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Book Alternate Reality Game Designer Jane McGonigal

Download or read book Alternate Reality Game Designer Jane McGonigal written by Anastasia Suen and published by Lerner Publications. This book was released on 2014-01-01 with total page 36 pages. Available in PDF, EPUB and Kindle. Book excerpt: Do you like the challenge and adventure of video games? As Jane McGonigal was growing up, she had fun playing early video games. As an adult, she saw games as an outlet for problem solving and teambuilding. McGonigal started creating alternate reality games (ARGs), which may be based online but take place mainly in the real world. She enjoys challenging others to engage in modern issues and to work together, as in her game World Without Oil and in The Lost Ring, which she created for the 2008 Summer Olympics. McGonigal was named one of the world's top innovators by MIT's Technology Review, and her 2010 TED Talk, "Gaming Can Make a Better World," is one of the most-watched of all time. But how did she get there? Find out how she developed her passion for games to become the public face of game design.

Book Reality Is Broken

    Book Details:
  • Author : Jane McGonigal
  • Publisher : Penguin
  • Release : 2011-01-20
  • ISBN : 1101475498
  • Pages : 334 pages

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.

Book SuperBetter

    Book Details:
  • Author : Jane McGonigal
  • Publisher : Penguin
  • Release : 2015-09-15
  • ISBN : 0143194666
  • Pages : 273 pages

Download or read book SuperBetter written by Jane McGonigal and published by Penguin. This book was released on 2015-09-15 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: A remarkable life plan based on the game the author herself and hundreds of thousands of others have used to leap from trauma and setbacks to recovery and personal growth You are stronger than you know. You are surrounded by potential allies. You are a hero to others. These three qualities are all it takes to become more resilient in the face of any challenge. SuperBetter will show you that accessing this power is as easy as playing a game. In 2009, game designer and author Jane McGonigal got a bad concussion that wouldn't heal. She became anxious and depressed, even suicidal--a common symptom for concussion sufferers. But rather than let herself sink further, she decided to get better by doing what she does best: she turned her recovery process into a game. The game became a blog. The blog became a digital game, then an online portal and a major research study, then a TED talk with 4.5 million views. Today more than 250,000 people have played SuperBetter. But the ideas behind SuperBetter are much bigger than the game: we can cultivate the same powers of recovery and resilience simply by applying its core concepts in everyday life, by being "gameful" in the face of stress. Being gameful means bringing the psychological strengths you naturally display when you play games--such as optimism, creativity, courage, and determination--to real world situations. SuperBetter the book integrates seven basic rules into challenges the reader can undertake while reading, and explains the science behind the benefits. Playing by the seven rules begins to yield life-changing benefits in a matter of days, and eventually they become an ingrained skillset. As inspiring as it is down-to-earth, SuperBetter is self-help for the rest of us. Grounded in rigorous research and powered by game design, it is nothing less than an accessible, real-time guide to living a better life.

Book Alternate Reality Game Designer Jane McGonigal

Download or read book Alternate Reality Game Designer Jane McGonigal written by Anastasia Suen and published by LernerClassroom. This book was released on 2014-04-01 with total page 36 pages. Available in PDF, EPUB and Kindle. Book excerpt: Do you like the challenge and adventure of video games? As Jane McGonigal was growing up, she had fun playing early video games. As an adult, she saw games as an outlet for problem solving and teambuilding. McGonigal started creating alternate reality games (ARGs), which may be based online but take place mainly in the real world. She enjoys challenging others to engage in modern issues and to work together, as in her game World Without Oil and in The Lost Ring, which she created for the 2008 Summer Olympics. McGonigal was named one of the world's top innovators by MIT's Technology Review, and her 2010 TED Talk, "Gaming Can Make a Better World," is one of the most-watched of all time. But how did she get there? Find out how she developed her passion for games to become the public face of game design.

