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gaming
UK
/ˈɡeɪmɪŋ/
US
/ˈɡeɪmɪŋ/
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Van Hees, S., Janssen, M., Luijkx, K.: ‘Build your story’: a research
game
that includes older adults’perspectives.
+6
research
игра
игры
Упоминается как творческий метод для изучения сотрудничества в совместном проектировании.
Dementia Lab 2025: Ethics + Aesthetics in Design
This collection presents research on designing with and for people living with dementia. Its studies examine participatory methods, care environments, technology and everyday experiences, with attention to ethical questions and aesthetic engagement.
A lofty forest all full of stags, hinds, deer, does, and other beasts, and all sorts of
game
.
+5
hunting
дичь
Здесь game означает диких животных, добытых для еды, а не игру или спорт.
Four Arthurian Romances
"Four Arthurian Romances" by Chrétien de Troyes is a collection of medieval narratives written in the latter part of the 12th century. This work encompasses the stories of four heroes: Erec, Cligés, Yvain, and Lancelot, each exploring the themes of chivalry, romance, and adventure intertwined with the sophisticated ideals of courtly love. The romances reflect the rich tapestry of Arthurian legend, showcasing knights undertaking noble quests and engaging in battles for honor and love. The opening of "Four Arthurian Romances" introduces the tale of Erec and Enide, beginning with King Arthur's court and the announcement of a hunt for the elusive White Stag, which involves a significant and potentially troublesome tradition. Erec, a prominent knight, is drawn into conflict after a dwarf and a knight insult and strike a damsel at the court. Following this assault, Erec seeks to avenge the honor of the lady, embarking on a quest that leads him through various perils and encounters. His journey sets the stage for themes of valor and love as Erec strives to prove himself worthy, ultimately leading to his romantic involvement with Enide and the promise of her marriage. The romance illustrates not just action and adventure, but also explores the emotional and social dynamics of courtly life in a quintessential chivalric manner.
Developing serious
games
specifically adapted to people suffering from Alzheimer.
+1
gaming
игра
Относится к играм виртуальной реальности, разработанным для поощрения физической активности людей с деменцией.
Dementia Lab 2025: Ethics + Aesthetics in Design
This collection presents research on designing with and for people living with dementia. Its studies examine participatory methods, care environments, technology and everyday experiences, with attention to ethical questions and aesthetic engagement.
After the brainstorming activity, participants discussed the outcomes and created one
game concept
.
+1
gaming
концепция игры
Основная идея или замысел игры.
Dementia Lab 2025: Ethics + Aesthetics in Design
This collection presents research on designing with and for people living with dementia. Its studies examine participatory methods, care environments, technology and everyday experiences, with attention to ethical questions and aesthetic engagement.
making
game
of you
+1
general
насмешка
В выражении make game of him слово game означает насмешку, а не игру или спорт.
Four Arthurian Romances
"Four Arthurian Romances" by Chrétien de Troyes is a collection of medieval narratives written in the latter part of the 12th century. This work encompasses the stories of four heroes: Erec, Cligés, Yvain, and Lancelot, each exploring the themes of chivalry, romance, and adventure intertwined with the sophisticated ideals of courtly love. The romances reflect the rich tapestry of Arthurian legend, showcasing knights undertaking noble quests and engaging in battles for honor and love. The opening of "Four Arthurian Romances" introduces the tale of Erec and Enide, beginning with King Arthur's court and the announcement of a hunt for the elusive White Stag, which involves a significant and potentially troublesome tradition. Erec, a prominent knight, is drawn into conflict after a dwarf and a knight insult and strike a damsel at the court. Following this assault, Erec seeks to avenge the honor of the lady, embarking on a quest that leads him through various perils and encounters. His journey sets the stage for themes of valor and love as Erec strives to prove himself worthy, ultimately leading to his romantic involvement with Enide and the promise of her marriage. The romance illustrates not just action and adventure, but also explores the emotional and social dynamics of courtly life in a quintessential chivalric manner.
So, not a day passed while he was in this mad fit that he did not bring to his door some
wild game
.
+1
hunting
дичь
охотничья дичь
Дикие животные, на которых охотятся ради еды.
