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Book Power Up

    Book Details:
  • Author : Chris Kohler
  • Publisher : Courier Dover Publications
  • Release : 2016-10-10
  • ISBN : 0486816427
  • Pages : 337 pages

Download or read book Power Up written by Chris Kohler and published by Courier Dover Publications. This book was released on 2016-10-10 with total page 337 pages. Available in PDF, EPUB and Kindle. Book excerpt: Enjoyable and informative examination of how Japanese video game developers raised the medium to an art form. Includes interviews, anecdotes, and accounts of industry giants behind Donkey Kong, Mario, Pokémon, and other games.

Book Examining the Evolution of Gaming and Its Impact on Social  Cultural  and Political Perspectives

Download or read book Examining the Evolution of Gaming and Its Impact on Social Cultural and Political Perspectives written by Valentine, Keri Duncan and published by IGI Global. This book was released on 2016-06-20 with total page 491 pages. Available in PDF, EPUB and Kindle. Book excerpt: With complex stories and stunning visuals eliciting intense emotional responses, coupled with opportunities for self-expression and problem solving, video games are a powerful medium to foster empathy, critical thinking, and creativity in players. As these games grow in popularity, ambition, and technological prowess, they become a legitimate art form, shedding old attitudes and misconceptions along the way. Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives asks whether videogames have the power to transform a player and his or her beliefs from a sociopolitical perspective. Unlike traditional forms of storytelling, videogames allow users to immerse themselves in new worlds, situations, and politics. This publication surveys the landscape of videogames and analyzes the emergent gaming that shifts the definition and cultural effects of videogames. This book is a valuable resource to game designers and developers, sociologists, students of gaming, and researchers in relevant fields.

Book Chopsticks and Gambling

Download or read book Chopsticks and Gambling written by Desmond Lam and published by Routledge. This book was released on 2017-07-28 with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Chinese are known throughout the world as avid gamblers with a long history of participation in games of chance. Historians have documented wagering on such games as far back as the early Chinese dynasties. Despite measures by ancient Chinese rulers to contain gambling, it proliferated, and Chinese games have evolved and multiplied since then. Desmond Lam provides a unique look into the little-known world of Chinese gambling from historical, cultural, psychological, and social perspectives.Chinese gamblers regularly patronize casinos in the United States, Canada, and Australia. The recent expansion of gambling in East Asia has attracted much global media attention. Macau, the only place in China where casino gambling is now legal, easily surpasses Las Vegas as the world's largest casino gaming market. Each year, Chinese from mainland China, Hong Kong, and Taiwan account for almost 90 percent of visitors to Macau.The expansion of the Chinese gambling industry has brought about much harm to Chinese communities, despite all of the development it has also stimulated. This book is the first to examine the beliefs, motivations, attitudes, and behaviors of Chinese gamblers, and will be of interest to students of history and sociology, as well as those studying the history and culture of China.

Book Videogames Studies  Concepts  Cultures  and Communication

Download or read book Videogames Studies Concepts Cultures and Communication written by Monica Evans and published by BRILL. This book was released on 2020-04-14 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume was first published by Inter-Disciplinary Press in 2011. Videogame Studies: Concepts, Cultures, and Communication explores the ever-expanding field of game studies. Included in this volume is the research and insights of experts in multiple interdisciplinary fields, focused on the construction of new frameworks for understanding games as narrative artifacts, technological systems, cultural indicators, social communities, educators, and works of art. Games and game-structures permeate every aspect of our lives, and provide more than simple entertainment to the millions of players immersed and engaged in games on a daily basis. The sixteen authors in this volume provide new thoughts on the rapid expansion of both the game industry and game academia, and cover a wide range of topics, including the rise and fall of in-game communities; the place of digital versus analog games in current methodology; the particular relationship between player, avatar, and identity; the design of educational and serious games; the social structures, needs, and desires of social game players; the performance aspect of interactive media; and the economic consequences of game production. This collection aims to inspire further research in numerous areas of game studies, and is a valuable addition to the growing discourse of a rapidly evolving field of study.

Book Gambling as an Addictive Behaviour

Download or read book Gambling as an Addictive Behaviour written by Mark Dickerson and published by Cambridge University Press. This book was released on 2006-02-27 with total page 216 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents research into gambling, showing the psychological variables that govern erosion or maintenance of self-control.