Book Imaginable

    Book Details:
  • Author : Jane McGonigal
  • Publisher : Random House
  • Release : 2022-03-24
  • ISBN : 1473598540
  • Pages : 275 pages

Download or read book Imaginable written by Jane McGonigal and published by Random House. This book was released on 2022-03-24 with total page 275 pages. Available in PDF, EPUB and Kindle. Book excerpt: World-renowned future forecaster, game designer, and NEW YORK TIMES bestselling author Jane McGonigal gives us the tools to imagine the future without fear. How can we be confident about making plans? How might we feel secure despite the future being unknown? How do we learn to feel at peace with the unexpected? Today it feels more challenging than ever to feel unafraid, hopeful, and equipped to face the future with optimism. How do we map out our lives when it seems impossible to predict what the world will be like next week, let alone next year or next decade? What we need now are strategies to help us recover our confidence and creativity in facing uncertain futures. By learning to think the unthinkable and imagine the unimaginable you can better plan for a future you'd like to see. And by seeing what's coming faster, you can adapt to new challenges, reduce anxiety, and build hope and resilience. 'An accessible, optimistic field guide to the future.'-San Francisco Chronicle 'Jane McGonigal is unusually adept at anticipating events that most of us can't even fathom. In this eye-opening, actionable book, she teaches you how to widen your peripheral vision, extend your imagination farther into the future, and conceive of the inconceivable.' Adam Grant, #1 Bestselling Author of Think Again __________ 'Top 10 innovators to watch' Business Week 10 most powerful women to watch' Forbes 'Top 100 creative people in business' Fast Company

Book Alternate Reality Games and the Cusp of Digital Gameplay

Download or read book Alternate Reality Games and the Cusp of Digital Gameplay written by Antero Garcia and published by Bloomsbury Publishing USA. This book was released on 2017-04-20 with total page 353 pages. Available in PDF, EPUB and Kindle. Book excerpt: From alternate to alternative reality : games as cultural probes / Patrick Jagoda, Melissa Gilliam, Peter McDonald, and Ashlyn Sparrow -- The game did not take place : this is not a game and blurring the lines of fiction / Alan Hook -- Alternate reality games for learning : a frame by frame analysis / Anthony Pellicone, Elizabeth Bonsignore, Kathryn Kaczmarek, Kari Kraus, June Ahn, & Derek Hansen -- Promotional alternate reality games and the TINAG philosophy / Stephanie Janes -- The coachella disaster : how the puppet masters of art of the h3ist pulled a victory from the jaws of defeat / Burcu S. Bakiolu -- Designing and playing peer-produced ARGs in the primary classroom : supporting literacies through play / Angela Colvert -- Games beyond the arg / Jeff Watson -- Methods : studying alternate reality games as virtual worlds / Calvin Johns -- A typology to describe alternate reality games for cultural contexts / Diane Dufort and Federico Tajariol -- Sociability by design in an alternate reality game : the case of the Trail / Roinioti Elina, Pandia Eleana, Skarpelos Yannis -- Ingress : a restructuring of the ARG or a new genre? : an ethnography of enlightened and resistance factions in Brazil / Thaiane Moreira de Oliveira

Book The Play Ethic

    Book Details:
  • Author : Pat Kane
  • Publisher : Pan Macmillan
  • Release : 2011-08-19
  • ISBN : 1447207114
  • Pages : 468 pages

Download or read book The Play Ethic written by Pat Kane and published by Pan Macmillan. This book was released on 2011-08-19 with total page 468 pages. Available in PDF, EPUB and Kindle. Book excerpt: ‘Fizzes with intellectual curiosity. Kane writes engagingly and with a humility difficult to find among idea-entrepreneurs’ James Harkin, Independent We all think we know what play is. Play is what we do as children, what we do outside of work, what we do for no other reason than for pleasure. But this is only half of the truth. The Play Ethic explores the real meaning of play and shows how a more playful society would revolutionize and liberate our daily lives. Using wide and varied sources – from the Enlightenment to Eminem, Socrates to Chaos theory, Kierkegaard to Karaoke – The Play Ethic shows how play is fundamental to both society and to the individual, and how the work ethic that has dominated the last three centuries is ill-equipped to deal with the modern world. With verve, wit and intelligence, Pat Kane takes us on a tour of the playful world arguing that without it business, the arts, politics, education, even our family and spiritual lives are fundamentally impoverished. The Play Ethic seeks to change the way you look at your daily life, how you interact with others, how you view the world. It is a guidebook to new, exciting – and unsettling – times. Shocking, controversial, yet magnificently argued, The Play Ethic is a book no one who works, or has ever worked, can afford to be without. ‘Kane's Manifesto for a Different Way of Living is a brave attempt to inject a little playfulness . . . into the dull grind of the working stiff’ Iain Finlayson, The Times

