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Identifiying social learning throgh emotional patterns
dc.contributor.author | Pedrera Rodríguez, María Inmaculada | |
dc.contributor.author | Guerra Antequera, Jorge | |
dc.contributor.author | Revuelta Domínguez, Francisco Ignacio | |
dc.date.accessioned | 2017-06-01T13:36:24Z | |
dc.date.available | 2017-06-01T13:36:24Z | |
dc.date.issued | 2017 | |
dc.identifier.isbn | 978-84-697-3570-1 | |
dc.identifier.uri | http://riull.ull.es/xmlui/handle/915/4781 | |
dc.description.abstract | The main objective of this research is to identify social learning through the analysis of the emotional patterns present in them. Our method contemplates the analysis of three video games of social theme, of which they have been selected as sample: This War is not Mine, Papers, please! And Unmanned. As a technique for collecting information, we analyzed the gaming process of a gamer, which had to identify the emotions that each game moment elicited, using as an anchorage the images, the narrative, the events, the challenges, among others . As a conclusion we can point out that video games analyzed can influence the players to make perceptible the social problem of which is spoken in them and that is identifiable through the use of emotional patterns. | en_EN |
dc.format.mimetype | application/pdf | |
dc.language.iso | en | es_ES |
dc.publisher | Universidad de La Laguna | es_ES |
dc.relation.ispartof | 1st Workshop on Gamification and Games for Learning (GamiLearn’17) | en_EN |
dc.relation.uri | https://creativecommons.org/licenses/by-nc-nd/4.0/deed.es_ES | |
dc.rights | Licencia Creative Commons (Reconocimiento-No comercial-Sin obras derivadas 4.0 internacional) | |
dc.subject | videogames | en_EN |
dc.subject | emotions | en_EN |
dc.subject | patters | en_EN |
dc.title | Identifiying social learning throgh emotional patterns | en_EN |
dc.type | info:eu-repo/semantics/conferenceObject |
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1st Workshop on Gamification and Games for Learning (GamiLearn’17).
Celebrado los días 5 y 6 de junio de 2017 en el Puerto de la Cruz (Tenerife)