Thinking About Video Games
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Author |
: David S. Heineman |
Publisher |
: Indiana University Press |
Total Pages |
: 269 |
Release |
: 2015-08-03 |
ISBN-10 |
: 9780253017185 |
ISBN-13 |
: 0253017181 |
Rating |
: 4/5 (85 Downloads) |
Synopsis Thinking about Video Games by : David S. Heineman
The growth in popularity and complexity of video games has spurred new interest in how games are developed and in the research and technology behind them. David Heineman brings together some of the most iconic, influential, and interesting voices from across the gaming industry and asks them to weigh in on the past, present, and future of video games. Among them are legendary game designers Nolan Bushnell (Pong) and Eugene Jarvis (Defender), who talk about their history of innovations from the earliest days of the video game industry through to the present; contemporary trailblazers Kellee Santiago (Journey) and Casey Hudson (Mass Effect), who discuss contemporary relationships between those who create games and those who play them; and scholars Ian Bogost (How to Do Things With Videogames) and Edward Castronova (Exodus to the Virtual World), who discuss how to research and write about games in ways that engage a range of audiences. These experts and others offer fascinating perspectives on video games, game studies, gaming culture, and the game industry more broadly.
Author |
: Celia Hodent |
Publisher |
: Routledge |
Total Pages |
: 110 |
Release |
: 2020-10-07 |
ISBN-10 |
: 9781000194760 |
ISBN-13 |
: 1000194760 |
Rating |
: 4/5 (60 Downloads) |
Synopsis The Psychology of Video Games by : Celia Hodent
What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena? The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.
Author |
: Asi Burak |
Publisher |
: Macmillan + ORM |
Total Pages |
: 237 |
Release |
: 2017-01-31 |
ISBN-10 |
: 9781250089342 |
ISBN-13 |
: 1250089344 |
Rating |
: 4/5 (42 Downloads) |
Synopsis Power Play by : Asi Burak
“An insider’s view of the good things that can emerge from being glued to a screen. . . . A solid piece of pop-culture/business journalism.” —Kirkus Reviews The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception—from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement’s most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer Prize–winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.
Author |
: Ian Bogost |
Publisher |
: U of Minnesota Press |
Total Pages |
: 194 |
Release |
: 2011-08-05 |
ISBN-10 |
: 9781452933122 |
ISBN-13 |
: 145293312X |
Rating |
: 4/5 (22 Downloads) |
Synopsis How to Do Things with Videogames by : Ian Bogost
In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities. Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience. Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games’ progress today and promise for the future.
Author |
: Christopher A. Paul |
Publisher |
: |
Total Pages |
: 245 |
Release |
: 2018 |
ISBN-10 |
: 1517900417 |
ISBN-13 |
: 9781517900410 |
Rating |
: 4/5 (17 Downloads) |
Synopsis The Toxic Meritocracy of Video Games by : Christopher A. Paul
An avid gamer and sharp media critic explains meritocracy's negative contribution to video game culture--and what can be done about it Video games have brought entertainment, education, and innovation to millions, but gaming also has its dark sides. From the deep-bred misogyny epitomized by GamerGate to the endemic malice of abusive player communities, gamer culture has had serious real-world repercussions, ranging from death threats to sexist industry practices and racist condemnations. In The Toxic Meritocracy of Video Games, new media critic and longtime gamer Christopher A. Paul explains how video games' focus on meritocracy empowers this negative culture. Paul first shows why meritocracy is integral to video-game design, narratives, and values. Games typically valorize skill and technique, and common video-game practices (such as leveling) build meritocratic thinking into the most basic premises. Video games are often assumed to have an even playing field, but they facilitate skill transfer from game to game, allowing certain players a built-in advantage. The Toxic Meritocracy of Video Games identifies deep-seated challenges in the culture of video games--but all is not lost. As Paul argues, similarly meritocratic institutions like professional sports and higher education have found powerful remedies to alleviate their own toxic cultures, including active recruiting and strategies that promote values such as contingency, luck, and serendipity. These can be brought to the gamer universe, Paul contends, ultimately fostering a more diverse, accepting, and self-reflective culture that is not only good for gamers but good for video games as well.
