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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…mehr

Produktbeschreibung
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.
Autorenporträt
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.