Players And Their Pets
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Author |
: Mia Consalvo |
Publisher |
: U of Minnesota Press |
Total Pages |
: 176 |
Release |
: 2015-03-15 |
ISBN-10 |
: 9781452942254 |
ISBN-13 |
: 1452942250 |
Rating |
: 4/5 (54 Downloads) |
Synopsis Players and Their Pets by : Mia Consalvo
In the world of massively multiplayer online games (MMOGs), Faunasphere was but a blip on the screen in its short public life from 2009 to 2011. Its devoted players, many of them middle-aged women, entered a world that did not build on common fantasy or science-fiction tropes. There was no evil to defeat or realms to conquer, only friendly animals to care for and pollution to fight. In Players and Their Pets, Mia Consalvo and Jason Begy argue that its very difference makes it critically important—even more so than the large, commercially successful games such as World of Warcraft that have all too often shaped game studies discourse. Consalvo and Begy demonstrate how the beta period of an MMOG can establish social norms that guide how the game is played. They also show how a game’s platform creates expectations for how the game will work and who is playing it—and what happens when those expectations clash with the reality. Even while telling the story of this particular game and its predominantly female players, however, Players and Their Pets cautions against oversimplifying players based on their gender. Faunasphere’s playerbase enjoyed diverse aspects of the game, for varied reasons. No other game studies book tracks the entire life cycle of an online game to examine how the game evolved in terms of design as well as how its player community responded to changes and events. The brief life of Faunasphere makes this possible.
Author |
: Maira Kalman |
Publisher |
: Penguin |
Total Pages |
: 162 |
Release |
: 2017-10-31 |
ISBN-10 |
: 9780143109884 |
ISBN-13 |
: 014310988X |
Rating |
: 4/5 (84 Downloads) |
Synopsis Beloved Dog by : Maira Kalman
Maira Kalman, with wit and great sensitivity, reveals why dogs bring out the best in us Maira Kalman + Dogs = Bliss Dogs have lessons for us all. In Beloved Dog, renowned artist and author Maira Kalman illuminates our cherished companions as only she can. From the dogs lovingly illustrated in her acclaimed children’s books to the real-life pets who inspire her still, Kalman’s Beloved Dog is joyful, beautifully illustrated, and, as always, deeply philosophical. Here is Max Stravinsky, the dog poet of Oh-La-La (Max in Love)-fame, and her own Irish Wheaton Pete (almost named Einstein, until he revealed himself to be “clearly no Einstein”), who also made an appearance in the delightful What Pete Ate: From A to Z. And of course, there is Boganch, Kalman’s in-laws’ “big black slobbering Hungarian Beast.” And that’s just the beginning. With humor and intelligence, Kalman gives voice to the dogs she adores, noting that they are constant reminders that life reveals the best of itself when we live fully in the moment and extend unconditional love. “And it is very true,” she writes, “that the most tender, complicated, most generous part of our being blossoms without any effort, when it comes to the love of a dog.”
Author |
: Jamie Henthorn |
Publisher |
: McFarland |
Total Pages |
: 236 |
Release |
: 2019-05-10 |
ISBN-10 |
: 9781476636511 |
ISBN-13 |
: 1476636516 |
Rating |
: 4/5 (11 Downloads) |
Synopsis The Pokemon Go Phenomenon by : Jamie Henthorn
Pokemon Go is not just play--the game has had an impact on public spaces, social circles and technology, suggesting new ways of experiencing our world. This collection of new essays explores what Pokemon Go can tell us about how and why we play. Covering a range of topics from mobile hardware and classroom applications to social conflict and urban planning, the contributors approach Pokemon Go from both practical and theoretical angles, anticipating the impact play will have on our digitally augmented world.
Author |
: Zach Waggoner |
Publisher |
: McFarland |
Total Pages |
: 245 |
Release |
: 2013-06-06 |
ISBN-10 |
: 9780786469703 |
ISBN-13 |
: 0786469706 |
Rating |
: 4/5 (03 Downloads) |
Synopsis Terms of Play by : Zach Waggoner
This edited collection of new essays is devoted to the terminology used in the fields of videogame theory and videogame studies. Videogame scholars provide theoretical critiques of existing terminology, mount arguments for the creation of new terminology, articulate terminological gaps in the current literature devoted to videogame studies, and share phenomenological studies of videogames that facilitate terminological theory.
