Rugrats: Scavenger Hunt

Total Page:16

File Type:pdf, Size:1020Kb

Rugrats: Scavenger Hunt Rugrats: Scavenger Hunt Advertisement (Log in to hide). Rugrats: Scavenger Hunt. Rugrats series. 1999. N64. Advertisement (Log in to hide). Angelica's Temple of Gloom. Pirate Treasure Hunt. Reptar Rally. Filter. Rugrats: Scavenger Hunt is a fun online Nintendo 64 game that you can play here on Games HAHA. If you enjoyed this game and want to play similar fun games then make sure to play Rugrats: I Gotta Go Party, The Addams Family: Pugsley's Scavenger Hunt or Drift Hunters or just go to the Nintendo 64 games page. Rugrats: Scavenger Hunt has been played 403 times and is another one of the many Nintendo 64 games that we offer, and if you want to play more games we have see the Cards games page. Rugrats - Scavenger Hunt ROM Download for Nintendo 64 (N64) on Emulator Games. Play Rugrats - Scavenger Hunt game that is available in the United States of America (USA) version only on this website. Rugrats - Scavenger Hunt is a Nintendo 64 emulator game that you can download to your computer or play online within your browser. Rugrats - Scavenger Hunt works on all your devices in high quality. You are currently playing Rugrats: Scavenger Hunt game for free on Arcade Spot. It is a single game out of a variety of games that you can play on Arcade Spot. Play more games like Rugrats: Scavenger Hunt in the Arcade , Card , Emulator , Miscellaneous , and N64 gaming categories. This game has a rating of 100 out of 100 based on 1 user ratings. If you enjoyed playing the game, give it a thumbs up. Rugrats - Scavenger Hunt (USA). Start Game. Nintendo 64. Rugrats - Scavenger Hunt (USA). 66 1 0 0. Embed Code. Rugrats: Scavenger Hunt is the third game in the Rugrats games series . It features many of the characters. The video game was released in 1999 for the Nintendo 64. Players control one of four babies: Tommy , Chuckie , Phil and Lil . Angelica serves as the main antagonist during the Temple of Gloom board, trying to snatch items in question before the others. She also may take away items from other players if they come in contact with her. Susie (only on the Pirate Treasure Hunt board), Spike and Play rugrats - scavenger hunt online Nintendo 64. rugrats - scavenger hunt. 1. 2. Play rugrats - scavenger hunt for Nintendo 64 online. You can play rugrats - scavenger hunt - a Nintendo 64 game on this website. rugrats - scavenger hunt is emulated in your browser, you do not need to download anything. Play online now ! Rugrats: Scavenger Hunt is an interactive board video game developed by Realtime Associates for the Nintendo 64. It was originally shown at THQ's booth in 1999 and was published that same year. The game is based on the animated television series Rugrats which aired on Nickelodeon from 1991 until 2004. It features the original voices from the Rugrats cast and borrows its concept from Nintendo's Mario Party franchise..
Recommended publications
  • Game Changer: Investing in Digital Play to Advance Children’S Learning and Health, New York: the Joan Ganz Cooney Center at Sesame Workshop
    Game 2 changer: June 2009 Investing in digital play to advance children's learning and health Ann My Thai David Lowenstein Dixie Ching David Rejeski The Joan Ganz Cooney Center at Sesame Workshop © The Joan Ganz Cooney Center !""#. All rights reserved. The mission of the Joan Ganz Cooney Center at Sesame Workshop is to foster innovation in children’s learning through digital media. The Center supports action research, encourages partnerships to connect child development experts and educators with interactive media and technology leaders, and mobilizes public and private investment in promising and proven new media technologies for children. For more information, visit www.joanganzcooneycenter.org. The Joan Ganz Cooney Center is committed to disseminating useful and timely research. Working closely with our Cooney Fellows, national advisers, media scholars, and practitioners, the Center publishes industry, policy, and research briefs examining key issues in the $eld of digital media and learning. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopy, or any information storage and retrieval system, without permission from The Joan Ganz Cooney Center at Sesame Workshop. A full-text PDF of this document is available for free download from www.joanganzcooneycenter.org. Individual print copies of this publication are available for %&' via check, money order, or purchase order sent to the address below. Bulk-rate prices are available on request. For permission to reproduce excerpts from this report, please contact: Attn: Publications Department The Joan Ganz Cooney Center Sesame Workshop One Lincoln Plaza New York, NY &""!( p: !&! '#' ()'* f: !&! +,' ,("+ [email protected] Suggested citation: Thai, A., Lowenstein, D., Ching, D., & Rejeski, D.