Four Arthurian Romances
"Four Arthurian Romances" by Chrétien de Troyes is a collection of medieval narratives written in the latter part of the 12th century. This work encompasses the stories of four heroes: Erec, Cligés, Yvain, and Lancelot, each exploring the themes of chivalry, romance, and adventure intertwined with the sophisticated ideals of courtly love. The romances reflect the rich tapestry of Arthurian legend, showcasing knights undertaking noble quests and engaging in battles for honor and love. The opening of "Four Arthurian Romances" introduces the tale of Erec and Enide, beginning with King Arthur's court and the announcement of a hunt for the elusive White Stag, which involves a significant and potentially troublesome tradition. Erec, a prominent knight, is drawn into conflict after a dwarf and a knight insult and strike a damsel at the court. Following this assault, Erec seeks to avenge the honor of the lady, embarking on a quest that leads him through various perils and encounters. His journey sets the stage for themes of valor and love as Erec strives to prove himself worthy, ultimately leading to his romantic involvement with Enide and the promise of her marriage. The romance illustrates not just action and adventure, but also explores the emotional and social dynamics of courtly life in a quintessential chivalric manner.
"
The game's up
if we go on."
+1
general
нам конец
игра окончена
Ситуация или план закончены, и реальных шансов на успех больше нет.
The Yeoman Adventurer
"The Yeoman Adventurer" by George W. Gough is a historical novel likely written in the early 20th century. The story unfolds through the experiences of Oliver Wheatman, a yeoman, as he navigates life in a tumultuous period marked by the Jacobite uprisings, personal ambition, and romantic entanglements. The novel delves into themes of bravery, identity, and the quest for adventure against a backdrop of deep social and political upheaval. The opening of the book introduces Oliver Wheatman as he reflects on his life in a rural setting, immediately exposing his longing for adventure and the complexities of his relationships, especially with a character named Kate and her brother Jack Dobson, a soldier. As he witnesses soldiers marching and grapples with feelings of inadequacy, his fate intertwines with that of a captivating woman, Mistress Margaret Waynflete, who is entangled in the Jacobite cause. The chapter sets up a series of events where violence and danger emerge, ultimately leading Oliver to rescue Mistress Waynflete, and shapes the thrilling and romantic quest that defines the narrative.
exploratory design
games
design
игровые методы
Здесь игровые методы проектирования — это занятия, помогающие участникам вносить идеи в процесс проектирования.
Dementia Lab 2025: Ethics + Aesthetics in Design
This collection presents research on designing with and for people living with dementia. Its studies examine participatory methods, care environments, technology and everyday experiences, with attention to ethical questions and aesthetic engagement.
Nonetheless, two considerations were brought up: goal achievement and
transferable game experiences
.
gaming
игровой опыт, переносимый на другие группы
Опыт игры, который может быть применим и к другой группе или ситуации.
Dementia Lab 2025: Ethics + Aesthetics in Design
This collection presents research on designing with and for people living with dementia. Its studies examine participatory methods, care environments, technology and everyday experiences, with attention to ethical questions and aesthetic engagement.
Step-by-step scorecards to be filled in
before and after playing the game
education
до и после игры
Парное обозначение времени: что-либо происходит и до, и после игры.
Dementia Lab 2025: Ethics + Aesthetics in Design
This collection presents research on designing with and for people living with dementia. Its studies examine participatory methods, care environments, technology and everyday experiences, with attention to ethical questions and aesthetic engagement.
In the game manual, groups had to define the aim of the game, duration, number of players, target group, necessary materials, preparation,
how the game would be played
, the end of the game, and scoring.
gaming
как будут играть в эту игру
Описание того, как предполагается играть в эту игру.
Dementia Lab 2025: Ethics + Aesthetics in Design
This collection presents research on designing with and for people living with dementia. Its studies examine participatory methods, care environments, technology and everyday experiences, with attention to ethical questions and aesthetic engagement.
In the game manual, groups had to define the
aim of the game
, duration, number of players, target group, necessary materials, preparation, how the game would be played, the end of the game, and scoring.
gaming
цель игры
Основная цель или задача, которую игроки пытаются выполнить.
Dementia Lab 2025: Ethics + Aesthetics in Design
This collection presents research on designing with and for people living with dementia. Its studies examine participatory methods, care environments, technology and everyday experiences, with attention to ethical questions and aesthetic engagement.
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