Digital games designed for social, cultural and economic exchange

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Geliefert zwischen Do., 26.02.2026 und Fr., 27.02.2026

Details

There are four aspects that form the basis of this research. The first refers to the influence that technology and communication media have on childhood. The second suggests educational work that uses simulation conditions as a means of learning. The third point deals with the construction of the product based on the natural reactions of the recipient. Apart from the favourable conditions of video games themselves, arts education also has its expectations. Finally, the combination of postmodern virtual reality, conditions provided by the simulation environment, the behaviour of the target audience, and the influences of artistic content favour the production of a video game with an intercultural focus. This can narrow the geographical and economic barriers that exist between students from different contexts.

Autorentext

Fabiana Martins de Oliveira. Graduated in Social Communication with an emphasis on Journalism from União das Faculdades dos Grandes Lagos (2009). Postgraduate degree in Journalism Production and Management from SENAC (2012). Master's degree in Art and New Media Curation from Ramón Llull University - ESDi, Spain (2013). Master's degree in Intelligence and Design Technology D.

Weitere Informationen

  • Allgemeine Informationen
    • GTIN 09786209086809
    • Sprache Englisch
    • Größe H220mm x B150mm
    • Jahr 2025
    • EAN 9786209086809
    • Format Kartonierter Einband
    • ISBN 978-620-9-08680-9
    • Veröffentlichung 10.10.2025
    • Titel Digital games designed for social, cultural and economic exchange
    • Autor Fabiana Martins de Oliveira , Hermes Renato Hildebrand
    • Untertitel Breaking down territorial barriers.DE
    • Herausgeber Our Knowledge Publishing
    • Anzahl Seiten 92
    • Genre Linguistics & Literature

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