Why Its Ok To Be A Gamer
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Author |
: Sarah C. Malanowski |
Publisher |
: Taylor & Francis |
Total Pages |
: 136 |
Release |
: 2024-05-13 |
ISBN-10 |
: 9781040012307 |
ISBN-13 |
: 1040012302 |
Rating |
: 4/5 (07 Downloads) |
Synopsis Why It's OK to Be a Gamer by : Sarah C. Malanowski
If you enjoy video games as a pastime, you are certainly not alone—billions of people worldwide now play video games. However, you may still find yourself reluctant to tell others this fact about yourself. After all, we are routinely warned that video games have the potential to cause addiction and violence. And when we aren’t being warned of their outright harms, we are told we should be doing something better with our time, like going outside, socializing with others, or reading a book. Playing video games is thus often seen at best as a waste of time, and at worst a source of violent tragedy. Why It’s OK to Be a Gamer takes on the pervasive assumption that playing video games is a childish and time-wasting hobby, and a potentially addictive and dangerous one at that. It argues instead that there are many ways in which gaming can help us flourish, for example by: developing genuine friendships and other meaningful relationships with others, helping us cultivate a virtuous personal character, giving us a unique aesthetic experience, providing us with psychological benefits, and just plain helping us relax and enjoy ourselves. Video games are not just for those with no life; on the contrary, they can help contribute to a rich and meaningful life. Key Features Introduces the philosophy of video games in a humorous and lively way with lots of engaging examples Defends gaming through a virtue theoretic approach Discusses contemporary psychology and neuroscience literature on gaming Includes discussion of gamers, video games, and common experiences of gaming
Author |
: Celia Hodent |
Publisher |
: Routledge |
Total Pages |
: 105 |
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 |
: Celia Hodent |
Publisher |
: CRC Press |
Total Pages |
: 383 |
Release |
: 2017-08-10 |
ISBN-10 |
: 9781351650762 |
ISBN-13 |
: 1351650769 |
Rating |
: 4/5 (62 Downloads) |
Synopsis The Gamer's Brain by : Celia Hodent
Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.
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 |
: Steven Johnson |
Publisher |
: Penguin |
Total Pages |
: 274 |
Release |
: 2006-05-02 |
ISBN-10 |
: 9781101158012 |
ISBN-13 |
: 1101158018 |
Rating |
: 4/5 (12 Downloads) |
Synopsis Everything Bad is Good for You by : Steven Johnson
From the New York Times bestselling author of How We Got To Now and Farsighted Forget everything you’ve ever read about the age of dumbed-down, instant-gratification culture. In this provocative, unfailingly intelligent, thoroughly researched, and surprisingly convincing big idea book, Steven Johnson draws from fields as diverse as neuroscience, economics, and media theory to argue that the pop culture we soak in every day—from Lord of the Rings to Grand Theft Auto to The Simpsons—has been growing more sophisticated with each passing year, and, far from rotting our brains, is actually posing new cognitive challenges that are actually making our minds measurably sharper. After reading Everything Bad is Good for You, you will never regard the glow of the video game or television screen the same way again. With a new afterword by the author.
Author |
: Matthew Strohl |
Publisher |
: Routledge |
Total Pages |
: 140 |
Release |
: 2022-01-06 |
ISBN-10 |
: 9781000512793 |
ISBN-13 |
: 1000512797 |
Rating |
: 4/5 (93 Downloads) |
Synopsis Why It's OK to Love Bad Movies by : Matthew Strohl
Most people are too busy to keep up with all the good movies they’d like to see, so why should anyone spend their precious time watching the bad ones? In Why It’s OK to Love Bad Movies, philosopher and cinematic bottom feeder Matthew Strohl enthusiastically defends a fondness for disreputable films. Combining philosophy of art with film criticism, Strohl flips conventional notions of "good" and "bad" on their heads and makes the case that the ultimate value of a work of art lies in what it can add to our lives. By this measure, some of the worst movies ever made are also among the best. Through detailed discussions of films such as Troll 2, The Room, Batman & Robin, Twilight, Ninja III: The Domination, and a significant portion of Nicolas Cage’s filmography, Strohl argues that so-called "bad movies" are the ones that break the rules of the art form without the aura of artistic seriousness that surrounds the avant-garde. These movies may not win any awards, but they offer rich opportunities for creative engagement and enable the formation of lively fan communities, and they can be a key ingredient in a fulfilling aesthetic life. Key Features: Written in a humorous, approachable style, appealing to readers with no background in philosophy. Elaborates the rewards of loving bad movies, such as forming unlikely social bonds and developing refinement without narrowness. Discusses a wide range of beloved bad movies, including Plan 9 from Outer Space, The Core, Battlefield Earth, and Freddy Got Fingered. Contains the most extensive discussion of Nicolas Cage ever included in a philosophy book.
