The Magic Circle The Gaming Landscape 1 Kaldeidoscopic Perspective On Game Play And Simulation 2 The Gaming Landscape In The 20th Century 3 Interactive Learning Through Gaming Part Ii Principles 4 A Theory Of Gaming 5 Gaming Methodology Views On Model Building 6 Gaming What Kind Of Science Is It 7 Evaluation Methodology Part Iii Cases 8 System Dynamics And Interactive Simulation 9 Management Of Human Capital 10 Policy Options Adressing Climate Change 11 General Management Game Funo Part Iv Epilogue 12 Epilogue Bibliography Subject Index
Download The Magic Circle The Gaming Landscape 1 Kaldeidoscopic Perspective On Game Play And Simulation 2 The Gaming Landscape In The 20th Century 3 Interactive Learning Through Gaming Part Ii Principles 4 A Theory Of Gaming 5 Gaming Methodology Views On Model Building 6 Gaming What Kind Of Science Is It 7 Evaluation Methodology Part Iii Cases 8 System Dynamics And Interactive Simulation 9 Management Of Human Capital 10 Policy Options Adressing Climate Change 11 General Management Game Funo Part Iv Epilogue 12 Epilogue Bibliography Subject Index full books in PDF, epub, and Kindle. Read online free The Magic Circle The Gaming Landscape 1 Kaldeidoscopic Perspective On Game Play And Simulation 2 The Gaming Landscape In The 20th Century 3 Interactive Learning Through Gaming Part Ii Principles 4 A Theory Of Gaming 5 Gaming Methodology Views On Model Building 6 Gaming What Kind Of Science Is It 7 Evaluation Methodology Part Iii Cases 8 System Dynamics And Interactive Simulation 9 Management Of Human Capital 10 Policy Options Adressing Climate Change 11 General Management Game Funo Part Iv Epilogue 12 Epilogue Bibliography Subject Index ebook anywhere anytime directly on your device. Fast Download speed and no annoying ads.
Author |
: J. H. G. Klabbers |
Publisher |
: |
Total Pages |
: 0 |
Release |
: 2006 |
ISBN-10 |
: 9087900066 |
ISBN-13 |
: 9789087900069 |
Rating |
: 4/5 (66 Downloads) |
Synopsis The Magic Circle: The gaming landscape: 1. Kaldeidoscopic perspective on game, play and simulation ; 2. The gaming landscape in the 20th century ; 3. Interactive learning through gaming ; Part II: Principles: 4. A theory of gaming ; 5. Gaming methodology: Views on model building ; 6. Gaming: What kind of science is it? ; 7. Evaluation methodology ; Part III: Cases: 8. System dynamics and interactive simulation ; 9. Management of human capital ; 10. Policy options adressing climate change ; 11. general management game: FUNO ; Part IV: Epilogue: 12. Epilogue ; Bibliography ; Subject index by : J. H. G. Klabbers
Author |
: Jan H.G. Klabbers |
Publisher |
: BRILL |
Total Pages |
: 398 |
Release |
: 2009-01-01 |
ISBN-10 |
: 9789087903107 |
ISBN-13 |
: 9087903103 |
Rating |
: 4/5 (07 Downloads) |
Synopsis The Magic Circle: Principles of Gaming & Simulation by : Jan H.G. Klabbers
The purpose of this unique book is to outline the core of game science by presenting principles underlying the design and use of games and simulations. Game science covers three levels of discourse: the philosophy of science level, the science level, and the application or practical level. The framework presented will help to grasp the interplay between forms of knowledge and knowledge content, interplay that evolves through the action of the players.
Author |
: Jan H. G. Klabbers |
Publisher |
: Brill - Sense |
Total Pages |
: 414 |
Release |
: 2009 |
ISBN-10 |
: STANFORD:36105133190087 |
ISBN-13 |
: |
Rating |
: 4/5 (87 Downloads) |
Synopsis The Magic Circle by : Jan H. G. Klabbers
A comprehensive review of the fundamental nature of gaming and simulation; why they have meaning, why they work so well as teaching and learning tools, and how they can best be used by both academics and practitioners.
Author |
: Management Association, Information Resources |
Publisher |
: IGI Global |
Total Pages |
: 2164 |
Release |
: 2010-11-30 |
ISBN-10 |
: 9781609601966 |
ISBN-13 |
: 1609601963 |
Rating |
: 4/5 (66 Downloads) |
Synopsis Gaming and Simulations: Concepts, Methodologies, Tools and Applications by : Management Association, Information Resources
"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.
Author |
: Van Eck, Richard |
Publisher |
: IGI Global |
Total Pages |
: 405 |
Release |
: 2010-05-31 |
ISBN-10 |
: 9781615207183 |
ISBN-13 |
: 161520718X |
Rating |
: 4/5 (83 Downloads) |
Synopsis Gaming and Cognition: Theories and Practice from the Learning Sciences by : Van Eck, Richard
"This book applies the principles of research in the study of human cognition to games, with chapters representing 15 different disciplines in the learning sciences (psychology, serious game design, educational technology, applied linguistics, instructional design, eLearning, computer engineering, educational psychology, cognitive science, digital media, human-computer interaction, artificial intelligence, computer science, anthropology, education)"--Provided by publisher.