    [Show full text]
  • Benvenuti All'
    La storia dei Videogiochi © www.retrogaminghistory.com B enven uti al l’ Ottobre 2012 - Numero 9 Rivista gratuita pubblicata su Inferno in questonumero 009 9 RECENSIONI 008 Doom 009 Cadillacs & Dinosaurs adillacs & Dinosaurs Sommario DIRETTORE RESPONSABILE C 010 Flashback 012 Codemasters CD Games Pack Sandro “Sunstoppable” Prete 016 Asterix 018 Elemental Master GRAFICA E IMPAGINAZIONE 019 Captain Tsubasa 3: Koutei no 010 Chousen Francesco “Snake” Prete 020 Sweet Home 024 Diner REDAZIONE: 026 Stellar 7 Flashback Andrea “Lerry” Monti Alessio “AlextheLioNet” Bianchi Arblu Cthulhu RUBRICHE Daniele “PukkaNaraku” Puca Dario “Dariolino78” Lanzetti 004 Leggi tutto Fabio “Karka” Basso Fabio “Super Fabio Bros” D’Anna 028 Movies Corner Federico “Trekili” Grillo 029 Videogames Celebrities Federico “Boyakki” Tiraboschi 030 Meteore Videoludiche 018 Gianluca “musehead” Santilio 031 RobaStrana! Giovanni “Heclegar” Pedditzi 032 La Macchina del Tempo Giuseppe “Epikall” Di Lauro 034 Spazio Blog Igor “igorstellar” Maggiorelli Luca “Ikaris” Boldini Luca “lukezab” Zabeo Marco “MacDLSA” Marabelli lemental Master Maurizio “Amy-Mor” Tirone E SPECIALI Paolo “Big_Paul86” Richetti Pietrangelo “P.Min.” Minelli 014 LCD Games Sergio “Ethan” Somai 022 Lo scorrere del tempo nei Simone “Simo21” Peila videogiochi Stefano “Nembulus” Torriani 031 014 HANNO COLLABORATO: . B . Alberto “Mormegil Darkblade” Alamia O Alberto “Bert” Fin R. Alessandro “Sanderrecord” T D Games Alex “Striderhiryu” Bianchini LC Andrea “AgtPunk” O. Angela “Phoebe” Muraglia Carlo “jfruscian” Di Toma Clario G. Cristian B. Domenico “Mimtendo” M. Emanuele “HaZYeL” Martarelli Emiliano “MasterGen” Valori Fabio “rosho” Crivellaro Fabio “FabMark81” Marchese 008 Fabrizio “Zic” Vai Federica “Shady” Agliata Francesco “Titas” E. Doom Francesco “FraG Malpelo” Gallo Francesco “Gekido” Ugga Gianluca Mazzotta Giuseppe M. Ivan “Lordofthunder” B.
