Download or read book Gaming Lives in the Twenty First Century written by G. Hawisher and published by Springer. This book was released on 2016-06-07 with total page 275 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume examines the claim that computer games can provide better literacy and learning environments than schools. Using case-studies in the US at the beginning of the twenty-first century and the words and observations of individual gamers, the book offers historical and cultural analyses of their literacy development, practices and values.
Download or read book Women and Gaming written by J. Gee and published by Springer. This book was released on 2010-05-10 with total page 209 pages. Available in PDF, EPUB and Kindle. Book excerpt: The authors argue that women gamers, too often ignored as gamers, are in many respects leading the way in this trend towards design, cultural production, new learning communities, and the combination of technical proficiency with emotional and social intelligence.
Download or read book 21st Century Game Design written by Chris Mark Bateman and published by Charles River Media Game Devel. This book was released on 2006 with total page 332 pages. Available in PDF, EPUB and Kindle. Book excerpt: Principles of interface design; game world abstraction; avatar abstraction; game structures; genres; and the evolution of games. Annotation 2005 Book News, Inc., Portland, OR (booknews.com).
Download or read book Gaming the World written by Andrei S. Markovits and published by Princeton University Press. This book was released on 2013-12 with total page 361 pages. Available in PDF, EPUB and Kindle. Book excerpt: Professional sports today have truly become a global force, a common language that anyone, regardless of their nationality, can understand. Yet sports also remain distinctly local, with regional teams and the fiercely loyal local fans that follow them. This book examines the twenty-first-century phenomenon of global sports, in which professional teams and their players have become agents of globalization while at the same time fostering deep-seated and antagonistic local allegiances and spawning new forms of cultural conflict and prejudice.
Download or read book Extra Lives written by Tom Bissell and published by Vintage. This book was released on 2011-06-14 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games. In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the dominant popular art form of our time.
Download or read book Trigger Happy written by Steven Poole and published by Arcade Publishing. This book was released on 2004 with total page 268 pages. Available in PDF, EPUB and Kindle. Book excerpt: Examines the history and phenomenal success of video games, and argues that the popular games are on the way to becoming a legitimate art form, much in the same way movies did a century earlier.
Download or read book Reality Is Broken written by Jane McGonigal and published by Penguin. This book was released on 2011-01-20 with total page 334 pages. Available in PDF, EPUB and Kindle. Book excerpt: “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.
Download or read book Just Gaming written by Jean François Lyotard and published by Manchester University Press. This book was released on 1985 with total page 148 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Games and Gaming written by Larissa Hjorth and published by Berg. This book was released on 2011-01-01 with total page 196 pages. Available in PDF, EPUB and Kindle. Book excerpt: The computer games industry has rapidly matured. Once a preoccupation only of young technophiles, games are now one of the dominant forms of global popular culture. From consoles such as Nintendo Wii and Microsoft's Xbox, to platforms such as iPhones and online gaming worlds, the realm of games and their scope have become all-pervasive. The study of games is no longer a niche interest but rather an integral part of cultural and media studies. The analysis of games reveals much about contemporary social relations, online communities and media engagement. Presenting a range of approaches and analytical tools through which to explore the role of games in everyday life, and packed with case material, Games and Gaming provides a comprehensive overview of this new media and how it permeates global culture in the twenty-first century.