Author |
: Cathy S. Greenblat |
Publisher |
: SAGE Publications, Incorporated |
Total Pages |
: 294 |
Release |
: 1981 |
ISBN-10 |
: UOM:39015020383124 |
ISBN-13 |
: |
Rating |
: 4/5 (24 Downloads) |
Synopsis Principles and Practices of Gaming-Simulation by : Cathy S. Greenblat
The authors' 1975 classic Gaming-Simulation has been revised and abridged for this edition. Three new chapters have been written: one on evaluation of games, one on their application in policy making, and the third on microcomputers in game design. It is a comprehensive, up-to-date guide on the multiple uses of gaming and simulation in the social sciences.
Author |
: Suzanne De Castell |
Publisher |
: Peter Lang |
Total Pages |
: 364 |
Release |
: 2007 |
ISBN-10 |
: 0820486434 |
ISBN-13 |
: 9780820486437 |
Rating |
: 4/5 (34 Downloads) |
Synopsis Worlds in Play by : Suzanne De Castell
Worlds in Play, a map of the «state of play» in digital games research today, illustrates the great variety and extreme contrasts in the landscape cleft by contemporary digital games research. The chapters in this volume are the work of an international review board of seventy game-study specialists from fields spanning social sciences, arts, and humanities to the physical and applied sciences and technologies. A wellspring of inspiring concepts, models, protocols, data, methods, tools, critical perspectives, and directions for future work, Worlds in Play will support and assist in reading not only within, but across fields of play - disciplinary, temporal, and geographical - and encourage all of us to widen our focus to encompass the omni-dimensional phenomenon of «worlds in play.»
Author |
: Van Eck, Richard |
Publisher |
: IGI Global |
Total Pages |
: 430 |
Release |
: 2010-03-31 |
ISBN-10 |
: 9781615207206 |
ISBN-13 |
: 1615207201 |
Rating |
: 4/5 (06 Downloads) |
Synopsis Interdisciplinary Models and Tools for Serious Games: Emerging Concepts and Future Directions by : Van Eck, Richard
"This book discusses the need for interdisciplinary awareness in the study of games and learning"--Provided by publisher.
Author |
: Gordon Calleja |
Publisher |
: MIT Press |
Total Pages |
: 235 |
Release |
: 2011-05-13 |
ISBN-10 |
: 9780262294546 |
ISBN-13 |
: 0262294540 |
Rating |
: 4/5 (46 Downloads) |
Synopsis In-Game by : Gordon Calleja
An investigation of what makes digital games engaging to players and a reexamination of the concept of immersion. Digital games offer a vast range of engaging experiences, from the serene exploration of beautifully rendered landscapes to the deeply cognitive challenges presented by strategic simulations to the adrenaline rush of competitive team-based shoot-outs. Digital games enable experiences that are considerably different from a reader's engagement with literature or a moviegoer's experience of a movie. In In-Game, Gordon Calleja examines what exactly it is that makes digital games so uniquely involving and offers a new, more precise, and game-specific formulation of this involvement. One of the most commonly yet vaguely deployed concepts in the industry and academia alike is immersion—a player's sensation of inhabiting the space represented onscreen. Overuse of this term has diminished its analytical value and confused its meaning, both in analysis and design. Rather than conceiving of immersion as a single experience, Calleja views it as blending different experiential phenomena afforded by involving gameplay. He proposes a framework (based on qualitative research) to describe these phenomena: the player involvement model. This model encompasses two constituent temporal phases—the macro, representing offline involvement, and the micro, representing moment-to-moment involvement during gameplay—as well as six dimensions of player involvement: kinesthetic, spatial, shared, narrative, affective, and ludic. The intensified and internalized experiential blend can culminate in incorporation—a concept that Calleja proposes as an alternative to the problematic immersion. Incorporation, he argues, is a more accurate metaphor, providing a robust foundation for future research and design.
Author |
: Bernard Perron |
Publisher |
: Routledge |
Total Pages |
: 453 |
Release |
: 2008-11-19 |
ISBN-10 |
: 9781135895181 |
ISBN-13 |
: 113589518X |
Rating |
: 4/5 (81 Downloads) |
Synopsis The Video Game Theory Reader 2 by : Bernard Perron
The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games today including Henry Jenkins, Jesper Juul, Eric Zimmerman, and Mia Consalvo. While the first volume had a strong focus on early video games, this volume also addresses more contemporary issues such as convergence and MMORPGs. The volume concludes with an appendix of nearly 40 ideas and concepts from a variety of theories and disciplines that have been usefully and insightfully applied to the study of video games.