Author |
: David Seelow |
Publisher |
: CRC Press |
Total Pages |
: 299 |
Release |
: 2022-12-21 |
ISBN-10 |
: 9781000818949 |
ISBN-13 |
: 1000818942 |
Rating |
: 4/5 (49 Downloads) |
Synopsis Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning by : David Seelow
All games are potentially transformative experiences because they engage the player in dynamic action. When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources examines the learning value of a wide variety of games across multiple disciplines. Organized just like a well-made game, the book is divided into four parts highlighting classroom experiences, community and culture, virtual learning, and interdisciplinary instruction. The author crosses between the high school and college classroom and addresses a range of disciplines, both online and classroom practice, the design of curriculum, and the transformation of assessment practices. In addition to a wealth of practical exercises, resources, and lesson ideas, the book explains how to use a wide and diverse range of games from casual to massively multiplayer online games for self-improvement as well as classroom situations.
Author |
: Daria Bylieva |
Publisher |
: Springer Nature |
Total Pages |
: 449 |
Release |
: 2023-12-25 |
ISBN-10 |
: 9783031480201 |
ISBN-13 |
: 3031480201 |
Rating |
: 4/5 (01 Downloads) |
Synopsis The World of Games: Technologies for Experimenting, Thinking, Learning by : Daria Bylieva
This book reflects the various dimensions of play. It gathers together experience with role-play, tabletop, and online games and develops and assesses tools. It also reflects the human condition in this world of games as it becomes a digital world. We are living in a World of Games where every game is a world through which we learn about the world. A World of Games is fun and engaging, but it also provides deceptive pleasures. What may seem like fun is far from harmless. And then there are the many ways of learning in the mode of play.
Author |
: David Dai |
Publisher |
: Routledge |
Total Pages |
: 307 |
Release |
: 2012-04-23 |
ISBN-10 |
: 9781136956317 |
ISBN-13 |
: 113695631X |
Rating |
: 4/5 (17 Downloads) |
Synopsis Design Research on Learning and Thinking in Educational Settings by : David Dai
The key question this book addresses is how to identify and create optimal conditions for the kind of learning and development that is especially important for effectively functioning in the 21st century. Taking a new approach to this long-debated issue, it looks at how a design research-based science of learning (with its practical models and related design research) can provide insights and integrated models of how human beings actually function and grow in the social dynamics of educational settings with all their affordances and constraints. More specifically: How can specific domains or subject matters be taught for broad intellectual development? How can technology be integrated in enhancing human functioning? How can the social organization of classroom learning be optimized to create social norms for promoting deep intellectual engagement and personal growth? Part I is concerned with broad conceptual and technical issues regarding cultivating intellectual potential, with a focus on how design research might fill in an important a niche in addressing these issues. Part II presents specific design work in terms of design principles, models, and prototypes.
Author |
: Management Association, Information Resources |
Publisher |
: IGI Global |
Total Pages |
: 444 |
Release |
: 2022-01-28 |
ISBN-10 |
: 9781668445167 |
ISBN-13 |
: 1668445166 |
Rating |
: 4/5 (67 Downloads) |
Synopsis Research Anthology on Fandoms, Online Social Communities, and Pop Culture by : Management Association, Information Resources
The internet has grown to become one of the largest communication hubs in history. With its ability to share content and create community bonds, it has seen many fandoms and online social communities develop within the past decades. While there are some detriments to these communities, there are also many benefits and potential uses for the betterment of society. The Research Anthology on Fandoms, Online Social Communities, and Pop Culture explores the ways in which the internet has presented itself as a platform for communities to gather. This essential reference source discusses the engagement of these communities, social media use, and the uses of these communities for education. Covering topics such as digital communities, transmedia language learning, and digital humanities, this book is a vital tool for educators of K-12 and higher education, digital folklorists, sociologists, communications researchers, online administrators, community leaders, and academicians.
Author |
: David N. Hyerle |
Publisher |
: Corwin Press |
Total Pages |
: 281 |
Release |
: 2014-03-19 |
ISBN-10 |
: 9781483359069 |
ISBN-13 |
: 1483359069 |
Rating |
: 4/5 (69 Downloads) |
Synopsis Pathways to Thinking Schools by : David N. Hyerle
Give students the essential thinking skills they need to thrive. Exclusively content-focused teaching may improve test scores, but it leaves students without the cognitive skills for success in an information-overloaded world where deep thinking, collaborative problem solving, and emotional intelligence is essential. In this book, David Hyerle presents case studies of schools and educators who have applied these powerful models, in some case system-wide, to remedy this situation, including: Visual learning tools including Hyerle’s renowned Thinking Maps A language for students to improve their intellectual-emotional behaviors as they learn A system for developing students’ abilities to ask questions in the context of a developing Community of Inquiry