    [Show full text]
  • Game Developer at Least Three Reasons
    >> PRODUCT REVIEWS: TECHEXCEL'S DEVTRACK 6.0 JUNE/JULY 2006 THE LEADING GAME INDUSTRY MAGAZINE >>E3 HIGHLIGHTS BEST IN SHOW AND WHAT Wii THINK >>EDGE OF THE WORLD STREAMING DATA FOR CONTINUOUS PLAY >>STATE OF THE INDUSTRY POSTMORTEM: IN-GAME ADVERTISING'S INDIGO FIERCE COMPETITION PROPHECY’S >>UNBREAKABLE BLOBS SHIFTING USING PHYSICS FOR VIEWPOINTS SQUISHY CHARACTERS Perforce. The fast SCM system. For developers who don’t like to wait. Tired of using a software configuration management system that stops you from checking in your digital assets? Perforce SCM is different: fast and powerful, elegant and clean. Perforce works at your speed. [Fast] Perforce's lock on performance rests firmly on three pillars of design. A carefully keyed relational database ensures a rapid response time for small operations plus high throughput when the requests get big - [Scalable] millions of files big. An efficient streaming network protocol minimizes the effects of latency and maximizes the benefits of bandwidth. And [Distributed] an intelligent, server-centric data model keeps both the database and network performing at top speed. It's your call. Do you want to work, or do you want to wait? Download a free copy of Perforce, no questions asked, from www.perforce.com. Free technical support is available throughout your evaluation. All trademarks used herein are either the trademarks or registered trademarks of their respective owners. []CONTENTS JUNE/JULY 2006 VOLUME 13, NUMBER 6 FEATURES 11 STATE OF THE INDUSTRY: IN-GAME ADVERTISING Advertising in games is a burgeoning way to add revenue to games, closely tied to licensing, but quickly growing beyond that age-old practice.
    [Show full text]
  • Criminal Sanctions for Violations of Software Copyright, Subcomm. on Intellectual Property and Judicial Administration Of
    CRIMINAL SANCTIONS FDR VIOLATIONS OF SOFTWARE COPYRIGHT HEARING BEFORE THE SUBCOMMITTEE ON INTELLECTUAL PROPERTY AND JUDICIAL ADMINISTRATION OP THE COMMITTEE ON THE JUDICIARY HOUSE OF REPRESENTATIVES ONE HUNDRED SECOND CONGRESS SECOND SESSION ON S. 893 CRIMINAL SANCTIONS FOR VIOLATIONS OP SOFTWARE COPYRIGHT AUGUST 12, 1992 Serial No. 107 Printed for the use of the Committee on the Judiciary U.S. GOVERNMENT PRINTING OFFICE 66-GE8 CC WASHINGTON : 1993 For sale by the U.S. Government Printing Office Superintendent of Documents, Congressional Sales Office, Washington, DC 20402 ISBN 0-16-040825-3 COMMITTEE ON THE JUDICIARY JACK BROOKS, Texas, Chainnan DON EDWARDS, California HAMILTON FISH, JR., New York JOHN CONYERS, JR., Michigan CARLOS J. MOORHEAD, Califbmia ROMANO L. MAZZOLI, Kentucky HENRY J. HYDE, Illinois WILLIAM J. HUGHES, New Jersey F. JAMES SENSENBRENNER, JR., MIKE SYNAR, Oklahoma Wisconsin PATRICIA SCHROEDER, Colorado BILL MCCOLLUM, Florida DAN GLICKMAN, Kansas GEORGE W. GEKAS, Pennsylvania BARNEY FRANK, Massachusetts HOWARD COBLE, North Carolina CHARLES E. SCHUMER, New York LAMAR S. SMITH, Texas EDWARD F. FEIGHAN, Ohio CRAIG T. JAMES, Florida HOWARD L. BERMAN, California TOM CAMPBELL, California RICK BOUCHER, Virginia STEVEN SCHD7F, New Mexico HARLEY O. STAGGERS, JR., West Virginia JIM RAMSTAD, Minnesota JOHN BRYANT, Texas GEORGE ALLEN, Virginia MEL LEVINE, California GEORGE E. SANGMEISTER, IUinois CRAIG A. WASHINGTON, Texas PETER HOAGLAND, Nebraska MICHAEL J. KOPETSKI, Oregon JACK REED, Rhode Island JONATHAN R YAROWSKY, General Counsel ROBERT H. BRINK, Deputy General Countel ALAN F. COFFEY, JR., Minority Chief Counsel SUBCOMMITTEE ON INTELLECTUAL PROPERTY AND JUDICIAL ADMINISTRATION WILLIAM J. HUGHES, New Jersey, Chairman JOHN CONYERS, JR., Michigan CARLOS J.
