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Book International Academic MindTrek 2008

Download or read book International Academic MindTrek 2008 written by Artur Lugmayr and published by . This book was released on 2010 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Entertainment and Media in the Ubiquitous Era

Download or read book Entertainment and Media in the Ubiquitous Era written by Artur Lugmayr and published by . This book was released on 2010 with total page 84 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book An Introduction to Game Studies

Download or read book An Introduction to Game Studies written by Frans Mäyrä and published by SAGE. This book was released on 2008-02-18 with total page 415 pages. Available in PDF, EPUB and Kindle. Book excerpt: An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as ′game′ and play′ - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as ′culture′ and subculture - Analyse the relationship between technology and interactivity and between ′game′ and ′reality′ - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.

Book Proceeding of the 16th International Academic MindTrek Conference

Download or read book Proceeding of the 16th International Academic MindTrek Conference written by Artur Lugmayr and published by . This book was released on 2012 with total page 278 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book 12th International MindTrek Conference 2008

Download or read book 12th International MindTrek Conference 2008 written by and published by . This book was released on 2008 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book The Gameful World

    Book Details:
  • Author : Steffen P. Walz
  • Publisher : MIT Press
  • Release : 2015-01-16
  • ISBN : 026202800X
  • Pages : 687 pages

Download or read book The Gameful World written by Steffen P. Walz and published by MIT Press. This book was released on 2015-01-16 with total page 687 pages. Available in PDF, EPUB and Kindle. Book excerpt: What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society and individuals, or will algorithmic incentive systems become our new robot overlords? In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture—including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media.

Book Ethical Programs

    Book Details:
  • Author : James J. Brown
  • Publisher : University of Michigan Press
  • Release : 2015-09-09
  • ISBN : 0472900080
  • Pages : 231 pages

Download or read book Ethical Programs written by James J. Brown and published by University of Michigan Press. This book was released on 2015-09-09 with total page 231 pages. Available in PDF, EPUB and Kindle. Book excerpt: Living in a networked world means never really getting to decide in any thoroughgoing way who or what enters your “space” (your laptop, your iPhone, your thermostat . . . your home). With this as a basic frame-of-reference, James J. Brown’s Ethical Programs examines and explores the rhetorical potential and problems of a hospitality ethos suited to a new era of hosts and guests. Brown reads a range of computational strategies and actors, from the general principles underwriting the Transmission Control Protocol (TCP), which determines how packets of information can travel through the internet, to the Obama election campaign’s use of the power of protocols to reach voters, harvest their data, incentivize and, ultimately, shape their participation in the campaign. In demonstrating the kind of rhetorical spaces networked software establishes and the access it permits, prevents, and molds, Brown makes a significant contribution to the emergent discourse of software studies as a major component of efforts in broad fields including media studies, rhetorical studies, and cultural studies.

Book Playful User Interfaces

Download or read book Playful User Interfaces written by Anton Nijholt and published by Springer Science & Business Media. This book was released on 2014-02-17 with total page 350 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book is about user interfaces to applications that have been designed for social and physical interaction. The interfaces are ‘playful’, that is, users feel challenged to engage in social and physical interaction because that will be fun. The topics that will be present in this book are interactive playgrounds, urban games using mobiles, sensor-equipped environments for playing, child-computer interaction, tangible game interfaces, interactive tabletop technology and applications, full-body interaction, exertion games, persuasion, engagement, evaluation and user experience. Readers of the book will not only get a survey of state-of-the-art research in these areas, but the chapters in this book will also provide a vision of the future where playful interfaces will be ubiquitous, that is, present and integrated in home, office, recreational, sports and urban environments, emphasizing that in the future in these environments game elements will be integrated and welcomed.

Book Gamification for Tourism

Download or read book Gamification for Tourism written by Feifei Xu and published by Channel View Publications. This book was released on 2021-05-10 with total page 278 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book examines the cutting-edge concept of gamification in tourism. It provides a theoretical foundation for tourism gamification and discusses the concepts of gaming and gamification and their application in the tourism and hospitality industry. The chapters offer valuable insights by showcasing examples of best practice from different countries and addressing key issues of game mechanism and game design principles. They focus on areas such as game design elements, game player types and their motivation, location-based games, augmented reality and virtual reality games. The volume will be useful for students and researchers in tourism marketing, digital tourism, smart tourism and tourism futures. It also serves as a helpful tool for tourism industry practitioners looking to increase customer engagement, enhance loyalty and raise brand awareness.

