Toward A Gameic World
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Author |
: Ben Whaley |
Publisher |
: University of Michigan Press |
Total Pages |
: 187 |
Release |
: 2023-05-03 |
ISBN-10 |
: 9780472056149 |
ISBN-13 |
: 047205614X |
Rating |
: 4/5 (49 Downloads) |
Synopsis Toward a Gameic World by : Ben Whaley
Examines the ways in which Japanese video games engage with social issues and national traumas
Author |
: Steffen P. Walz |
Publisher |
: MIT Press |
Total Pages |
: 687 |
Release |
: 2015-01-16 |
ISBN-10 |
: 9780262028004 |
ISBN-13 |
: 026202800X |
Rating |
: 4/5 (04 Downloads) |
Synopsis The Gameful World by : Steffen P. Walz
What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society and individuals, or will algorithmic incentive systems become our new robot overlords? In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture—including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media.
Author |
: András Simonyi |
Publisher |
: Grand Central Publishing |
Total Pages |
: 297 |
Release |
: 2019-06-04 |
ISBN-10 |
: 9781538762233 |
ISBN-13 |
: 1538762234 |
Rating |
: 4/5 (33 Downloads) |
Synopsis Rocking Toward a Free World by : András Simonyi
From renowned diplomat and musician András Simonyi -- whom Stephen Colbert calls "the only ambassador I know who can shred a mean guitar!" -- comes a timely and revealing memoir about growing up behind the Iron Curtain and longing for freedom while chasing the great power of rock and roll. In ROCKING TOWARD A FREE WORLD, Simonyi charts the struggle of growing up in 1960s Hungary, a world in which listening to his favorite music was a powerful but furtive endeavor: records were black-market bootlegs; concerts were held under strict control, even banned; protests were folded into song lyrics. Get caught listening to Western radio could mean punishment, maybe prison. That didn't matter to Simonyi, who from an early age felt the tremendous pull of rock and roll, the lure of American popular culture, and a burning desire to buck the system. Inspired by the protest music coming out of the West, he formed a band and became part of Hungary's burgeoning rock scene. Then came the setbacks: tightening of control by the state, the seemingly inescapable weight of an authoritarian system, and the collapse of Simonyi's own dreams of stardom. A story of youth, rebellion, and hope, ROCKING TOWARD A FREE WORLD sheds new light on two of the most powerful forces of the modern age: global democracy and rock and roll. Deeply vital and compelling, Simonyi's memoir chronicles how one man's tremendous connection to American and British popular music inspired him to make a difference in his country and, eventually, the world. It tells the story of a generation, as played out in song lyrics and guitar riffs.
Author |
: Paul Erickson |
Publisher |
: University of Chicago Press |
Total Pages |
: 397 |
Release |
: 2015-11-04 |
ISBN-10 |
: 9780226097176 |
ISBN-13 |
: 022609717X |
Rating |
: 4/5 (76 Downloads) |
Synopsis The World the Game Theorists Made by : Paul Erickson
Today, game theory is central to our understanding of capitalist markets, the evolution of social behavior in animals, and much more. Both the social and biological sciences have seemingly fused around the game. Yet the ascendancy of game theory and theories of rational choice more generally remains a rich source of misunderstanding. To gain a better grasp of the widespread dispersion of game theory and the mathematics of rational choice, Paul Erickson uncovers its history during the poorly understood period between the publication of John von Neumann and Oskar Morgenstern s seminal "Theory of Games and Economic Behavior" in 1944 and the theory s revival in economics in the 1980s. "The World the Game Theorists Made "reveals how the mathematics of rational choice was a common, flexible language that could facilitate wide-ranging debate on some of the great issues of the time. Because it so actively persists in the sciences and public life, assessing the significance of game theory for the postwar sciences is especially critical now."
Author |
: Frans Mäyrä |
Publisher |
: SAGE |
Total Pages |
: 415 |
Release |
: 2008-02-18 |
ISBN-10 |
: 9781473902923 |
ISBN-13 |
: 1473902924 |
Rating |
: 4/5 (23 Downloads) |
Synopsis An Introduction to Game Studies by : Frans Mäyrä
An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as ′game′ and play′ - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as ′culture′ and subculture - Analyse the relationship between technology and interactivity and between ′game′ and ′reality′ - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.
Author |
: Jane McGonigal |
Publisher |
: Penguin |
Total Pages |
: 334 |
Release |
: 2011-01-20 |
ISBN-10 |
: 9781101475492 |
ISBN-13 |
: 1101475498 |
Rating |
: 4/5 (92 Downloads) |
Synopsis Reality Is Broken by : Jane McGonigal
“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.
Author |
: Jon Peterson |
Publisher |
: |
Total Pages |
: 698 |
Release |
: 2012 |
ISBN-10 |
: 0615642047 |
ISBN-13 |
: 9780615642048 |
Rating |
: 4/5 (47 Downloads) |
Synopsis Playing at the World by : Jon Peterson
Explore the conceptual origins of wargames and role-playing games in this unprecedented history of simulating the real and the impossible. From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.
Author |
: Osman A Abdalla |
Publisher |
: Lulu.com |
Total Pages |
: 100 |
Release |
: 2009-11-18 |
ISBN-10 |
: 9780557235162 |
ISBN-13 |
: 0557235162 |
Rating |
: 4/5 (62 Downloads) |
Synopsis Human Rights: Intellectual Partnership towards World Citizenship by : Osman A Abdalla
This book is an attempt to resolve the problem of universals with respect to knowledge and human nature; That is, the objectivity of our communication to end personal experience as a source of knowledge; to end personal experience as a source of making standards or policies to define humans' social reality; to hopefully establish peace and justice on our planet. [Climate change] and [nuclear confrontation] stands as an unavoidable threat to humans' life in the world. The US government refusal to sign Kyoto protocol proofs capitalists' relentlessness to the world of people and nature.
Author |
: Katie Salen Tekinbas |
Publisher |
: MIT Press |
Total Pages |
: 955 |
Release |
: 2005-11-23 |
ISBN-10 |
: 9780262195362 |
ISBN-13 |
: 0262195364 |
Rating |
: 4/5 (62 Downloads) |
Synopsis The Game Design Reader by : Katie Salen Tekinbas
Classic and cutting-edge writings on games, spanning nearly 50 years of game analysis and criticism, by game designers, game journalists, game fans, folklorists, sociologists, and media theorists. The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players. Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play? Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings. Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.
Author |
: James Paul Gee |
Publisher |
: Macmillan |
Total Pages |
: 233 |
Release |
: 2014-12-02 |
ISBN-10 |
: 9781466886421 |
ISBN-13 |
: 1466886420 |
Rating |
: 4/5 (21 Downloads) |
Synopsis What Video Games Have to Teach Us About Learning and Literacy. Second Edition by : James Paul Gee
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.