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dc.contributor.authorPedrera Rodríguez, María Inmaculada
dc.contributor.authorGuerra Antequera, Jorge
dc.contributor.authorRevuelta Domínguez, Francisco Ignacio
dc.date.accessioned2017-06-01T13:36:24Z
dc.date.available2017-06-01T13:36:24Z
dc.date.issued2017
dc.identifier.isbn978-84-697-3570-1
dc.identifier.urihttp://riull.ull.es/xmlui/handle/915/4781
dc.description.abstractThe 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.mimetypeapplication/pdf
dc.language.isoenes_ES
dc.publisherUniversidad de La Lagunaes_ES
dc.relation.ispartof1st Workshop on Gamification and Games for Learning (GamiLearn’17)en_EN
dc.relation.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/deed.es_ES
dc.rightsLicencia Creative Commons (Reconocimiento-No comercial-Sin obras derivadas 4.0 internacional)
dc.subjectvideogamesen_EN
dc.subjectemotionsen_EN
dc.subjectpattersen_EN
dc.titleIdentifiying social learning throgh emotional patternsen_EN
dc.typeinfo:eu-repo/semantics/conferenceObject


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