Download or read book ECGBL 2018 12th European Conference on Game Based Learning written by Dr Melanie Ciussi and published by Academic Conferences and publishing limited. This book was released on 2018-10-04 with total page 962 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Yin and Yang in the English Classroom written by Sandra Eckard and published by Rowman & Littlefield. This book was released on 2014-12-31 with total page 205 pages. Available in PDF, EPUB and Kindle. Book excerpt: English studies today are driven by demanding curriculum, but this need is often met with unenthusiastic students. “Fun” work—like movie days or projects—is often seen as what to do after the real work is finished. But what if instructors could blend the two pieces together more effectively, motivating students with interesting material while still achieving curriculum goals? This text attempts to fuse the pieces in to a cohesive philosophy. Yin and Yang in the English Classroom: Teaching With Popular Culture Texts is designed to provide college professors and high school teachers with both halves they need to tackle the job of teaching students literature and writing skills: theoretical foundations of, and practical applications for, the modern classroom. In addition to theory and research, each chapter also offers ready-to-use activities and projects that can be immediately brought into the classroom. Whether you’re new and need a guide to begin your journey as a teacher, or you’re experienced and want to add some spice to your classroom, this text can offer new ways to fold popular culture effectively into your teaching toolbox. Other key features of this book include: Clear, easy-to-read sections for each chapter, including a Review of Current Literature and Classroom Connections Student-centered solutions to increase engagement with popular culture and technology Step-by-step plans for taking the activities from the page to the classroom easily
Download or read book The Pokemon Go Phenomenon written by Jamie Henthorn and published by McFarland. This book was released on 2019-05-20 with total page 236 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Download or read book Challenges and Opportunities in Global Approaches to Education written by Neimann, Theresa D. and published by IGI Global. This book was released on 2019-09-27 with total page 349 pages. Available in PDF, EPUB and Kindle. Book excerpt: In order to develop student competencies in K-12 and Higher Education environments, evidence-based tools and concepts are essential in ensuring the development of student skills and proficiencies. Evidence-based pedagogical practices leading to student learning preferences culturally and internationally are essential to educational success. Challenges and Opportunities in Global Approaches to Education is an essential research publication that provides evidence-based tools and concepts to develop student competencies in the K-20 environment. Chapters in the monograph cover topics in a theoretical context such as how technology, online learning, and culture inform evidence-based development of student competencies. This book is essential for curriculum teachers, designers, instructional designers, administrators, professionals, researchers, academicians, and students concerned with the management of expertise, knowledge, information, and organizational development in different types of educational communities and environments.
Download or read book The Routledge Handbook of Literacy Studies written by Jennifer Rowsell and published by Routledge. This book was released on 2015-05-15 with total page 700 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Routledge Handbook of Literacy Studies offers a comprehensive view of the field of language and literacy studies. With forty-three chapters reflecting new research from leading scholars in the field, the Handbook pushes at the boundaries of existing fields and combines with related fields and disciplines to develop a lens on contemporary scholarship and emergent fields of inquiry. The Handbook is divided into eight sections: • The foundations of literacy studies • Space-focused approaches • Time-focused approaches • Multimodal approaches • Digital approaches • Hermeneutic approaches • Making meaning from the everyday • Co-constructing literacies with communities. This is the first handbook of literacy studies to recognise new trends and evolving trajectories together with a focus on radical epistemologies of literacy. The Routledge Handbook of Literacy Studies is an essential reference for undergraduate and postgraduate students and those researching and working in the areas of applied linguistics and language and literacy.
Download or read book The Logics of Globalization written by Anandam P. Kavoori and published by Lexington Books. This book was released on 2009-01-16 with total page 247 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents the theoretical language and methodological tools needed for thinking through issues of global media representation. It brings students of international communication into a conversation about global culture and communication through the presentation of a conceptual language to discuss the 'logics of globalization' (i.e. nationalism, modernism, post-modernism/colonialism, capitalism and terrorism). Anandam Kavoori then uses this language to critically analyze various media texts. The choices of texts are eclectic-representing old and new media-and chosen for the wider 'logic' they help animate. Most importantly, they reorient the study of global media texts from the formal to the popular, examining film, music, gaming, cell phone, travel journalism, and performance texts. The book invites students to understand the complexity of global media representation-at the heart of which is the search for identity.
Download or read book A Guide to Designing Curricular Games written by Janna Jackson Kellinger and published by Springer. This book was released on 2016-10-19 with total page 354 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a guide to designing curricular games to suit the needs of students. It makes connections between video games and time-tested pedagogical techniques such as discovery learning and feedback to improve student engagement and learning. It also examines the social nature of gaming such as techniques for driver/navigator partners, small groups, and whole class structures to help make thinking visible; it expands the traditional design process teachers engage in by encouraging use of video game design techniques such as playtesting. The author emphasizes designing curricular games for problem-solving and warns against designing games that are simply “Alex Trebek (host of Jeopardy) wearing a mask”. By drawing on multiple fields such as systems thinking, design theory, assessment, and curriculum design, this book relies on theory to generate techniques for practice.
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.