Book Behavioural Change

    Book Details:
  • Author : Colette Browning
  • Publisher : Elsevier Health Sciences
  • Release : 2006-01-04
  • ISBN : 0443073570
  • Pages : 328 pages

Download or read book Behavioural Change written by Colette Browning and published by Elsevier Health Sciences. This book was released on 2006-01-04 with total page 328 pages. Available in PDF, EPUB and Kindle. Book excerpt: Behavioural Change provides a comprehensive overview of what is known about our ability to change behaviour of people across a wide range of domains including smoking, physical activity and exercise, eating and nutrition, sexual behaviour, drugs and alcohol use, sleep, crash and injury prevention, depression, gambling and self-management of chronic illness. It not only reviews the evidence concerning these issues but also provides original insights into how effective and sustainable intervention programs may be designed and delivered to address them. The main emphasis of the book is on linking research knowledge, i.e. the evidence base, and its translation into effective and sustainable programs. State of the art reviews are presented in an accessible but authoritative manner. The emphasis upon transfer to programs is very useful for practitioners and students. For all topics, the following questions are posed: What is the scope of the problem within the international communities? What approaches are typically used to prevent or treat it? What is the evidence as to the most effective approaches to prevention and treatment? What is the performance of these approaches in terms of prevention/diversion and full or partial recovery for the short and long term?

Book The Culture of Digital Fighting Games

Download or read book The Culture of Digital Fighting Games written by Todd Harper and published by Routledge. This book was released on 2013-11-26 with total page 264 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book examines the complex network of influences that collide in the culture of digital fighting games. Players from all over the world engage in competitive combat with one another, forming communities in both real and virtual spaces, attending tournaments and battling online via internet-connected home game consoles. But what is the logic behind their shared playstyle and culture? What are the threads that tie them together, and how does this inform our understanding of competitive gaming, community, and identity? Informed by observations made at one of the biggest fighting game events in the world – the Evolution Series tournament, or "EVO" – and interviews with fighting game players themselves, this book covers everything from the influence of arcade spaces, to the place of gender and ethnicity in the community, to the clash of philosophies over how these games should be played in the first place. In the process, it establishes the role of technology, gameplay, and community in how these players define both themselves and the games that they play.

Book Gaming as a Cultural Commons

Download or read book Gaming as a Cultural Commons written by Toshiko Kikkawa and published by Springer Nature. This book was released on 2022-04-23 with total page 199 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book focuses on relatively neglected areas of simulation and gaming (S&G), i.e., cultural aspects and ethical issues, in addition to giving readers a basic knowledge of S&G. Although the educational effects of S&G, and related methods such as gamification, as well as serious games have been studied and are gaining recognition, their downsides are often overlooked. For example, there is always a risk of manipulation by games if maliciously designed and facilitated. Ethical codes of game designers, facilitators, and educators must be established on the basis of academic research. Considerations of the ethics of games are essential not only for S&G researchers and educators but also for the general public, because games have sometimes been used for propaganda purposes in the past and could be again, in the present and future. Looking at the cultural aspect, as the S&G community has accumulated research over 50 years, the book includes the knowledge of the pioneers, i.e., archival interview data. This is the first book that includes extensive interviews of researchers and commercial game designers and critics. It also contains diverse topics from the perspective of gender and Japanese culture. Japan has been attracting attention in the field of board games as there are many independent game designers and an expanding market. Although women in S&G have gained some recognition, the topic has been rather ignored and was first officially discussed in 2019 at the international conference of the International Simulation and Gaming Association held in Warsaw. In summary, by focusing on comparatively overlooked or neglected aspects of S&G, this book expands future opportunities in the field for researchers and educators, with increased awareness by the general public.

Book Research Anthology on Game Design  Development  Usage  and Social Impact

Download or read book Research Anthology on Game Design Development Usage and Social Impact written by Management Association, Information Resources and published by IGI Global. This book was released on 2022-10-07 with total page 2034 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogames have risen in popularity in recent decades and continue to entertain many all over the world. As game design and development becomes more accessible to those outside of the industry, their uses and impacts are further expanded. Games have been developed for medical, educational, business, and many more applications. While games have many beneficial applications, many challenges exist in current development processes as well as some of their impacts on society. It is essential to investigate the current trends in the design and development of games as well as the opportunities and challenges presented in their usage and social impact. The Research Anthology on Game Design, Development, Usage, and Social Impact discusses the emerging developments, opportunities, and challenges that are found within the design, development, usage, and impact of gaming. It presents a comprehensive collection of the recent research, theories, case studies, and more within the area. Covering topics such as academic game creation, gaming experience, and violence in gaming, this major reference work is a dynamic resource for game developers, instructional designers, educators and administrators of both K-12 and higher education, students of higher education, librarians, government officials, business leaders and executives, researchers, and academicians.

