Now showing items 31-40 of 64
Using participant observation in Machinima research.
(Games Research Methods Seminar, University of Tampere, Finland, 2010-04-08)
This paper reports on the research methodology used to investigate the social and relational aspects of Machinima, ie., the creation of original films using live and edited gamesplay from 3D games engines (Academy of ...
An investigation into gamification as a customer engagement experience environment
Purpose This study aims to provide empirically generated insights into a gamification approach to online customer engagement and behavior (CE and CEB). There is a substantive discrepancy between popular coverage and ...
Curating digital culture: Managing excellence, rigour and relevance of machinima for audiences
(14th International Colloquium on Nonprofit, Arts, Heritage and Social Marketing, 2015)
Grounding continuous professional development (CPD) in teaching practice
(Taylor and Francis, 2006)
Managerialism doesn't work in Higher Education, but collegiality does. (Ramsden, 2004)This article argues that developing a team‐based approach to teaching and learning provides the basis for building commitment and ...
The Future of Machinima
Samsung Nation: A Gamified Experience
Building student empowerment through live commercial projects: A reflective account of participants
(University of Hull, 2016)