    [Show full text]
  • La Censura En Los Videojuegos Distribuidos Por Nintendo De América Entre 1985 Y 1995
    La censura en los videojuegos distribuidos por Nintendo de América entre 1985 y 1995. Estudio del control de calidad llevado a cabo por Nintendo de América en EEUU y contraste de las diferencias culturales con Japón Tutorizado por la profesora Paula Velasco Padial Alejandro Sánchez Herrera 1. Introducción Graduado en Estudios de Asia Oriental, Universidad de Sevilla. La censura en el contenido multimedia a escala Interesado en la historia y la literatura global es cada vez más fruto de polémicas, debido de Japón, así como en el campo de la a las tecnologías de la información que permiten traducción. al usuario medio contrastar la versión original de un producto con su adaptación a nivel local. Estas modificaciones son aplicadas normalmente por organismos dedicados de manera específica a esta materia y sin ánimo de lucro, que han surgido como respuesta a anteriores intentos de regulación de contenido, como los que trataremos en este trabajo. El trabajo que expondremos a continuación, no obstante, se centra en los orígenes de esta problemática cultural que implica la censura de contenido, así como en intentar explicar y definir los patrones que motivan esta censura por parte de los dos mercados que se estudiarán en posteriores apartados: los EEUU y Japón. Para ello, nos centraremos en una empresa que actuó (y actúa, aunque no con el mismo control del mercado) como intermediaria entre ambos países en la década de los ochenta mediante la localización políticamente correcta de contenidos japoneses y americanos en su mercado nacional: Nintendo de América. Dicha compañía adoptó en el mercado de EEUU el rol principal de distribución de videojuegos desarrollados por empresas third-party1 para las consolas Nintendo Entertainment System y Super Nintendo Entertainment System.
    [Show full text]
  • WHETHER You're LOOKING to COMPLETE the FUL SET
    COLLECTORS' CORNER! WHETHER You’re lOOKING TO COMPLETE THE FUL SET, COLLECT ALL THE GAMES PUBLISHED IN THE FOUR MAIN TERRITORIES, OR MORE MODESTLY LIST THE TITLES YOU OWN, THE COLLECTor’s CORNER WAS MADE FOR YOU. TITLE PAGE ALTERNATE TITLE RELEASE RELEASE RELEASE DEVELOPER PUBLISHER DATE JP DATE NTSC DATE PAL 2020 SUPER BASEBALL 10 MONOLITH K AMUSEMENT LEASING (JP) / TRADEWEST (US) 3 NINJAS KICK BACK 10 l l MALIBU INTERACTIVE SONY IMAGESOFT 3×3 EYES JÛMA HÔKAN 10 l SYSTEM SUPPLY N-TECH BANPRESTO 3×3 EYES SEIMA KÔRINDEN 10 l NOVA GAMES YUTAKA GREAT BATTLE III (THE) 114 l SUN L BANPRESTO 4-NIN SHÔGI 10 l PLANNING OFFICE WADA PLANNING OFFICE WADA 7TH SAGA (THE) 10 ELNARD (JP) l PRODUCE GAMEPLAN21 (JP) / ENIX AMERICA (US) 90 MINUTES: EUROPEAN PRIME GOAL 11 J.LEAGUE SOCCER PRIME GOAL 3 (JP) l l NAMCO NAMCO (JP) / OCEAN (EU) A.S.P AIR STRIKE PATROL 11 DESERT FIGHTER (EU) l l OPUS SETA (JP-US) / SYSTEM 3 (EU) AAAHH!!! REAL MONSTERS 12 l l l REALTIME ASSOCIATES VIACOM NEW MEDIA ABC MONDAY NIGHT FOOTBALL 11 l l KÛSÔ KAGAKU DATA EAST ACCELE BRID 11 l Gl ENKI TOMY ACE O NERAE! 11 l TELENET JAPAN TELENET JAPAN ACME ANIMATION FACTORY 12 l PROBE SOFTWARE SUNSOFT ACROBAT MISSION 12 l l MICRONICS TECHIKU ACTION PACHIO 12 l C-LAB COCONUTS JAPAN ACTRAISER 13 l QUINTET ENIX (JP-EU) / ENIX AMERICA (US) ACTRAISER 2 14 ACTRAISER 2: CHINMOKU E NO SEISEN (JP) l l l QUINTET ENIX (JP) / ENIX AMERICA (US) / UBISOFT (EU) ADDAMS FAMILY (THE) 14 l l l OCEAN MISAWA (JP) / OCEAN (EU-US) ADDAMS FAMILY (THE): PUGSley’S SCAVENGER HUNT 14 l l l OCEAN OCEAN ADDAMS FAMILY VALUES 14 l l OCEAN OCEAN ADVANCED DUNGEONS & DRAGONS: EYE OF THE BEHOLDER 15 l Cl APCOM CAPCOM ADVENTURES OF BATMAN & ROBIN (THE) 15 l l KONAMI KONAMI ADVENTURES OF DR.