Book Gamification in Education and Business

Download or read book Gamification in Education and Business written by Torsten Reiners and published by Springer. This book was released on 2014-11-22 with total page 749 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is dedicated to applied gamification in the areas of education and business, while also covering pitfalls to avoid and guidelines needed to successfully implement for a project. Using different theoretical backgrounds from various areas including behavioral economics, game theory, and complex adaptive systems, the contributors aim to help readers avoid common problems and difficulties that they could face with poor implementation. The book’s contributors are scholars and academics from the many areas where the key theory of gamification typically comes from. Ultimately, the book’s goal is to help bring together the theories from these different disciplines to the field of practice in education and business. The book is divided into four parts: Theory, Education, Business, and Use Cases. Part I provides a foundation on the theory of gamification and offers insight into some of the outstanding questions that have yet to be addressed. In Part II, the application and value that gamification can bring within the education sector is examined. The book then changes focus in Part III to spotlight the use of gamification within business environments. The topics also cover educational aspects like improved learning outcomes, motivation, and learning retention at the workplace. Finally Part IV concentrates on the applications and use of gamification through a series of case studies and key elements that are used in real situations to drive real results.

Book Administrative Leadership in Open and Distance Learning Programs

Download or read book Administrative Leadership in Open and Distance Learning Programs written by Buyuk, Koksal and published by IGI Global. This book was released on 2017-06-16 with total page 398 pages. Available in PDF, EPUB and Kindle. Book excerpt: The face of education is constantly being transformed due to rapid changes in technology. It is imperative that leadership trends and techniques be evaluated in the educational field, particularly in reference to alternative learning programs. Administrative Leadership in Open and Distance Learning Programs is a pivotal scholarly resource that discusses emerging issues surrounding the administration of non-traditional education practices. Highlighting relevant topics that include policy development, quality assurance, accreditation, and assessment systems, this publication is an ideal reference source for educators, academicians, graduate students, and researchers that are interested in the progression of open and distance education.

Book 10th European Conference on Games Based Learning

Download or read book 10th European Conference on Games Based Learning written by and published by Academic Conferences and publishing limited. This book was released on with total page 1041 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Gamification in Education  Breakthroughs in Research and Practice

Download or read book Gamification in Education Breakthroughs in Research and Practice written by Management Association, Information Resources and published by IGI Global. This book was released on 2018-01-05 with total page 690 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.

Book Encyclopedia of Information Science and Technology  Third Edition

Download or read book Encyclopedia of Information Science and Technology Third Edition written by Khosrow-Pour, Mehdi and published by IGI Global. This book was released on 2014-07-31 with total page 7972 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This 10-volume compilation of authoritative, research-based articles contributed by thousands of researchers and experts from all over the world emphasized modern issues and the presentation of potential opportunities, prospective solutions, and future directions in the field of information science and technology"--Provided by publisher.

Book Social Computing and Social Media  Technologies and Analytics

Download or read book Social Computing and Social Media Technologies and Analytics written by Gabriele Meiselwitz and published by Springer. This book was released on 2018-07-10 with total page 465 pages. Available in PDF, EPUB and Kindle. Book excerpt: The two volumes set LNCS 10913-10914 of SCSM 2018 constitutes the proceedings of the 10th International Conference on Social Computing and Social Media, SCSM 2018, held as part of the International Conference on Human-Computer Interaction, HCII 2018, held in Las Vegas, NV, USA, in July 2018. The total of 1171 papers and 160 posters presented at the 14 colocated HCII 2018 conferences. The papers were carefully reviewed and selected from 4346 submissions. These papers which are organized in the following topical sections: social media user experience, individual and social behavior in Social Media, privavcy and ethical issues in Social Media, motivation and gamification in Social Media, social network analysis, and agents, models and algorithms in Social Media.

Book Artificial Intelligence and Security

Download or read book Artificial Intelligence and Security written by Xingming Sun and published by Springer Nature. This book was released on 2020-08-31 with total page 851 pages. Available in PDF, EPUB and Kindle. Book excerpt: This two-volume set LNCS 12239-12240 constitutes the refereed proceedings of the 6th International Conference on Artificial Intelligence and Security, ICAIS 2020, which was held in Hohhot, China, in July 2020. The conference was formerly called “International Conference on Cloud Computing and Security” with the acronym ICCCS. The total of 142 full papers presented in this two-volume proceedings was carefully reviewed and selected from 1064 submissions. The papers were organized in topical sections as follows: Part I: Artificial intelligence and internet of things. Part II: Internet of things, information security, big data and cloud computing, and information processing.

Book Gamification Strategies for Retention  Motivation  and Engagement in Higher Education  Emerging Research and Opportunities

Download or read book Gamification Strategies for Retention Motivation and Engagement in Higher Education Emerging Research and Opportunities written by Costello, Robert and published by IGI Global. This book was released on 2020-04-10 with total page 205 pages. Available in PDF, EPUB and Kindle. Book excerpt: A key challenge facing higher education institutions is that of retaining students. Though gaming technologies are increasingly being used in support of learning initiatives, gamification can also assist with attendance by increasing engagement. By using gaming technology to map educational content, teachers can engage and motivate learners through adaptive infrastructures and game thinking challenges. Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities is a critical scholarly resource that examines gaming technologies as effectively utilized learning tools to improve retention, engagement, motivation, and problem solving. Featuring a wide range of topics such as higher education, augmented reality, and socialization, this book is ideal for academicians, administrators, researchers, IT specialists, education professionals, and students