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 This is Not a Game

    Book Details:
  • Author : Dave Szulborski
  • Publisher : Incunabula
  • Release : 2005
  • ISBN : 1411625951
  • Pages : 282 pages

Download or read book This is Not a Game written by Dave Szulborski and published by Incunabula. This book was released on 2005 with total page 282 pages. Available in PDF, EPUB and Kindle. Book excerpt: Imagine a world of mystery and excitement, adventure and fantasy, waiting for you to explore. A world that reacts to your every move, with characters and companies that talk to you, send you messages, and even give you items to help you in your quest. A world so immersive that you can no longer tell where the reality ends and the fiction begins. Welcome to the world of Alternate Reality Gaming. This Is Not A Game: A Guide to Alternate Reality Gaming by Dave Szulborski is the perfect introduction to the unique and exciting world of Alternate Reality Games. Written by the creator of five successful and critically acclaimed ARGs, This Is Not A Game features detailed sections on the theory and history of Alternate Reality Gaming, as well as a "How To Guide" for aspiring game creators. The book also includes Dave's personal reflections on creating some of the most popular ARGs ever developed, and essays on gaming and cooperative writing by award winning authors Ben Mack and Joseph Matheny.

Book Games

    Book Details:
  • Author : C. Thi Nguyen
  • Publisher :
  • Release : 2020
  • ISBN : 0190052082
  • Pages : 253 pages

Download or read book Games written by C. Thi Nguyen and published by . This book was released on 2020 with total page 253 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games are a unique art form. They do not just tell stories, nor are they simply conceptual art. They are the art form that works in the medium of agency. Game designers tell us who to be in games and what to care about; they designate the player's in-game abilities and motivations. In other words, designers create alternate agencies, and players submerge themselves in those agencies. Games let us explore alternate forms of agency. The fact that we play games demonstrates something remarkable about the nature of our own agency: we are capable of incredible fluidity with our own motivations and rationality. This volume presents a new theory of games which insists on games' unique value in human life. C. Thi Nguyen argues that games are an integral part of how we become mature, free people. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. We can pursue goals, not for their own value, but for the sake of the struggle. Playing games involves a motivational inversion from normal life, and the fact that we can engage in this motivational inversion lets us use games to experience forms of agency we might never have developed on our own. Games, then, are a special medium for communication. They are the technology that allows us to write down and transmit forms of agency. Thus, the body of games forms a "library of agency" which we can use to help develop our freedom and autonomy. Nguyen also presents a new theory of the aesthetics of games. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. They are unlike traditional artworks in that they are designed to sculpt activities - and to promote their players' aesthetic appreciation of their own activity.

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: “An insider’s view of the good things that can emerge from being glued to a screen. . . . A solid piece of pop-culture/business journalism.” —Kirkus Reviews 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 Resonant Games

Download or read book Resonant Games written by Eric Klopfer and published by MIT Press. This book was released on 2018-07-17 with total page 267 pages. Available in PDF, EPUB and Kindle. Book excerpt: Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives. Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade. Each of the games—which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students—has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context—most often the public school classroom, but also beyond the classroom.