    [Show full text]
  • Ultimate Game Design Building Game Worlds.Pdf
    Color profile: Generic CMYK printer profile Composite Default screen Blow the Lid Off! / Ultimate Game Design / Meigs / 222899-7 / Blind Folio i P:\010Comp\BlowLid\899-7\fm.vp Monday, May 05, 2003 12:25:14 PM Color profile: Generic CMYK printer profile Composite Default screen Blow the Lid Off! / Ultimate Game Design / Meigs / 222899-7 / Blind Folio ii ABOUT THE AUTHOR Tom Meigs is a game producer and designer with a decade of experience in electronic gaming. He has worked on several award-winning titles for a wide array of game platforms, including: Nintendo Game Boy, Sega Game Gear, Sega Genesis, Super Nintendo, Sega Saturn, Sony PlayStation/PlayStation 2, PC, Macintosh, mobile phones, theme park kiosks, location-based entertainment, online, and even the short-lived Bandai Pippin. Some of the game titles he has worked on include: Madden Football ‘95, Sports Illustrated Golf, Sea Quest DSV, Akira, Jungle Strike, Bassmaster’s Classic, The Mask, Angel Devoid 2, Youngblood: Search and Destroy, and several titles for Disney. Tom received an M.A. in philosophy from California State University, Long Beach. P:\010Comp\BlowLid\899-7\fm.vp Monday, May 05, 2003 12:25:14 PM Color profile: Generic CMYK printer profile Composite Default screen Blow the Lid Off! / Ultimate Game Design / Meigs / 222899-7 / Blind Folio iii Tom Meigs McGraw-Hill/Osborne New York Chicago San Francisco Lisbon London Madrid Mexico City Milan New Delhi San Juan Seoul Singapore Sydney Toronto P:\010Comp\BlowLid\899-7\fm.vp Monday, May 05, 2003 12:25:16 PM Color profile: Generic CMYK printer profile Composite Default screen Blow the Lid Off! / Ultimate Game Design / Meigs / 222899-7 / Blind Folio iv McGraw-Hill/Osborne Brandon A.
