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EBookClubs

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Book Designing Games for Ethics  Models  Techniques and Frameworks

Download or read book Designing Games for Ethics Models Techniques and Frameworks written by Schrier, Karen and published by IGI Global. This book was released on 2010-12-31 with total page 406 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book brings together the diverse and growing community of voices on ethics in gaming and begins to define the field, identify its primary challenges and questions, and establish the current state of the discipline"--Provided by publisher.

Book Designing Games for Ethics

Download or read book Designing Games for Ethics written by and published by . This book was released on 2011 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book brings together the diverse and growing community of voices on ethics in gaming and begins to define the field, identify its primary challenges and questions, and establish the current state of the discipline"--Provided by publisher.

Book We the Gamers

    Book Details:
  • Author : Karen Schrier
  • Publisher : Oxford University Press
  • Release : 2021
  • ISBN : 0190926104
  • Pages : 401 pages

Download or read book We the Gamers written by Karen Schrier and published by Oxford University Press. This book was released on 2021 with total page 401 pages. Available in PDF, EPUB and Kindle. Book excerpt: Combining research-based perspectives and current examples including Minecraft and Animal Crossing : New Horizons, We the Gamers shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change.

Book Emotions  Technology  and Digital Games

Download or read book Emotions Technology and Digital Games written by and published by Academic Press. This book was released on 2015-09-25 with total page 364 pages. Available in PDF, EPUB and Kindle. Book excerpt: Emotions, Technology, and Digital Games explores the need for people to experience enjoyment, excitement, anxiety, anger, frustration, and many other emotions. The book provides essential information on why it is necessary to have a greater understanding of the power these emotions have on players, and how they affect players during, and after, a game. This book takes this understanding and shows how it can be used in practical ways, including the design of video games for teaching and learning, creating tools to measure social and emotional development of children, determining how empathy-related thought processes affect ethical decision-making, and examining how the fictional world of game play can influence and shape real-life experiences. Details how games affect emotions—both during and after play Describes how we can manage a player’s affective reactions Applies the emotional affect to making games more immersive Examines game-based learning and education Identifies which components of online games support socio-emotional development Discusses the impact of game-based emotions beyond the context of games

Book Ethics in the Virtual World

Download or read book Ethics in the Virtual World written by Garry Young and published by Routledge. This book was released on 2014-09-11 with total page 166 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ethics in the Virtual World examines the gamer's enactment of taboo activities in the context of both traditional and contemporary philosophical approaches to morality. The book argues that it is more productive to consider what individuals are able to cope with psychologically than to determine whether a virtual act or representation is necessarily good or bad. The book raises pertinent questions about one of the most rapidly expanding leisure pursuits in western culture: should virtual enactments warrant moral interest? Should there be a limit to what can be enacted or represented within these games? Or, is it all just a game?

Book Values at Play in Digital Games

Download or read book Values at Play in Digital Games written by Mary Flanagan and published by MIT Press. This book was released on 2016-09-02 with total page 222 pages. Available in PDF, EPUB and Kindle. Book excerpt: A theoretical and practical guide to integrating human values into the conception and design of digital games, with examples from Call of Duty, Journey, World of Warcraft, and more. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at Play can also serve as a guide to designers who seek to implement values in the conception and design of their games. After developing a theoretical foundation for their proposal, Flanagan and Nissenbaum provide detailed examinations of selected games, demonstrating the many ways in which values are embedded in them. They introduce the Values at Play heuristic, a systematic approach for incorporating values into the game design process. Interspersed among the book's chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved.

Book Culture at Play  How Video Games Influence and Replicate Our World

Download or read book Culture at Play How Video Games Influence and Replicate Our World written by and published by BRILL. This book was released on 2020-11-16 with total page 152 pages. Available in PDF, EPUB and Kindle. Book excerpt: What is video game culture? This volume avoids easy answers and deceitful single definitions. Instead, the collected essays included here navigate the messy and exciting waters of video games, of culture, and of the meeting of video games and culture.

Book Entertainment Computing and Serious Games

Download or read book Entertainment Computing and Serious Games written by Ralf Dörner and published by Springer. This book was released on 2016-10-05 with total page 541 pages. Available in PDF, EPUB and Kindle. Book excerpt: The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field. The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015.

Book Handbook of Research on Pedagogical Models for Next Generation Teaching and Learning

Download or read book Handbook of Research on Pedagogical Models for Next Generation Teaching and Learning written by Keengwe, Jared and published by IGI Global. This book was released on 2017-10-31 with total page 454 pages. Available in PDF, EPUB and Kindle. Book excerpt: Every generation of students comes to the classroom with different needs than that of their predecessors. Implementing new methods and styles of teaching to meet these diverse needs will provide students with the best chance of success in their educational careers. The Handbook of Research on Pedagogical Models for Next-Generation Teaching and Learning is a critical scholarly source that examines the most effective and efficient techniques for implementing new educational strategies in a classroom setting. Featuring pertinent topics including mixed reality simulations, interactive lectures, reflexive teaching models, and project-based learning, this is an ideal publication for educators, academicians, students, and researchers that are interested in discovering more about the recent advances in educational fields.

