Gamers
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Author |
: Jamie Madigan |
Publisher |
: Rowman & Littlefield Publishers |
Total Pages |
: 0 |
Release |
: 2019-01-15 |
ISBN-10 |
: 1538121336 |
ISBN-13 |
: 9781538121337 |
Rating |
: 4/5 (36 Downloads) |
Synopsis Getting Gamers by : Jamie Madigan
A psychologist and life-long fan of video games helps you understand what psychology has to say about why video games and mobile game apps are designed the way they are, why players behave as they do, and the psychological tricks used to market and sell them.
Author |
: Garry Crawford |
Publisher |
: Routledge |
Total Pages |
: 211 |
Release |
: 2011-08-04 |
ISBN-10 |
: 9781135178864 |
ISBN-13 |
: 1135178860 |
Rating |
: 4/5 (64 Downloads) |
Synopsis Video Gamers by : Garry Crawford
Video gaming is economically, educationally, culturally, socially and theoretically important, and has, in a relatively short period of time, firmly cemented its place within contemporary life. It is fair to say, however, that the majority of research to date has focused most specifically on either the video games themselves, or the direct engagement of gamers with a specific piece of game technology. In contrast, Video Gamers is the first book to explicitly and comprehensively address how digital games are engaged with and experienced in the everyday lives, social networks and consumer patterns of those who play them. In doing so, the book provides a key introduction to the study of gamers and the games they play, whilst also reflecting on the current debates and literatures surrounding gaming practices.
Author |
: Liz Cooper |
Publisher |
: |
Total Pages |
: |
Release |
: 2017-09 |
ISBN-10 |
: 0999663402 |
ISBN-13 |
: 9780999663400 |
Rating |
: 4/5 (02 Downloads) |
Synopsis Gamers for Good Presents Undertale by : Liz Cooper
Gamers for Good Presents: Undertale is a collaborative effort by artists around the world who have contributed their time and talent to create this beautiful Undertale inspired art book. You can expect to see a selection of these illustrations, paintings, 3D renders, cosplays, crafts, and photographs presented with custom artwork and beautiful page design layouts.
Author |
: Jennifer Malkowski |
Publisher |
: |
Total Pages |
: 260 |
Release |
: 2017 |
ISBN-10 |
: 0253026474 |
ISBN-13 |
: 9780253026477 |
Rating |
: 4/5 (74 Downloads) |
Synopsis Gaming Representation by : Jennifer Malkowski
Gaming Representation' offers a timely and interdisciplinary call for greater inclusivity in video games. The issue of equality transcends the current focus in the field of Game Studies on code, materiality, and platforms. Journalists and bloggers have begun to hold the digital game industry and culture accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged behind. Contributors to this volume examine portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, 'Gaming Representation' pushes gaming scholarship to new levels of inquiry, theorizing, and imagination.
Author |
: Trent Reedy |
Publisher |
: Scholastic Inc. |
Total Pages |
: 267 |
Release |
: 2018-11-27 |
ISBN-10 |
: 9781338045314 |
ISBN-13 |
: 1338045318 |
Rating |
: 4/5 (14 Downloads) |
Synopsis Gamer Army by : Trent Reedy
In this timely and thrilling novel, Ender's Game meets Ready Player One and several terabytes of fast-paced video game action as five gamers are recruited into a tech giant's secret program. After Rogan Webber levels up yet again on his favorite video game, Laser Viper, the world-famous creator of the game invites him to join the five best players in the country for an exclusive tournament. The gamers are flown to the tech mogul's headquarters, where they stay in luxury dorms and test out cutting edge virtual-reality gaming equipment, doing digital battle as powerful fighting robots. It's the ultimate gaming experience.But as the contest continues, the missions become harder, losing gamers are eliminated, and the remaining contestants face the growing suspicion that the game may not be what it seems. Why do the soldiers and robots they fight in Laser Viper act so weird? What's behind the strange game glitches? And why does the game feel so... real?Rogan and his gamer rivals must come together, summoning the collective power of their Gamer Army to discover the truth and make things right... in a dangerous world where video games have invaded reality.
Author |
: G. Hawisher |
Publisher |
: Springer |
Total Pages |
: 275 |
Release |
: 2016-06-07 |
ISBN-10 |
: 9780230601765 |
ISBN-13 |
: 0230601766 |
Rating |
: 4/5 (65 Downloads) |
Synopsis Gaming Lives in the Twenty-First Century by : G. Hawisher
This volume examines the claim that computer games can provide better literacy and learning environments than schools. Using case-studies in the US at the beginning of the twenty-first century and the words and observations of individual gamers, the book offers historical and cultural analyses of their literacy development, practices and values.
