Download or read book Games of Consequence written by John Dutch and published by iUniverse. This book was released on with total page 566 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Little Games for Travellers written by Lady Florence Eveleen Eleanore Olliffe Bell and published by . This book was released on 1913 with total page 48 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Inference Consequence and Meaning written by Lilia Gurova and published by Cambridge Scholars Publishing. This book was released on 2012-03-15 with total page 165 pages. Available in PDF, EPUB and Kindle. Book excerpt: Inferentialism as a theory of meaning builds on the idea that what a linguistic expression means depends exclusively on the inferential rules that govern its use. Following different strategies and exploring various case studies, the authors of this collection of essays discuss under what circumstances and to what extent the central tenets of inferentialism are tenable. The essays in this volume present the results of a three-year research project “Representation and Inference” which was conducted from the beginning of 2008 to the end 2010. The aim of the project was to assess the research program of inferentialism as it has been pursued recently by Robert Brandom, Mark Lance, and Jaroslav Peregrin. Earlier versions of these texts were presented at the conference “Inference, Consequence, and Meaning” held in Sofia on the 3rd and 4th of December, 2008.
Download or read book A Multimodal Approach to Video Games and the Player Experience written by Weimin Toh and published by Routledge. This book was released on 2018-10-10 with total page 241 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume puts forth an original theoretical framework, the ludonarrative model, for studying video games which foregrounds the empirical study of the player experience. The book provides a comprehensive introduction to and description of the model, which draws on theoretical frameworks from multimodal discourse analysis, game studies, and social semiotics, and its development out of participant observation and qualitative interviews from the empirical study of a group of players. The volume then applies this approach to shed light on how players’ experiences in a game influence how they understand and make use of game components in order to progress its narrative. The book concludes with a frame by frame analysis of a popular game to demonstrate the model’s principles in action and its subsequent broader applicability to analyzing video game interaction and design. Offering a new way forward for video game research, this volume is key reading for students and scholars in multimodality, discourse analysis, game studies, interactive storytelling, and new media.
Download or read book 365 Family Games and Pastimes written by Martin Toseland and published by Random House. This book was released on 2012-10-31 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: Remember Blind Man's Bluff, Pin the Tail and Murder in the Dark? Making daisy chains and collecting conkers? And when rainy afternoons meant card games and battleships? Jam-packed with games and activities for all ages, 365 Family Games and Pastimes remembers all the classics we used to love, bringing them back for the entire family to enjoy. Full of inspiration and thrifty ideas, this is an indispensible collection for birthday parties, family holidays and everyday fun.
Download or read book Transgression in Games and Play written by Kristine Jorgensen and published by MIT Press. This book was released on 2019-02-05 with total page 328 pages. Available in PDF, EPUB and Kindle. Book excerpt: Contributors from a range of disciplines explore boundary-crossing in videogames, examining both transgressive game content and transgressive player actions. Video gameplay can include transgressive play practices in which players act in ways meant to annoy, punish, or harass other players. Videogames themselves can include transgressive or upsetting content, including excessive violence. Such boundary-crossing in videogames belies the general idea that play and games are fun and non-serious, with little consequence outside the world of the game. In this book, contributors from a range of disciplines explore transgression in video games, examining both game content and player actions. The contributors consider the concept of transgression in games and play, drawing on discourses in sociology, philosophy, media studies, and game studies; offer case studies of transgressive play, considering, among other things, how gameplay practices can be at once playful and violations of social etiquette; investigate players' emotional responses to game content and play practices; examine the aesthetics of transgression, focusing on the ways that game design can be used for transgressive purposes; and discuss transgressive gameplay in a societal context. By emphasizing actual player experience, the book offers a contextual understanding of content and practices usually framed as simply problematic. Contributors Fraser Allison, Kristian A. Bjørkelo, Kelly Boudreau, Marcus Carter, Mia Consalvo, Rhys Jones, Kristine Jørgensen, Faltin Karlsen, Tomasz Z. Majkowski, Alan Meades, Torill Elvira Mortensen, Víctor Navarro-Remesal, Holger Pötzsch, John R. Sageng, Tanja Sihvonen, Jaakko Stenros, Ragnhild Tronstad, Hanna Wirman
Download or read book Computer Games for Learning written by Richard E. Mayer and published by MIT Press. This book was released on 2014-07-11 with total page 303 pages. Available in PDF, EPUB and Kindle. Book excerpt: A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.
Download or read book The Lives of the Twelve Caesars written by Suetonius and published by . This book was released on 1890 with total page 614 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book The Spectator written by and published by . This book was released on 1903 with total page 1064 pages. Available in PDF, EPUB and Kindle. Book excerpt: A weekly review of politics, literature, theology, and art.