    [Show full text]
  • Lani Minella
    Page 1 Blonde Hair ••• Hazel Eyes (Colored Contacts Available) LANI MINELLA 800-357-7040 5' 8" • 125 lbs FILM & TELEVISION IT: Chapter 2 Monsters and Witches VO WB/ New Line Cinema ABC Sports Documentary ("Our Greatest Hopes....Fears") Esther, Oshrat ABC Network Lost Book of Nostradamus (History Channel) Enza Massa, Martinol, Piccinin,Misti,Fadiga Matchframe/1080 productionsDC DC DC:Legends of Tomorrow Episode 606 Zaguron Amelia Warner Bros TV, DC Ent, Berlanti Prod Bloopy's Buddies (national TV series) Bloopy, Sgt. Lookout, Chef Cuisine Creative Children's Group, New York The Queen's Corgi (Animated film) Ginger Carbot Animation Rollover Prod. ANIMATION & CD-ROM *Additional List Available Upon Request World of Warcraft: Cataclysm • Lich King • Warcraft 3 Succubus, Zaela,Tuskar, Banshee,Geist,more Activision Blizzard God of War 4 and God of War Ragnarok Pesta, Light One,Raven Keeper,Garden Spirit Sony Mass Effect 3 Last female Krogan "Eve", Asari Medic EA/Bioware Last of Us • Last of Us 2 Infected, Bloater, Clickers Naughty Dog Starcraft 1 • Starcraft 2: Wings of Liberty Dropship pilot, Zerg Queen, Medivac Activision Blizzard Nancy Drew---(all game titles) Nancy Drew & misc VOs Her Interactive Justice League "Flash and Substance" (cartoon) Mayor, Waitress, Camera op, Worker Warner Brothers Animation Hearthstone (multiple releases) Sindragossa, Golakka Crawler + more Blizzard Mortal Kombat 9 Sindel, Sheeva, Elder Gods, Radio Ops Warner Brothers Interactive Super Smash Bros. Brawl • New Super Mario Brothers Lucas,Pitt,Lin,Larry,Lemmy,Wendy,
    [Show full text]
  • The Localisation of Video Games
    The Localisation of Video Games Miguel Ángel Bernal-Merino A thesis submitted in partial fulfilment of the requirements for the degree of PhD Translation Studies Unit Imperial College, London 2013 Copyright Declaration The copyright of this thesis rests with the author, Miguel Ángel Bernal-Merino, and is made available under a Creative Commons Attribution - Non Commercial - No Derivatives licence. Researchers are free to copy, distribute or transmit the thesis on the condition that they attribute it, that they do not use it for commercial purposes and that they do not alter, transform or build upon it. For any reuse or distribution, researchers must make clear to others the licence terms of this work. ii THE LOCALISATION OF VIDEO GAMES TABLE OF CONTENTS ACKNOWLEDGEMENTS vii ABSTRACT viii DECLARATION OF ORIGINALITY Ix LIST OF FIGURES x LIST OF TABLES xii LIST OF GRAPHS xii LIST OF ACRONYMS xiii CHAPTER 1- INTRODUCTION 1 1.1- About video games 4 1.2- About the goals of this research 6 1.3- About the structure of this PhD 7 CHAPTER 2- GAMES, MARKETS AND TRANSLATION 11 2.1- Towards a classification of terms relating to video game products 14 2.1.1- Comprehensive terms 14 2.1.1.1- Game 15 2.1.1.2- Electronic game 18 2.1.1.3- Digital game 19 2.1.1.4- Multimedia interactive entertainment software 19 2.1.1.5- Video game 21 2.1.2- Narrow terms 24 2.1.2.1- Location of play 25 2.1.2.2- Gaming platform 28 2.1.2.3- Mode of distribution 33 2.1.2.4- Type of market 35 2.2- The penetration of video games in today’s world 36 2.2.1- Mainstream games 37
    [Show full text]
  • Classic Gaming Exp02012
    CLASSIC GAMING EXP02012 Las Vegas, Nevada August 11-12, 2012 Time: Saturday at lO:OOAM. Location: "Casino Showroom" (ground floor) . Are we having fun yet? This has been a busy year for us at CGE HQ. As most of you know, in addition to putting on Classic Gaming Expo, us three organizers also run the Videogame History Museum and we've had a ton going on this year! Early in the spring, we took a road trip through Southern California to meet with some alumni who had items they were interested in donating to the Videogame History Museum archive. We spent nearly Now THESE are some good-looking guys! a week in a crappy Super 8 Motel and driving all around Southern California meeting some really great people who were incredibly generous with their donations. We added some amazing items to the archive (many of which can be seen in this year's Classic Gaming Expo museum exhibit) and spent some quality time with some very interesting people. It was a great trip and a great way to start off the year. Next up was the DICE Summit in Las Vegas. We were asked to setup a historical display in their gaming lounge. DICE is a little different than what we were used to at other shows we've done in the past. It is comprised mainly of executives networking with each other talking about better ways to make games more fun and profitable. We saw many new faces at DICE and even though the gaming lounge wasn't exactly hopping with people the entire time, we were able to add several new contacts to our repertoire which was worth it in itself.