Book Problem Gambling in Hong Kong and Macao

Download or read book Problem Gambling in Hong Kong and Macao written by Chi Chuen Chan and published by Springer. This book was released on 2016-06-08 with total page 170 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book critically examines the psychology of gambling in Hong Kong and Macao. Covering the history of gambling and its development in the two jurisdictions, it highlights the prevalence and status quo of problem gambling, the theoretical perspectives on the etiology of gambling disorder, and the treatment of problem gambling. The book also introduces a personality and pathways development model of Chinese problem gamblers and concludes with outlooks on the future of gambling in Hong Kong and Macao.

Book Gaming and Technology Addiction  Breakthroughs in Research and Practice

Download or read book Gaming and Technology Addiction Breakthroughs in Research and Practice written by Management Association, Information Resources and published by IGI Global. This book was released on 2016-08-05 with total page 920 pages. Available in PDF, EPUB and Kindle. Book excerpt: Addiction is a powerful and destructive condition impacting large portions of the population around the world. While typically associated with substances such as drugs and alcohol, technology and gaming addiction have become a concern in recent years as technology use has become ubiquitous. Gaming and Technology Addiction: Breakthroughs in Research and Practice explores the social and psychological implications of technology and gaming addiction in addition to ways to manage and treat this unique form of addiction. Focusing on emerging research, case studies, and future outlooks, this comprehensive publication is an essential resource for psychologists, counselors, graduate-level students, and researchers studying psychology and technology use.

Book Gaming and Extremism

Download or read book Gaming and Extremism written by Linda Schlegel and published by Taylor & Francis. This book was released on 2024-03-21 with total page 143 pages. Available in PDF, EPUB and Kindle. Book excerpt: Charting the increase in the use of games for the dissemination of extremist propaganda, radicalization, recruitment, and mobilization, this book examines the "gamification of extremism." Editors Linda Schlegel and Rachel Kowert bring together a range of insights from world-leading experts in the field to provide the first comprehensive overview of gaming and extremism. The potential nexus between gaming and extremism has become a key area of concern for researchers, policymakers, and practitioners seeking to prevent and counter radicalization and this book offers insights into key trends and debates, future directions, and potential prevention efforts. This includes the exploration of how games and game adjacent spaces, such as Discord, Twitch, Steam, and DLive, are being leveraged by extremists for the purposes of radicalization, recruitment, and mobilization. Additionally, the book presents the latest counterterrorism techniques, surveys promising preventing/countering violent extremism (P/CVE) measures currently being utilized in the gaming sphere, and examines the ongoing challenges, controversies, and current gaps in knowledge in the field. This text will be of interest to students and scholars of gaming and gaming culture, as well as an essential resource for researchers and practitioners working in prevention and counter-extremism, professionals working at gaming-related tech companies, and policymakers.

Book Video Games as Culture

Download or read book Video Games as Culture written by Daniel Muriel and published by Routledge. This book was released on 2018-03-14 with total page 198 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.

Book Casino Industry in Asia Pacific

Download or read book Casino Industry in Asia Pacific written by Kaye Sung Chon and published by Routledge. This book was released on 2012-11-12 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: This single volume gives you comprehensive information on Asia-Pacific gaming! Casino Industry in Asia Pacific: Development, Operation, and Impact is a one-of-a-kind comprehensive review of the gaming industry in various countries in the Asia-Pacific region. This valuable resource thoroughly details the history, the operational issues, and the impact of casino gaming in Australia, Korea, Macao, and Southeast Asia—and the Pachinko phenomenon in Japan. International authorities discuss crucial issues that involve policy makers and casino developers, allowing industry players a global perspective as they consider various important viewpoints in their long-range planning. Casino Industry in Asia Pacific is organized into three sections: Development, Operation, and Impact. Chapters in the Development section provide a thorough history of gaming for Australia, Japan, Korea, Macao, and Southeast Asia. Laws and regulations are also reviewed for each location. In the Operation section, each chapter analyzes an important casino operational issue, including regulations, licensing and due diligence, internal control and auditing, and rolling commissions. The last section reviews the economic and social impacts for various regions. Chinese culture and gaming are also examined in detail to illustrate the intertwined relationship between gaming and people’s daily life. Extensive bibliographies, helpful tables, and fascinating photographs are also included. Casino Industry in Asia Pacific discusses: casino history and gaming legislation in Australia, Korea, and Macao Japan’s form of gambling—Pachinko gaming in Southeast Asia suggestions for Asian gaming jurisdictions casino licensing investigations accounting, internal controls, and casino auditing the use of non-negotiable chips the societal and economic impacts of gaming in Australia the impacts of casinos in Korea gaming and Chinese culture Casino Industry in Asia Pacific: Development, Operation, and Impact is an essential resource for graduate students, advanced undergraduate students, educators, researchers, gaming policymakers and lobbyists, concerned civic organization leaders and members, casino developers and executives, hotel professionals, travel and tourism professionals, and anyone interested in the gaming industry.