Author |
: Amanda C. Cote |
Publisher |
: NYU Press |
Total Pages |
: 274 |
Release |
: 2020-09-01 |
ISBN-10 |
: 9781479802203 |
ISBN-13 |
: 1479802204 |
Rating |
: 4/5 (03 Downloads) |
Synopsis Gaming Sexism by : Amanda C. Cote
Interviews with female gamers about structural sexism across the gaming landscape When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women’s gaming are more actively enforced. In Gaming Sexism, Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality. Across in-depth interviews with women-identified gamers, Cote delves into the conflict between diversification and resistance to understand their impact on gaming, both casual and “core” alike. From video game magazines to male reactions to female opponents, she explores the shifting expectations about who gamers are, perceived changes in gaming spaces, and the experiences of female gamers amidst this gendered turmoil. While Cote reveals extensive, persistent problems in gaming spaces, she also emphasizes the power of this motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces can be overcome. Gaming Sexism is a well-timed investigation of equality, power, and control over the future of technology.
Author |
: Karen Schrier |
Publisher |
: Oxford University Press |
Total Pages |
: 224 |
Release |
: 2021-04-30 |
ISBN-10 |
: 9780190926137 |
ISBN-13 |
: 0190926139 |
Rating |
: 4/5 (37 Downloads) |
Synopsis We the Gamers by : Karen Schrier
Distrust. Division. Disparity. Is our world in disrepair? Ethics and civics have always mattered, but perhaps they matter now more than ever before. Recently, with the rise of online teaching and movements like #PlayApartTogether, games have become increasingly acknowledged as platforms for civic deliberation and value sharing. We the Gamers explores these possibilities by examining how we connect, communicate, analyze, and discover when we play games. Combining research-based perspectives and current examples, this volume shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change. We the Gamers introduces and explores various educational frameworks through a range of games and interactive experiences including board and card games, online games, virtual reality and augmented reality games, and digital games like Minecraft, Executive Command, Keep Talking and Nobody Explodes, Fortnite, When Rivers Were Trails, Politicraft, Quandary, and Animal Crossing: New Horizons. The book systematically evaluates the types of skills, concepts, and knowledge needed for civic and ethical engagement, and details how games can foster these skills in classrooms, remote learning environments, and other educational settings. We the Gamers also explores the obstacles to learning with games and how to overcome those obstacles by encouraging equity and inclusion, care and compassion, and fairness and justice. Featuring helpful tips and case studies, We the Gamers shows teachers the strengths and limitations of games in helping students connect with civics and ethics, and imagines how we might repair and remake our world through gaming, together.
Author |
: Harald Warmelink |
Publisher |
: Routledge |
Total Pages |
: 249 |
Release |
: 2014-02-03 |
ISBN-10 |
: 9781135040246 |
ISBN-13 |
: 1135040249 |
Rating |
: 4/5 (46 Downloads) |
Synopsis Online Gaming and Playful Organization by : Harald Warmelink
Online Gaming and Playful Organization explores the cultural impact of gaming on organizations. While gaming is typically a form of entertainment, this book argues that gaming communities can function as a useful analogue for work organizations because both are comprised of diverse members who must communicate and collaborate to solve complex problems. By examining the impact of gaming beyond its own context, this book argues that one can apply numerous lessons from the virtual world of online games to the “real” world of businesses, schools, and other professional communities. Most notably, it articulates the concept of playful organizations, defined as organizations in which the ability to play has become so institutionalized that it is spontaneous, creative, and enjoyable. Based on original research, Online Gaming and Playful Organization establishes an interdisciplinary framework for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of online games and virtual worlds, and of the possible structural and cultural transformation of public and private organizations.
Author |
: Mark J. Campbell |
Publisher |
: Frontiers Media SA |
Total Pages |
: 117 |
Release |
: 2021-06-16 |
ISBN-10 |
: 9782889668816 |
ISBN-13 |
: 2889668819 |
Rating |
: 4/5 (16 Downloads) |
Synopsis Progress in Computer Gaming and Esports: Neurocognitive and Motor Perspectives by : Mark J. Campbell