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Book The Civic Potential of Video Games

Download or read book The Civic Potential of Video Games written by Joseph Kahne and published by MIT Press. This book was released on 2009-06-05 with total page 111 pages. Available in PDF, EPUB and Kindle. Book excerpt: This report focuses on the civic aspects of video game play among youth. According to a 2006 survey, 58 percent of young people aged 15 to 25 were civically "disengaged," meaning that they participated in fewer than two types of either electoral activities (defined as voting, campaigning, etc.) or civic activities (for example, volunteering). Kahne and his coauthors are interested in what role video games may or may not play in this disengagement.Until now, most research in the field has considered how video games relate to children's aggression and to academic learning. Digital media scholars suggest, however, that other social outcomes also deserve attention. For example, as games become more social, some scholars argue that they can be important spheres in which to foster civic development. Others disagree, suggesting that games, along with other forms of Internet involvement, may in fact take time away from civic and political engagement. Drawing on data from the 2006 survey, the authors examine the relationship between video game play and civic development. They call for further research on teen gaming experiences so that we can understand and promote civic engagement through video games.

Book Power Play

    Book Details:
  • Author : Asi Burak
  • Publisher : Macmillan + ORM
  • Release : 2017-01-31
  • ISBN : 1250089344
  • Pages : 237 pages

Download or read book Power Play written by Asi Burak and published by Macmillan + ORM. This book was released on 2017-01-31 with total page 237 pages. Available in PDF, EPUB and Kindle. Book excerpt: The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception--from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement's most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer-Prize winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.

Book Teens  Video Games  and Civics

Download or read book Teens Video Games and Civics written by Amanda Lenhart and published by . This book was released on 2008 with total page 76 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games provide a diverse set of experiences and related activities and are part of the lives of almost all teens in America. To date, most video game research has focused on how games impact academic and social outcomes (particularly aggression). There has also been some exploration of the relationship between games and civic outcomes, but as of yet there has been no large-scale quantitative research. This survey provides the first nationally representative study of teen video game play and of teen video gaming and civic engagement. The survey looks at which teens are playing games, the games and equipment they are using, the social context of their play, and the role of parents and parental monitoring. Though arguments have been made about the civic potential of video gaming, this is the first large-scale study to examine the relationship between specific gaming experiences and teens' civic activities and commitments. Appended are: (1) Video Game and Console History Chart; and (2) Regression Analysis. (Contains 8 tables and 63 footnotes.).

Book Socialization and Civic Engagement in the Virtual Field of Video Games

Download or read book Socialization and Civic Engagement in the Virtual Field of Video Games written by Jackson Schwalb and published by . This book was released on 2021 with total page 139 pages. Available in PDF, EPUB and Kindle. Book excerpt: The purpose of this research is to highlight the potential of video games to be a new space for social and civic interaction, facilitated by a variety of structural and community-based features. The theoretical basis for this analysis comes from Bourdieu's theory of practice, explaining the relationship between individual actions and dispositions, the social setting they are in, and the use of his four forms of capital during the interaction. This thesis walks through the production of norms and dispositions of individuals when playing video games, producing their overall habitus in the space. This is followed by analysis of the virtual field of video games, looking at the design and development of these games, the relationship with the video game community at large and the importance of hierarchy and structure on producing a virtual field of interaction between players. The final chapter breaks down the four major forms of capital outlined by Bourdieu (economic, cultural, social and symbolic) with the fourth being adjusted as a new term, gaming capital, as a representation of the combination of the other three forms when engaging in video game play. The results of this research point to the exponential opportunities for video games to facilitate social and civic engagement, as well as producing varying forms of capital that can be used both within the context of the virtual world and the real one.

Book We the Gamers

    Book Details:
  • Author : Karen Schrier
  • Publisher : Oxford University Press
  • Release : 2021-04-30
  • ISBN : 0190926139
  • Pages : 224 pages

Download or read book We the Gamers written by Karen Schrier and published by Oxford University Press. This book was released on 2021-04-30 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: Distrust. Division. Disparity. Is our world in disrepair? Ethics and civics have always mattered, but perhaps they matter now more than ever before. Recently, with the rise of online teaching and movements like #PlayApartTogether, games have become increasingly acknowledged as platforms for civic deliberation and value sharing. We the Gamers explores these possibilities by examining how we connect, communicate, analyze, and discover when we play games. Combining research-based perspectives and current examples, this volume shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change. We the Gamers introduces and explores various educational frameworks through a range of games and interactive experiences including board and card games, online games, virtual reality and augmented reality games, and digital games like Minecraft, Executive Command, Keep Talking and Nobody Explodes, Fortnite, When Rivers Were Trails, Politicraft, Quandary, and Animal Crossing: New Horizons. The book systematically evaluates the types of skills, concepts, and knowledge needed for civic and ethical engagement, and details how games can foster these skills in classrooms, remote learning environments, and other educational settings. We the Gamers also explores the obstacles to learning with games and how to overcome those obstacles by encouraging equity and inclusion, care and compassion, and fairness and justice. Featuring helpful tips and case studies, We the Gamers shows teachers the strengths and limitations of games in helping students connect with civics and ethics, and imagines how we might repair and remake our world through gaming, together.

Book Reset

    Book Details:
  • Author : Rusel DeMaria
  • Publisher : ReadHowYouWant.com
  • Release : 2009-02
  • ISBN : 1442964499
  • Pages : 446 pages

Download or read book Reset written by Rusel DeMaria and published by ReadHowYouWant.com. This book was released on 2009-02 with total page 446 pages. Available in PDF, EPUB and Kindle. Book excerpt: Offers a roadmap for parents, educators, gamers, and industry insiders to leverage the inherent potential of video games to promote positive personal and social change.