Download or read book The Encyclopaedia of Sport Games written by Henry Charles Howard Earl of Suffolk and Berkshire and published by . This book was released on 1911 with total page 532 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Design Utilization and Analysis of Simulations and Game Based Educational Worlds written by Ferdig, Richard E. and published by IGI Global. This book was released on 2013-05-31 with total page 361 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games and simulations have emerged as new and effective tools for educational learning by providing interactivity and integration with online resources that are typically unavailable with traditional educational resources. Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds presents developments and evaluations of games and computer-mediated simulations in order to showcase a better understanding of the role of electronic games in multiple studies. This book is useful for researchers, practitioners, and policymakers to gain a deeper comprehension of the relationship between research and practice of electronic gaming and simulations in the educational environment.
Download or read book New American Encyclopedia of Social and Commercial Information written by James Edward Homans and published by . This book was released on 1908 with total page 918 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Actors and Performers Yearbook 2025 written by and published by Bloomsbury Publishing. This book was released on 2024-10-31 with total page 490 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 20th anniversary edition of this celebrated performing arts industry yearbook. This well-established and respected directory supports actors in their training and search for work in theatre, film, TV, radio and comedy. It is the only directory to provide detailed information for each listing and specific advice on how to approach companies and individuals, saving hours of further research. From agents and casting directors to producing theatres, showreel companies, photographers and much more, this essential reference book editorially selects only the most relevant and reputable contacts for the industry. Covering training and working in theatre, film, radio, TV and comedy, it contains invaluable resources such as a casting calendar and articles on a range of topics from your social media profile to what drama schools are looking for to financial and tax issues. With the listings updated every year, the Actors' and Performers' Yearbook continues to be the go-to guide for help with auditions, interviews and securing/sustaining work within the industry. Actors' and Performers' Yearbook 2025 is fully updated and includes a new foreword by Artistic Director and Chief Executive of The Big House Theatre Company, Maggie Norris, and four new industry new interviews, giving timely advice in response to today's fast-changing industry landscape.
Download or read book Actors and Performers Yearbook 2021 written by and published by Bloomsbury Publishing. This book was released on 2020-10-29 with total page 518 pages. Available in PDF, EPUB and Kindle. Book excerpt: This well-established and respected directory supports actors in their training and search for work on stage, screen and radio. It is the only directory to provide detailed information for each listing and specific advice on how to approach companies and individuals, saving hours of further research. From agents and casting directors to producing theatres, showreel companies, photographers and much more, this essential reference book editorially selects only the most relevant and reputable contacts for the actor. With several new articles and commentaries, Actors' and Performers' Yearbook 2021 features aspects of the profession not previously covered, as well as continuing to provide valuable insight into auditions, interviews and securing work alongside a casting calendar and financial issues. This is a valuable professional tool in an industry where contacts and networking are key to career survival. All listings have been updated alongside fresh advice from industry experts.
Download or read book Virtual Reality Empathy and Ethics written by Matthew Cotton and published by Springer Nature. This book was released on 2021-09-21 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book examines the ethics of virtual reality (VR) technologies. New forms of virtual reality are emerging in society, not just from low-cost gaming headsets, or augmented reality apps on phones, but from simulated “deep fake” images and videos on social media. This book subjects the new VR technological landscape to ethical scrutiny: assessing the benefits, risks and regulatory practices that shape it. Though often associated with gaming, education and therapy, VR can also be used for moral enhancement. Journalists, artists, philanthropic and non-governmental organisations are using VR films, games and installations to stimulate user empathy to marginalised peoples through a combination of immersion, embodiment and persuasion. This book critically assesses the use of VR for empathy arousal and pro-social behaviour change, culminating in the development of a VR “ethical tool” – a device to facilitate reflective ethical judgement. Drawing upon the pragmatist philosophy of John Dewey, virtual reality is reshaped as “dramatic rehearsal”. This book explains how a combination of immersive environment-building, moral imagination, choice architecture and reflective engagement can stimulate a future-focused and empathic ethics for users of the technology.
Download or read book The Game Design Reader written by Katie Salen Tekinbas and published by MIT Press. This book was released on 2005-11-23 with total page 955 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Download or read book Actors and Performers Yearbook 2016 written by Lloyd Trott and published by Bloomsbury Publishing. This book was released on 2015-12-03 with total page 521 pages. Available in PDF, EPUB and Kindle. Book excerpt: Actors and Performers Yearbook is an established and respected directory that enables actors to find work in stage, screen and radio. It is the only directory to provide detailed information for each listing and specific advice on how to approach companies and individuals, saving hours of further research. From agents and casting directors to producing theatres, showreel companies and photographers, Actors and Performers Yearbook editorially selects only the most relevant and reputable contacts for the actor. Actors and Performers Yearbook features articles and commentaries, providing valuable insight into the profession: auditions, interviews and securing work alongside a casting calendar and advice on contracts and finance. This is an incredibly useful professional tool in an industry where contacts and networking are key to career survival. The listings detailed in this edition have been thoroughly updated alongside fresh advice from industry experts.