Saltar al contenido principal

ETHNOS_APP

Inicio • Búsqueda • Revistas • Lista 0

Bruno Dupont

Datos Biográficos

ID113291
NOMBREBruno Dupont
NOMBRESBruno
APELLIDODupont
FIRMADUPONT B
AFILIACIONESKU Leuven
ORCID0000-0001-9383-0190
VERIFICADOSí
TOTAL DE OBRAS5
TOTAL DE CITAS0
TOTAL COMO AUTOR5
TOTAL COMO EDITOR0
PRIMER AÑO DE PUBLICACIÓN2024
AÑO MÁS RECIENTE DE PUBLICACIÓN2026
ÍNDICE H0
  • Rassembler, parachever, dépasser

    Open Access•Pierre-Yves Hurel, Bruno Dupont•ARTICLE•Belphégor•2026

    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

    Open Access•Maya Geudens, Rozane De Cock et al.•ARTICLE•International Journal of…•2026

    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

    Open Access•Alexander Bacalja, T Philip Nichols et al.•ARTICLE•Postdigital Science and Education•2024

    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

    Open Access•Lowie Bradt, Eva Grosemans et al.•ARTICLE•Journal of Adolescence•2024

    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

    Open Access•Maarten Denoo, Bruno Dupont et al.•ARTICLE•Games and Culture•2024

    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

    Open Access•Alexander Bacalja, T Philip Nichols et al.•ARTICLE•Postdigital Science and Education•2024

    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

    Open Access•Lowie Bradt, Eva Grosemans et al.•ARTICLE•Journal of Adolescence•2024

    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

    Open Access•Maarten Denoo, Bruno Dupont et al.•ARTICLE•Games and Culture•2024

    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

    Open Access•Pierre-Yves Hurel, Bruno Dupont•ARTICLE•Belphégor•2026

    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

    Open Access•Maya Geudens, Rozane De Cock et al.•ARTICLE•International Journal of…•2026

    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)

Ethnos_APP • Proyecto Open Source • Licencia MIT • Frontend v2.0.0 • Privacidad y Cookies • Documentación de la API: api.ethnos.app/docs • Código de la API: GitHub • DOI: 10.5281/zenodo.17049435 • Código del Frontend: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae