Bruno Dupont
Datos Biográficos
| ID | 113291 |
|---|---|
| NOMBRE | Bruno Dupont |
| NOMBRES | Bruno |
| APELLIDO | Dupont |
| FIRMA | DUPONT B |
| AFILIACIONES | KU Leuven |
| ORCID | 0000-0001-9383-0190 |
| VERIFICADO | Sí |
| TOTAL DE OBRAS | 5 |
| TOTAL DE CITAS | 0 |
| TOTAL COMO AUTOR | 5 |
| TOTAL COMO EDITOR | 0 |
| PRIMER AÑO DE PUBLICACIÓN | 2024 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2026 |
| ÍNDICE H | 0 |
Rassembler, parachever, dépasser
Cet article propose une étude des magazines publiés par les clubs d’utilisateurs du micro-ordinateur belge DAI, commercialisé au début des années 1980 et rapidement marginalisé malgré ses capacités techniques avancées. Dans un contexte où les sources historiques sur l’informatique belge demeurent rares, ces revues constituent un matériau essentiel pour comprendre l’organisation de ces communautés, leurs pratiques et leur inscription dans un écosy…
Rethinking Gaming Disorder Prevention
Current approaches to gaming disorder prevention remain comparatively narrow, and prevention efforts are frequently underdeveloped and fragmented. Using the socio-ecological model (SEM), this qualitative study mapped frontline practitioners' perceived obstacles and opportunities to develop a multi-level, practice-grounded framework for policy and implementation. Semi-structured interviews were conducted with 18 prevention professionals in Flander…
Postdigital Videogames Literacies
This article is a collective response to the 2003 iteration of James Paul Gee’s What Video Games Have to Teach Us About Learning and Literacy . Gee’s book, a foundational text for those working in game studies, literacy studies, and education, identified 36 principles of ‘good learning’ which he argued were built into the design of good games, and which have since been used to unsettle the landscape of formal education. This article brings togeth…
Does parents' perceived style of setting limits to gaming matter? The interplay between profiles of parental mediation and BIS/BAS sensitivity in problematic gaming and online gambling
INTRODUCTION: Parents try to prevent possible negative outcomes associated with gaming by setting rules on their adolescent's gaming behavior (i.e., restrictive mediation). Parents can use either more autonomy-supportive or more controlling styles to communicate those rules. Using a person-centered approach, this study aims to, first, identify profiles of parents' perceived degree of restrictive mediation in gaming and styles of communicating the…
Making Complexity Measurable in Practice
Over the past decade, videogames have become increasingly gambling-like in their design. Scientific and regulatory attempts to unravel such design seem particularly oriented towards the effects and regulatory treatment of paid-for loot boxes, favoring either measurability or complexity. Departing from gamble-play theory, this paper, therefore, attempts to make complexity measurable in practice. We conduct a formal analysis of 20 videogames that i…
Sin obras prominentes en esta página.
Postdigital Videogames Literacies
This article is a collective response to the 2003 iteration of James Paul Gee’s What Video Games Have to Teach Us About Learning and Literacy . Gee’s book, a foundational text for those working in game studies, literacy studies, and education, identified 36 principles of ‘good learning’ which he argued were built into the design of good games, and which have since been used to unsettle the landscape of formal education. This article brings togeth…
Does parents' perceived style of setting limits to gaming matter? The interplay between profiles of parental mediation and BIS/BAS sensitivity in problematic gaming and online gambling
INTRODUCTION: Parents try to prevent possible negative outcomes associated with gaming by setting rules on their adolescent's gaming behavior (i.e., restrictive mediation). Parents can use either more autonomy-supportive or more controlling styles to communicate those rules. Using a person-centered approach, this study aims to, first, identify profiles of parents' perceived degree of restrictive mediation in gaming and styles of communicating the…
Making Complexity Measurable in Practice
Over the past decade, videogames have become increasingly gambling-like in their design. Scientific and regulatory attempts to unravel such design seem particularly oriented towards the effects and regulatory treatment of paid-for loot boxes, favoring either measurability or complexity. Departing from gamble-play theory, this paper, therefore, attempts to make complexity measurable in practice. We conduct a formal analysis of 20 videogames that i…
Rassembler, parachever, dépasser
Cet article propose une étude des magazines publiés par les clubs d’utilisateurs du micro-ordinateur belge DAI, commercialisé au début des années 1980 et rapidement marginalisé malgré ses capacités techniques avancées. Dans un contexte où les sources historiques sur l’informatique belge demeurent rares, ces revues constituent un matériau essentiel pour comprendre l’organisation de ces communautés, leurs pratiques et leur inscription dans un écosy…
Rethinking Gaming Disorder Prevention
Current approaches to gaming disorder prevention remain comparatively narrow, and prevention efforts are frequently underdeveloped and fragmented. Using the socio-ecological model (SEM), this qualitative study mapped frontline practitioners' perceived obstacles and opportunities to develop a multi-level, practice-grounded framework for policy and implementation. Semi-structured interviews were conducted with 18 prevention professionals in Flander…
Gambling Behavior and Treatments (3 obras) · Impact of Technology on Adolescents (2 obras) · Artificial Intelligence in Games (1 obras) · Autonomy (1 obras) · Child and Adolescent Psychosocial and Emotional Development (1 obras) · Computer Science (1 obras) · Computer security (1 obras) · Cybernetics and Technology in Society (1 obras) · Developmental psychology (1 obras) · Digital Games and Media (1 obras)