Book Design  Motivation  and Frameworks in Game Based Learning

Download or read book Design Motivation and Frameworks in Game Based Learning written by Tan, Wee Hoe and published by IGI Global. This book was released on 2018-07-13 with total page 306 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game-based learning relates to the use of games to enhance the learning experience. Educators have been using games in the classroom for years, and when tied to the curriculum, commercial games are a powerful learning tool because they are highly engaging and relatable for students. Design, Motivation, and Frameworks in Game-Based Learning is a critical scholarly resource that examines the themes of game-based learning. These themes, through a multidisciplinary perspective, juxtapose successful practices. Featuring coverage on a broad range of topics such as educational game design, gamification in education, and game content curation, this book is geared towards academicians, researchers, and students seeking current research on justifying the roles and importance of motivation in making games fun and engaging for game-based learning practice.

Book New Prospects and Perspectives for Educating Language Mediators

Download or read book New Prospects and Perspectives for Educating Language Mediators written by Donald C. Kiraly and published by BoD – Books on Demand. This book was released on 2013 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Gender Divide and the Computer Game Industry

Download or read book Gender Divide and the Computer Game Industry written by Prescott, Julie and published by IGI Global. This book was released on 2013-09-30 with total page 321 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book takes a look at the games industry from a gendered perspective and highlights the variety of ways in which women remain underrepresented in this industry"--Provided by publisher.

Book Social Justice Research Methods for Doctoral Research

Download or read book Social Justice Research Methods for Doctoral Research written by Throne, Robin and published by IGI Global. This book was released on 2021-12-10 with total page 397 pages. Available in PDF, EPUB and Kindle. Book excerpt: Doctoral researchers are increasingly focusing on the social justice aspects of dissertation research problems and are often uncertain on how to incorporate societal change issues within a dissertation format. Due to the current climate, this interest in social justice is likely to continue to increase. Many aim to affect change within their discipline, workplace, or communities as they conduct dissertation research across doctoral program areas. Social Justice Research Methods for Doctoral Research presents contemporary social justice research method strategies and incorporates the aspects of social justice into research design. This major reference work illustrates how, why, and where to incorporate conventional and creative social justice research methodologies across both qualitative and quantitative approaches from various theoretical and conceptual perspectives. Covering topics such as community-based research, educational leadership, and cancel culture, this book serves as a dynamic resource for researchers, post-graduate students, researcher supervisors, librarians, methodologists, research program developers, and education administrators.

Book Clash of Realities 2015 16

Download or read book Clash of Realities 2015 16 written by Clash of Realities and published by transcript Verlag. This book was released on 2017-10-31 with total page 639 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital games as transmedia works of art - Games as social environments - The aesthetics of play - Digital games in pedagogy - Cineludic aesthetics - Ethics in games - these were some of the important and fascinating topics addressed during the international research conference "Clash of Realities" in 2015 and 2016 by more than a hundred international speakers, academics as well as artists. This volume represents the best contributions - by, inter alia, Janet H. Murray, David OReilly, Eric Zimmerman, Thomas Elsaesser, Lorenz Engell, Susana Tosca, Miguel Sicart, Frans Mäyrä, and Mark J.P. Wolf.

Book Learning and Education Games  Volume Two  Bringing Games into Educational Contexts

Download or read book Learning and Education Games Volume Two Bringing Games into Educational Contexts written by Karen Schrier Shaenfeld and published by Lulu.com. This book was released on 2016 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning. This volume, Bringing Games into Educational Contexts, delves into the challenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a series written and edited by members of the Learning, Education, and Games (LEG) special interest group of the IGDA (International Game Developers Association).

Book The Dark Side of Game Play

Download or read book The Dark Side of Game Play written by Torill Elvira Mortensen and published by Routledge. This book was released on 2015-06-05 with total page 280 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games allow players to experiment and play with subject positions, values and moral choice. In game worlds players can take on the role of antagonists; they allow us to play with behaviour that would be offensive, illegal or immoral if it happened outside of the game sphere. While contemporary games have always handled certain problematic topics, such as war, disasters, human decay, post-apocalyptic futures, cruelty and betrayal, lately even the most playful of genres are introducing situations in which players are presented with difficult ethical and moral dilemmas. This volume is an investigation of "dark play" in video games, or game play with controversial themes as well as controversial play behaviour. It covers such questions as: Why do some games stir up political controversies? How do games invite, or even push players towards dark play through their design? Where are the boundaries for what can be presented in a games? Are these boundaries different from other media such as film and books, and if so why? What is the allure of dark play and why do players engage in these practices?

Book Gaming and Gamers in Times of Pandemic

Download or read book Gaming and Gamers in Times of Pandemic written by Piotr Siuda and published by Bloomsbury Publishing USA. This book was released on 2024-01-11 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: This edited collection brings in multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games. The COVID-19 pandemic has impacted virtually every aspect of our lives, regardless of where we live. In the initial months, many industry reports noted the unexpected positive impact on online digital game sales. Games were not just lockdown-proof, but boosted by lockdowns. Stay-at-home orders triggered a rush toward games as an alternative form of entertainment, and the ubiquity of mobile phones allowed wider than ever participation. Gaming and Gamers in Times of Pandemic studies how the COVID-19 pandemic affected game players, game developers, game journalists and game scholars alike in many other ways, starting with the most direct – illness, and sometimes death. Some effects are temporary, others are here to stay.