https://doi.org/10.1016/b978-0-323-85667-6.00014-1
Autor:
Matthew Farber, Karen Schrier
Publikováno v:
Journal of Gaming & Virtual Worlds. 13:195-214
Scholarship on the intersection of games and empathy is limited. However, over the past decade peer-reviewed articles have started to be published in this area. This study investigates this emerging scholarship on empathy and games to understand how
Autor:
Sky LaRell Anderson, Karen Schrier
Publikováno v:
Games and Culture. 17:179-197
In this article, we conduct a discourse analysis of 60 articles to reveal themes that describe how games journalism reflects and constitutes understandings of disability and accessibility in gaming. First, we map prior research on media’s relations
Publikováno v:
ICGJ
While games may help to support skills practice and attitudinal change, the game creation process itself may also be effective in enhancing empathy and compassion for other people. Nigeria has over 250 ethnic groups and 500 languages amid its 200 mil
Autor:
Karen Schrier
Publikováno v:
We the Gamers
Chapter 11 describes how games may help people practice problem-solving skills such as analyzing solutions and systems. How are social and civic problems solved, and how might games support this? How might games help to understand problems as being d
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::7a53ea709c68f645c9e4d11d5b4e7aab
https://doi.org/10.1093/oso/9780190926106.003.0011
https://doi.org/10.1093/oso/9780190926106.003.0011
Autor:
Karen Schrier
Publikováno v:
We the Gamers
Chapter 6 describes how games may support connection, community, and communication. Games are communities where civic deliberation and values-sharing take place. They also may be communities that foster harassment, exclusion, and cruelty. What are th
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::7f64e2a7cda2def95728c8d176c3538e
https://doi.org/10.1093/oso/9780190926106.003.0006
https://doi.org/10.1093/oso/9780190926106.003.0006
Autor:
Karen Schrier
Publikováno v:
We the Gamers
Chapter 5 describes how games can support real-world action and change. How can knowledge be applied to the public sphere and serve communities? Why and how should games be used to enable ethics- and civics-in-action? What are the best practices and
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::4a6d446c2351cc2fba57f0e091fd8c88
https://doi.org/10.1093/oso/9780190926106.003.0005
https://doi.org/10.1093/oso/9780190926106.003.0005