Book The Game Culture Reader

Download or read book The Game Culture Reader written by Jason Thompson and published by Cambridge Scholars Publishing. This book was released on 2014-07-18 with total page 285 pages. Available in PDF, EPUB and Kindle. Book excerpt: In The Game Culture Reader, editors Jason C. Thompson and Marc A. Ouellette propose that Game Studies—that peculiar multi-, inter-, and trans-disciplinary field wherein international researchers from such diverse areas as rhetoric, computer science, literary studies, culture studies, psychology, media studies and so on come together to study the production, distribution, and consumption of games—has reached an unproductive stasis. Its scholarship remains either divided (as in the narratologists versus ludologists debate) or indecisive (as in its frequently apolitical stances on play and fandom). Thompson and Ouellette firmly hold that scholarship should be distinguished from the repetitively reductive commonplaces of violence, sexism, and addiction. In other words, beyond the headline-friendly modern topoi that now dominate the discourse of Game Studies, what issues, approaches, and insights are being, if not erased, then displaced? This volume gathers together a host of scholars from different countries, institutions, disciplines, departments, and ranks, in order to present original and evocative scholarship on digital game culture. Collectively, the contributors reject the commonplaces that have come to define digital games as apolitical or as somehow outside of the imbricated processes of cultural production that govern the medium itself. As an alternative, they offer essays that explore video game theory, ludic spaces and temporalities, and video game rhetorics. Importantly, the authors emphasize throughout that digital games should be understood on their own terms: literally, this assertion necessitates the serious reconsideration of terms borrowed from other academic disciplines; figuratively, the claim embeds the embrace of game play in the continuing investigation of digital games as cultural forms. Put another way, by questioning the received wisdom that would consign digital games to irrelevant spheres of harmless child’s play or of invidious mass entertainment, the authors productively engage with ludic ambiguities.

Book Gambling Disorder

    Book Details:
  • Author : Andreas Heinz
  • Publisher : Springer
  • Release : 2019-01-05
  • ISBN : 3030030601
  • Pages : 318 pages

Download or read book Gambling Disorder written by Andreas Heinz and published by Springer. This book was released on 2019-01-05 with total page 318 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides an overview of the state of the art in research on and treatment of gambling disorder. As a behavioral addiction, gambling disorder is of increasing relevance to the field of mental health. Research conducted in the last decade has yielded valuable new insights into the characteristics and etiology of gambling disorder, as well as effective treatment strategies. The different chapters of this book present detailed information on the general concept of addiction as applied to gambling, the clinical characteristics, epidemiology and comorbidities of gambling disorder, as well as typical cognitive distortions found in patients with gambling disorder. In addition, the book includes chapters discussing animal models and the genetic and neurobiological underpinnings of the disorder. Further, it is examining treatment options including pharmacological and psychological intervention methods, as well as innovative new treatment approaches. The book also discusses relevant similarities to and differences with substance-related disorders and other behavioral addictions. Lastly, it examines gambling behavior from a cultural perspective, considers possible prevention strategies and outlines future perspectives in the field.

Book Technology  Culture and Communication

Download or read book Technology Culture and Communication written by Jonathan Savage and published by Routledge. This book was released on 2012 with total page 154 pages. Available in PDF, EPUB and Kindle. Book excerpt: Providing clear guidance on the underpinning theory and policy and drawing upon current initiatives in schools, this book is essential reading for trainee and practising teachers wanting to know how the technology and media dimension can be delivered in practice.