    [Show full text]
  • Edutainment Spiele Im Gesundheitswesen
    Edutainment Spiele im Gesundheitswesen Dieses PDF wurde mit dem Open-Source-Toolkit „mwlib“ erstellt. Siehe http://code.pediapress.com/ für weitere Informationen. Edutainment - Spiele im Gesundheitswesen Edutainment - Spiele im Gesundheitswesen Zusammenfassung des Projekts KAPITEL I: Einleitung und Einführung In diesem Kapitel wird das Thema Computer- und Videospiele in den Kontext von "Lernen durch Spielen" gestellt. Darüber hinaus werden die Fragen • Warum Spiele im Unterricht? • Rahmenbedingungen für Spiele im Unterricht? • Warum Gesundheitsspiele? beantwortet. KAPITEL II: Edutaiment Games (Definition, Klassifizierung) In diesem Kapitel wird eine Struktur von Edutainment Games, sowie Begrifflichkeiten und Definitionen dargestellt, obwohl sich der Begriff Edutainment Games nicht eindeutig von Serious Games trennen lässt und es sich daher empfiehlt das gesamte Buch zu lesen, um die Zusammenhänge zu verstehen. KAPITEL III: Serious Games (Definition, Klassifizierung, Abgrenzung) In diesem Kapitel werden die Unterschide und Gemeinsamkeiten von Serious Games, Game based Learning und Entertainment Games dargestellt. Darüber hinaus erfolgen Definitionen und Klassifizierungen der Serious Games. KAPITEL IV: Pädagogische Intention In diesem Kapitel werden Bewertungsstandards für den methodisch-didaktischen Einsatz im Unterricht dargestellt. Es wird die Qualitätsbeurteilung nach Qualitätsfeldern sowie die Anforderungskriterien an Spiele nach den Standards von GPI, BuPP und PEGI dargestellt. KAPITEL V: Spiele im Gesundheitswesen In diesem Kapitel
    [Show full text]
  • Yvonne Thies-Brandner Dissertation Lets Play It Safe
    Let’s Play it Safe! Entertainment-Education in the Digital Age – Developing and Testing a Digital Entertainment-Education Game about HIV/AIDS Protection for Female Adolescents by Yvonne Thies-Brandner A Thesis submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Psychology Approved, Thesis Committee _______________________________ Prof. Dr. Margrit Schreier (Chair) Jacobs University Bremen _______________________________ Prof. Dr. Klaus Boehnke Jacobs University Bremen Prof. Dr. Dagmar Unz University of Applied Sciences Würzburg-Schweinfurt Date of Defense: May 3, 2013 School of Humanities and Social Sciences II “Anyone who tries to make a distinction between education and entertainment doesn’t know the first thing about either” Marshall McLuhan (Canadian Philosopher) III IV Table of Contents Summary XIII Acknowledges XV 1. Introduction 1 2. Entertainment-Education – A Strategy 7 2.1 Introduction and History 7 2.2 Definition, Strengths, and Challenges 15 2.2.1 Definition 15 2.2.2 Strengths 18 2.2.3 Challenges – and How to Overcome Them 21 2.3 Theories Underlying Entertainment-Education 26 2.3.1 Introduction 26 2.3.2 Models with Steps/Stages 27 2.3.2.1 Hierarchy-of-Effects Model 28 2.3.2.2 Stages-of-Change Model 29 2.3.2.3 Diffusion of Innovations Theory 30 2.3.2.4 Summary – Models with Steps/Stages 30 2.3.3 Social Psychological Models 31 2.3.3.1 Bandura’s Social Learning Theory – Social Modeling 31 2.3.3.2 Theory of Reasoned Action & Theory of Planned 37 Behavior 2.3.3.3 The Health Belief Model
    [Show full text]