Book Video Games and Creativity

Download or read book Video Games and Creativity written by and published by Academic Press. This book was released on 2015-08-03 with total page 330 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as: - Can video games be used to develop or enhance creativity? - Is there a place for video games in the classroom? - What types of creativity are needed to develop video games? While video games can be sources of entertainment, the role of video games in the classroom has emerged as an important component of improving the education system. The research and development of game-based learning has revealed the power of using games to teach and promote learning. In parallel, the role and importance of creativity in everyday life has been identified as a requisite skill for success. - Summarizes research relating to creativity and video games - Incorporates creativity research on both game design and game play - Discusses physical design, game mechanics, coding, and more - Investigates how video games may encourage creative problem solving - Highlights applications of video games for educational purposes

Book Socio Economic Development  Concepts  Methodologies  Tools  and Applications

Download or read book Socio Economic Development Concepts Methodologies Tools and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2018-11-02 with total page 1732 pages. Available in PDF, EPUB and Kindle. Book excerpt: The social and economic systems of any country are influenced by a range of factors including income and education. As such, it is vital to examine how these factors are creating opportunities to improve both the economy and the lives of people within these countries. Socio-Economic Development: Concepts, Methodologies, Tools, and Applications provides a critical look at the process of social and economic transformation based on environmental and cultural factors including income, skills development, employment, and education. Highlighting a range of topics such as economics, social change, and e-governance, this multi-volume book is designed for policymakers, practitioners, city-development planners, academicians, government officials, and graduate-level students interested in emerging perspectives on socio-economic development.

Book The Playful Citizen

Download or read book The Playful Citizen written by René Glas and published by . This book was released on 2019 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This edited volume collects current research by academics and practitioners on playful citizen participation through digital media technologies.

Book Popular Culture and the Civic Imagination

Download or read book Popular Culture and the Civic Imagination written by Henry Jenkins and published by NYU Press. This book was released on 2020-02-04 with total page 376 pages. Available in PDF, EPUB and Kindle. Book excerpt: How popular culture is engaged by activists to effect emancipatory political change One cannot change the world unless one can imagine what a better world might look like. Civic imagination is the capacity to conceptualize alternatives to current cultural, social, political, or economic conditions; it also requires the ability to see oneself as a civic agent capable of making change, as a participant in a larger democratic culture. Popular Culture and the Civic Imagination represents a call for greater clarity about what we’re fighting for—not just what we’re fighting against. Across more than thirty examples from social movements around the world, this casebook proposes “civic imagination” as a framework that can help us identify, support, and practice new kinds of communal participation. As the contributors demonstrate, young people, in particular, are turning to popular culture—from Beyoncé to Bollywood, from Smokey Bear to Hamilton, from comic books to VR—for the vernacular through which they can express their discontent with current conditions. A young activist uses YouTube to speak back against J. K. Rowling in the voice of Cho Chang in order to challenge the superficial representation of Asian Americans in children’s literature. Murals in Los Angeles are employed to construct a mythic imagination of Chicano identity. Twitter users have turned to #BlackGirlMagic to highlight the black radical imagination and construct new visions of female empowerment. In each instance, activists demonstrate what happens when the creative energies of fans are infused with deep political commitment, mobilizing new visions of what a better democracy might look like.

Book What Video Games Have to Teach Us About Learning and Literacy  Second Edition

Download or read book What Video Games Have to Teach Us About Learning and Literacy Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

Book Games  Purpose and Potential in Education

Download or read book Games Purpose and Potential in Education written by Christopher Thomas Miller and published by Springer Science & Business Media. This book was released on 2008-10-22 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt: The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming background. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design. Ideas of identity development, gender diversity, motivation, and integrating instructional design within game development are addressed since each of these areas is important in the field of instructional design and can have a significant impact on learning. This volume brings together leading experts, researchers, and instructors in the field of gaming and explores current topics in gaming and simulations, available resources, and the future of the field.

Book Computer Games as a Sociocultural Phenomenon

Download or read book Computer Games as a Sociocultural Phenomenon written by A. Jahn-Sudmann and published by Springer. This book was released on 2008-01-17 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: Internationally renowned media and literature scholars, social scientists, game designers and artists explore the cultural potential of computer games in this rich anthology, which introduces the latest approaches in the central fields of game studies and provides an extensive survey of contemporary game culture.

Book The Routledge Companion to Video Game Studies

Download or read book The Routledge Companion to Video Game Studies written by Mark J.P. Wolf and published by Taylor & Francis. This book was released on 2023-06-19 with total page 832 pages. Available in PDF, EPUB and Kindle. Book excerpt: A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.

Book Encyclopedia of Video Games  2 volumes

Download or read book Encyclopedia of Video Games 2 volumes written by Mark J. P. Wolf and published by Bloomsbury Publishing USA. This book was released on 2012-08-16 with total page 991 pages. Available in PDF, EPUB and Kindle. Book excerpt: This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games. Organized alphabetically by topic and cross-referenced across subject areas, Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming will serve the needs of students and other researchers as well as provide fascinating information for game enthusiasts and general readers.

Book Videogames  Libraries  and the Feedback Loop

Download or read book Videogames Libraries and the Feedback Loop written by Sandra Schamroth Abrams and published by Emerald Group Publishing. This book was released on 2021-04-22 with total page 152 pages. Available in PDF, EPUB and Kindle. Book excerpt: Offering a fresh understanding of the learning potential of youth videogaming in public libraries, and delving into research-based accounts which showcase feedback mechanisms that nurture meaningful learning, Abrams and Gerber equip readers to re-envision library programming that specifically features youth videogame play.

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.