Computers And Games
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Author |
: Joost Raessens |
Publisher |
: MIT Press |
Total Pages |
: 471 |
Release |
: 2011-08-19 |
ISBN-10 |
: 9780262516587 |
ISBN-13 |
: 0262516586 |
Rating |
: 4/5 (87 Downloads) |
Synopsis Handbook of Computer Game Studies by : Joost Raessens
A broad treatment of computer and video games from a wide range of perspectives, including cognitive science and artificial intelligence, psychology, history, film and theater, cultural studies, and philosophy. New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others. Part I considers the "prehistory" of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer's point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture.
Author |
: David H. Ahl |
Publisher |
: |
Total Pages |
: 185 |
Release |
: 1981 |
ISBN-10 |
: OCLC:28877106 |
ISBN-13 |
: |
Rating |
: 4/5 (06 Downloads) |
Synopsis Basic Computer Games by : David H. Ahl
Author |
: D. Shaffer |
Publisher |
: Springer |
Total Pages |
: 249 |
Release |
: 2007-02-25 |
ISBN-10 |
: 9780230601994 |
ISBN-13 |
: 0230601995 |
Rating |
: 4/5 (94 Downloads) |
Synopsis How Computer Games Help Children Learn by : D. Shaffer
How can we make sure that our children are learning to be creative thinkers in a world of global competition - and what does that mean for the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning. How Computer Games Help Children Learn shows how video and computer games can help teach children to build successful futures - but only if we think in new ways about education itself. Shaffer shows how computer and video games can help students learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, giving them the tools they need to survive in a changing world. Based on more than a decade of research in technology, game science, and education, How Computer Games Help Children Learn revolutionizes the ongoing debate about the pros and cons of digital learning.
Author |
: Richard E. Mayer |
Publisher |
: MIT Press |
Total Pages |
: 303 |
Release |
: 2014-07-11 |
ISBN-10 |
: 9780262027571 |
ISBN-13 |
: 0262027577 |
Rating |
: 4/5 (71 Downloads) |
Synopsis Computer Games for Learning by : Richard E. Mayer
A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.
Author |
: Claus Pias |
Publisher |
: Diaphanes |
Total Pages |
: 0 |
Release |
: 2017 |
ISBN-10 |
: 3035800138 |
ISBN-13 |
: 9783035800135 |
Rating |
: 4/5 (38 Downloads) |
Synopsis Computer Game Worlds by : Claus Pias
Computer games have become ubiquitous in today's society. Many scholars have speculated on the reasons for their massive success. Yet we haven't considered the most basic questions: Why do computer games exist? What specific circumstances led to the creation of this entirely new type of game? What sorts of knowledge facilitated the requisite technological and institutional transformations? With Computer Game Worlds, Claus Pias sets out to answer these questions. Tracing computer games from their earliest forms to the unstoppable commercial and cultural phenomena they have become today, Pias then provides a careful epistemological reconstruction of the process of playing games, both at computers and by computers themselves. The book makes a valuable theoretical contribution to the ongoing discussion about computer games.
Author |
: Tony Marsland |
Publisher |
: Springer Science & Business Media |
Total Pages |
: 456 |
Release |
: 2001 |
ISBN-10 |
: 9783540430803 |
ISBN-13 |
: 3540430806 |
Rating |
: 4/5 (03 Downloads) |
Synopsis Computers and Games by : Tony Marsland
This book constitutes the thoroughly refereed postproceedings of the Second International Conference on Computers and Games, CG 2001, held in Hamamatsu, Japan in October 2000. The 23 revised full papers presented together with two invited contributions and five reviews were carefully refereed and selected during two rounds of reviewing and improvement. The papers are organized in topical sections on search and strategies, learning and pattern acquisition, theory and complexity issues, and further experiments on game; the reviews presented are on computer language games, computer Go, intelligent agents for computer games, RoboCup, and computer Shogi.
Author |
: H. Jaap van den Herik |
Publisher |
: Springer |
Total Pages |
: 295 |
Release |
: 2007-09-28 |
ISBN-10 |
: 9783540755388 |
ISBN-13 |
: 3540755381 |
Rating |
: 4/5 (88 Downloads) |
Synopsis Computers and Games by : H. Jaap van den Herik
This book constitutes the thoroughly refereed post-proceedings of the 5th International Conference on Computers and Games, CG 2006, co-located with the 14th World Computer-Chess Championship and the 11th Computer Olympiad. The 24 revised papers cover all aspects of artificial intelligence in computer-game playing. Topics addressed are evaluation and learning, search, combinatorial games and theory opening and endgame databases, single-agent search and planning, and computer Go.
Author |
: |
Publisher |
: |
Total Pages |
: 476 |
Release |
: 2000 |
ISBN-10 |
: UOM:39015048324191 |
ISBN-13 |
: |
Rating |
: 4/5 (91 Downloads) |
Synopsis Computers and Games by :
Author |
: Karen Anderson |
Publisher |
: Bloomsbury Publishing |
Total Pages |
: 114 |
Release |
: 2013-05-30 |
ISBN-10 |
: 9781441136190 |
ISBN-13 |
: 1441136193 |
Rating |
: 4/5 (90 Downloads) |
Synopsis Using Computers Games across the Curriculum by : Karen Anderson
Everyone learns best when they are enjoying an activity - even adults prefer to learn through play! This book gives a wide range of ideas and practical activities to use computer games as learning tools with students aged 11+. You don't need to be a computer whiz to use this book. From the practical aspects of purchasing and setting up equipment to integrating them into a lesson plan - and even using them without playing them - this book will add a new aspect to your subject to make it even more engaging and fascinating to your students. There are sections on: - Integrating games into lessons - Activities for using freely and commonly-available computer games and consoles - Making your own games, and helping students to design computer games themselves - Using games to differentiate for students of varying abilities and learning styles By adding a new dimension to learning and teaching, computer games can be an enjoyable and fun addition to lessons and, as a result, produce lifelong learners.
Author |
: |
Publisher |
: Editora E-papers |
Total Pages |
: 141 |
Release |
: |
ISBN-10 |
: 9788576502982 |
ISBN-13 |
: 8576502984 |
Rating |
: 4/5 (82 Downloads) |
Synopsis Chaos, Computers, Games and Time: A quarter century of joint work with Newton da Costa by :