Author |
: Dan C. Shahar |
Publisher |
: Routledge |
Total Pages |
: 170 |
Release |
: 2021-11-09 |
ISBN-10 |
: 9781000466386 |
ISBN-13 |
: 1000466388 |
Rating |
: 4/5 (86 Downloads) |
Synopsis Why It's OK to Eat Meat by : Dan C. Shahar
Vegetarians have argued at great length that meat-eating is wrong. Even so, the vast majority of people continue to eat meat, and even most vegetarians eventually give up on their diets. Does this prove these people must be morally corrupt? In Why It’s OK to Eat Meat, Dan C. Shahar argues the answer is no: it’s entirely possible to be an ethical person while continuing to eat meat—and not just the "fancy" offerings from the farmers' market but also the regular meat we find at most supermarkets and restaurants. Shahar’s examination forcefully echoes vegetarians’ concerns about the meat industry’s impacts on animals, workers, the environment, and public health. However, he shows that the most influential ethical arguments for avoiding meat on the basis of these considerations are ultimately unpersuasive. Instead of insisting we all become vegetarians, Shahar argues each of us has broad latitude to choose which of the world’s problems to tackle, in what ways, and to what extents, and hence people can decline to take up this particular form of activism without doing anything wrong. Key Features First book-length defense of meat-eating written for a popular audience Punchy, accessible introduction to the multifaceted debate over the ethics of eating meat Includes pioneering new examinations of humane labeling practices Shows why appeals to universalized patterns of behavior can’t vindicate vegetarians’ claims that there’s a duty to avoid meat Develops a novel theory of ethical activism with potential applications to a wide range of other issues
Author |
: Lisa Heffernan |
Publisher |
: Flatiron Books |
Total Pages |
: 291 |
Release |
: 2019-09-03 |
ISBN-10 |
: 9781250188953 |
ISBN-13 |
: 1250188954 |
Rating |
: 4/5 (53 Downloads) |
Synopsis Grown and Flown by : Lisa Heffernan
PARENTING NEVER ENDS. From the founders of the #1 site for parents of teens and young adults comes an essential guide for building strong relationships with your teens and preparing them to successfully launch into adulthood The high school and college years: an extended roller coaster of academics, friends, first loves, first break-ups, driver’s ed, jobs, and everything in between. Kids are constantly changing and how we parent them must change, too. But how do we stay close as a family as our lives move apart? Enter the co-founders of Grown and Flown, Lisa Heffernan and Mary Dell Harrington. In the midst of guiding their own kids through this transition, they launched what has become the largest website and online community for parents of fifteen to twenty-five year olds. Now they’ve compiled new takeaways and fresh insights from all that they’ve learned into this handy, must-have guide. Grown and Flown is a one-stop resource for parenting teenagers, leading up to—and through—high school and those first years of independence. It covers everything from the monumental (how to let your kids go) to the mundane (how to shop for a dorm room). Organized by topic—such as academics, anxiety and mental health, college life—it features a combination of stories, advice from professionals, and practical sidebars. Consider this your parenting lifeline: an easy-to-use manual that offers support and perspective. Grown and Flown is required reading for anyone looking to raise an adult with whom you have an enduring, profound connection.
Author |
: Steve Swink |
Publisher |
: CRC Press |
Total Pages |
: 377 |
Release |
: 2008-10-13 |
ISBN-10 |
: 9781482267334 |
ISBN-13 |
: 1482267330 |
Rating |
: 4/5 (34 Downloads) |
Synopsis Game Feel by : Steve Swink
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe
Author |
: Mary Beth Willard |
Publisher |
: Routledge |
Total Pages |
: 130 |
Release |
: 2021-03-01 |
ISBN-10 |
: 9781000342857 |
ISBN-13 |
: 1000342859 |
Rating |
: 4/5 (57 Downloads) |
Synopsis Why It's OK to Enjoy the Work of Immoral Artists by : Mary Beth Willard
The #metoo movement has forced many fans to consider what they should do when they learn that a beloved artist has acted immorally. One natural thought is that fans ought to give up the artworks of immoral artists. In Why It’s OK to Enjoy the Work of Immoral Artists, Mary Beth Willard argues for a more nuanced view. Enjoying art is part of a well-lived life, so we need good reasons to give it up. And it turns out good reasons are hard to find. Willard shows that it’s reasonable to believe that most boycotts of artists won’t succeed, so most of the time there’s no ethical reason to join in. Someone who manages to separate the art from the artist isn’t making an ethical mistake by buying and enjoying their art. She then considers the ethical dimensions of canceling artists and the so-called "cancel culture," arguing that canceling is ethically risky because it encourages moral grandstanding. Willard concludes by arguing that the popular debate has overlooked the power of art to change our lives for the good. It’s of course OK to decide to give up the artwork of immoral artists, but – as Willard shows in this provocative little volume – it’s OK to continue to enjoy their art as well. Key Features Offers accessible discussions of complicated philosophical topics like aesthetic value, collective action problems, and epistemic justice Provides a unique perspective and underexplored argument on the popular issue of cancellation Explores the role of aesthetic value in our lives, including its relation to our ethical decisions and our well being