Book To Save Everything  Click Here

Download or read book To Save Everything Click Here written by Evgeny Morozov and published by . This book was released on 2013-03-05 with total page 434 pages. Available in PDF, EPUB and Kindle. Book excerpt: The award-winning author of The Net Delusion shows how the radical transparency we've become accustomed to online may threaten the spirit of real-life democracy

Book Newsgames

Download or read book Newsgames written by Ian Bogost and published by MIT Press. This book was released on 2012-09-21 with total page 244 pages. Available in PDF, EPUB and Kindle. Book excerpt: How videogames offer a new way to do journalism. Journalism has embraced digital media in its struggle to survive. But most online journalism just translates existing practices to the Web: stories are written and edited as they are for print; video and audio features are produced as they would be for television and radio. The authors of Newsgames propose a new way of doing good journalism: videogames. Videogames are native to computers rather than a digitized form of prior media. Games simulate how things work by constructing interactive models; journalism as game involves more than just revisiting old forms of news production. Wired magazine's game Cutthroat Capitalism, for example, explains the economics of Somali piracy by putting the player in command of a pirate ship, offering choices for hostage negotiation strategies. Videogames do not offer a panacea for the ills of contemporary news organizations. But if the industry embraces them as a viable method of doing journalism—not just an occasional treat for online readers—newsgames can make a valuable contribution.

Book The Multiplayer Classroom

Download or read book The Multiplayer Classroom written by Lee Sheldon and published by CRC Press. This book was released on 2020-03-09 with total page 369 pages. Available in PDF, EPUB and Kindle. Book excerpt: Go beyond gamification’s badges and leaderboards with the new edition of the book, first published in 2011, that helped transform education. Going far beyond the first edition of The Multiplayer Classroom, forthrightly examining what worked and what didn’t over years of development, here are the tools to design any structured learning experience as a game to engage your students, raise their grades, and ensure their attendance. Suitable for use in the classroom or the boardroom, this book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. Also included are case studies, both past and present, from others teaching in their own multiplayer classrooms around the world. You don't need any experience making games or even playing games to use this book. You don’t even need a computer. Yet, you will join many hundreds of educators who have learned how to create multiplayer games for any age on any subject. Lee Sheldon began his writing career in television as a writer-producer, eventually writing more than 200 shows ranging from Charlie’s Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation (writer-producer). Having written and designed more than 40 commercial and applied video games, Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute, where he is now a professor of practice. Lee is a regular lecturer and consultant on game design and writing in the United States and abroad. His most recent commercial game, the award-winning The Lion’s Song, is currently on Steam.

Book Alternate Reality Games and the Cusp of Digital Gameplay

Download or read book Alternate Reality Games and the Cusp of Digital Gameplay written by Antero Garcia and published by Bloomsbury Publishing USA. This book was released on 2017-04-20 with total page 353 pages. Available in PDF, EPUB and Kindle. Book excerpt: Alternate Reality Games (ARGs) challenge what players understand as “real.” Alternate Reality Games and the Cusp of Digital Gameplay is the first collection to explore and define the possibilities of ARGs. Though prominent examples have existed for more than two decades, only recently have ARGs come to the prominence as a unique and highly visible digital game genre. Adopting many of the same strategies as online video games, ARGs blur the distinction between real and fictional. With ARGs continuing to be an important and blurred space between digital and physical gameplay, this volume offers clear analysis of game design, implementation, and ramifications for game studies. Divided into three distinct sections, the contributions include first hand accounts by leading ARG creators, scholarly analysis of the meaning behind ARGs, and explorations of how ARGs are extending digital tools for analysis. By balancing the voices of designers, players, and researchers, this collection highlights how the Alternate Reality Game genre is transforming the ways we play and interact today.

Book Alternate Reality Games

Download or read book Alternate Reality Games written by Charles Palmer and published by CRC Press. This book was released on 2016-03-30 with total page 130 pages. Available in PDF, EPUB and Kindle. Book excerpt: While formal training and communication are a foundational approach to developing employees in the workplace, alternate reality games (ARGs) provide a framework for increased and sustained engagement within business organizations. ARGs are transmedia experiences designed to generate engagement and immersive learning beyond what is achieved in forma