Author |
: |
Publisher |
: |
Total Pages |
: 350 |
Release |
: 1917 |
ISBN-10 |
: SRLF:A0013824370 |
ISBN-13 |
: |
Rating |
: 4/5 (70 Downloads) |
Synopsis The Dramatic Index by :
Author |
: John Ferrara |
Publisher |
: Rosenfeld Media |
Total Pages |
: 266 |
Release |
: 2012-05-17 |
ISBN-10 |
: 9781933820996 |
ISBN-13 |
: 1933820993 |
Rating |
: 4/5 (96 Downloads) |
Synopsis Playful Design by : John Ferrara
Game design is a sibling discipline to software and Web design, but they're siblings that grew up in different houses. They have much more in common than their perceived distinction typically suggests, and user experience practitioners can realize enormous benefit by exploiting the solutions that games have found to the real problems of design. This book will show you how.
Author |
: Eric Klopfer |
Publisher |
: MIT Press |
Total Pages |
: 267 |
Release |
: 2018-07-17 |
ISBN-10 |
: 9780262037808 |
ISBN-13 |
: 0262037807 |
Rating |
: 4/5 (08 Downloads) |
Synopsis Resonant Games by : Eric Klopfer
Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives. Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade. Each of the games—which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students—has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context—most often the public school classroom, but also beyond the classroom.
Author |
: Maiga Chang |
Publisher |
: Springer Science & Business Media |
Total Pages |
: 582 |
Release |
: 2011-08-19 |
ISBN-10 |
: 9783642234552 |
ISBN-13 |
: 3642234550 |
Rating |
: 4/5 (52 Downloads) |
Synopsis Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications by : Maiga Chang
This book constitutes the refereed proceedings of the 6th International Conference on E-learning and Games, Edutainment 2011, held in Taipeh, Taiwan, in September 2011. The 42 full papers were carefully reviewed and selected from 130 submissions. The papers are organized in topical sections on: augemented and mixed reality in education; effectiveness of virtual reality for education; ubiquituous games and ubiquitous technology & learning; future classroom; e-reader and multi-touch; learning performance and achievement; learning by playing; game design and development; game-based learning/training; interactions in games; digital museum and technology, and behavior in games; educational robots and toys; e-learning platforms and tools; game engine/rendering/animations; game-assisted language learning; learning with robots and robotics education; e-portfolio and ICT-enhanced learning; game-based testing and assessment; trend, development and learning process of educational mini games; VR and edutainment.
Author |
: The Editors of Sports Illustrated Kids |
Publisher |
: Sports Illustrated Kids |
Total Pages |
: 0 |
Release |
: 2013-09-10 |
ISBN-10 |
: 1618930516 |
ISBN-13 |
: 9781618930514 |
Rating |
: 4/5 (16 Downloads) |
Synopsis Sports Illustrated Kids Top Dogs by : The Editors of Sports Illustrated Kids
From the imagination of Sports Illustrated Kids' editors comes one of the most playful - and visually funny - sports titles ever produced. Top Dogs - Babe Ruff and the Legendary Canines of Sports promises to showcase some of the greatest stars and most memorable moments from sports history as depicted by dogs. From current baseball slugger Albert Poodles to legendary Cleveland running back Jim Bow-wow-wown, kids will learn about the rich history of sports while laughing at visually arresting photo collages of dog faces on real athlete bodies. The text write-ups will include real sports facts enlivened with pet puns. (For example, who can forget how New York Yankees great Babe Ruff helped the Bronx Bombers fetch four of their 27 world championships from 1923 to 1932. Or how swimmer Michael Yelps lapped up the competition at the 2008 and 2012 Summer Olympics.) Sports fans and dog lovers alike will sit up and beg for more!
Author |
: Jessica Enevold |
Publisher |
: McFarland |
Total Pages |
: 284 |
Release |
: 2015-01-28 |
ISBN-10 |
: 9780786496938 |
ISBN-13 |
: 0786496932 |
Rating |
: 4/5 (38 Downloads) |
Synopsis Game Love by : Jessica Enevold
What does love have to do with gaming? As games have grown in complexity, they have increasingly included narratives that seek to engage players with love in a variety of ways. While media attention often focuses on violent emotions and behavior in gaming, love has always been central to the experience. We love to play games, we have titles that we love, and sometimes we love too much or love terrible games for their shortcomings. Love in gaming is rather like love in life--often complicated and frustrating but also exciting and gratifying. This collection of fresh essays explores the meaning and role of love in gaming, describing a number of ways--from coding to cosplay--in which love can be expressed in, for and around games. Investigating how gaming involves love is also key to understanding the growing importance of games and gamers as cultural markers.