Author: Suzanne De Castell
Publisher: Peter Lang
ISBN: 9780820486437
Category : Art
Languages : en
Pages : 364
Book Description
Worlds in Play, a map of the «state of play» in digital games research today, illustrates the great variety and extreme contrasts in the landscape cleft by contemporary digital games research. The chapters in this volume are the work of an international review board of seventy game-study specialists from fields spanning social sciences, arts, and humanities to the physical and applied sciences and technologies. A wellspring of inspiring concepts, models, protocols, data, methods, tools, critical perspectives, and directions for future work, Worlds in Play will support and assist in reading not only within, but across fields of play - disciplinary, temporal, and geographical - and encourage all of us to widen our focus to encompass the omni-dimensional phenomenon of «worlds in play.»
Worlds in Play
Author: Suzanne De Castell
Publisher: Peter Lang
ISBN: 9780820486437
Category : Art
Languages : en
Pages : 364
Book Description
Worlds in Play, a map of the «state of play» in digital games research today, illustrates the great variety and extreme contrasts in the landscape cleft by contemporary digital games research. The chapters in this volume are the work of an international review board of seventy game-study specialists from fields spanning social sciences, arts, and humanities to the physical and applied sciences and technologies. A wellspring of inspiring concepts, models, protocols, data, methods, tools, critical perspectives, and directions for future work, Worlds in Play will support and assist in reading not only within, but across fields of play - disciplinary, temporal, and geographical - and encourage all of us to widen our focus to encompass the omni-dimensional phenomenon of «worlds in play.»
Publisher: Peter Lang
ISBN: 9780820486437
Category : Art
Languages : en
Pages : 364
Book Description
Worlds in Play, a map of the «state of play» in digital games research today, illustrates the great variety and extreme contrasts in the landscape cleft by contemporary digital games research. The chapters in this volume are the work of an international review board of seventy game-study specialists from fields spanning social sciences, arts, and humanities to the physical and applied sciences and technologies. A wellspring of inspiring concepts, models, protocols, data, methods, tools, critical perspectives, and directions for future work, Worlds in Play will support and assist in reading not only within, but across fields of play - disciplinary, temporal, and geographical - and encourage all of us to widen our focus to encompass the omni-dimensional phenomenon of «worlds in play.»
Indie Games in the Digital Age
Author: M.J. Clarke
Publisher: Bloomsbury Publishing USA
ISBN: 1501356445
Category : Social Science
Languages : en
Pages : 223
Book Description
A host of digital affordances, including reduced cost production tools, open distribution platforms, and ubiquitous connectivity, have engendered the growth of indie games among makers and users, forcing critics to reconsider the question of who makes games and why. Taking seriously this new mode of cultural produciton compells analysts to reconsider the blurred boundaries and relations of makers, users and texts as well as their respective relationship to cultural power and hierarchy. The contributions to Indie Games in the Digital Age consider these questions and examine a series of firms, makers, games and scenes, ranging from giants like Nintendo and Microsoft to grassroots games like Cards Against Humanity and Stardew Valley, to chart more precisely the productive and instructive disruption that this new site of cultural production offers.
Publisher: Bloomsbury Publishing USA
ISBN: 1501356445
Category : Social Science
Languages : en
Pages : 223
Book Description
A host of digital affordances, including reduced cost production tools, open distribution platforms, and ubiquitous connectivity, have engendered the growth of indie games among makers and users, forcing critics to reconsider the question of who makes games and why. Taking seriously this new mode of cultural produciton compells analysts to reconsider the blurred boundaries and relations of makers, users and texts as well as their respective relationship to cultural power and hierarchy. The contributions to Indie Games in the Digital Age consider these questions and examine a series of firms, makers, games and scenes, ranging from giants like Nintendo and Microsoft to grassroots games like Cards Against Humanity and Stardew Valley, to chart more precisely the productive and instructive disruption that this new site of cultural production offers.
All About Online Gaming
Author: Jill Sherman
Publisher: Triangle Interactive, Inc.
ISBN: 1684442923
Category : Juvenile Nonfiction
Languages : en
Pages : 37
Book Description
Read Along or Enhanced eBook: Explores the fascinating world of online gaming. With colorful spreads featuring fun facts, sidebars, and a "How It Works" feature, the book provides an inspiring look at this exciting technology.
Publisher: Triangle Interactive, Inc.
ISBN: 1684442923
Category : Juvenile Nonfiction
Languages : en
Pages : 37
Book Description
Read Along or Enhanced eBook: Explores the fascinating world of online gaming. With colorful spreads featuring fun facts, sidebars, and a "How It Works" feature, the book provides an inspiring look at this exciting technology.
Digital Games and Mental Health
Author: Rachel Kowert
Publisher: Frontiers Media SA
ISBN: 2889714616
Category : Science
Languages : en
Pages : 218
Book Description
Publisher: Frontiers Media SA
ISBN: 2889714616
Category : Science
Languages : en
Pages : 218
Book Description
Video Games
Author: Kevin Cunningham
Publisher: Children's Press
ISBN: 9781484413210
Category :
Languages : en
Pages : 64
Book Description
Explores the video game industry and what it takes to create video games.
Publisher: Children's Press
ISBN: 9781484413210
Category :
Languages : en
Pages : 64
Book Description
Explores the video game industry and what it takes to create video games.
Choosing and Using Digital Games in the Classroom
Author: Katrin Becker
Publisher: Springer
ISBN: 3319122231
Category : Education
Languages : en
Pages : 429
Book Description
This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.
Publisher: Springer
ISBN: 3319122231
Category : Education
Languages : en
Pages : 429
Book Description
This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.
History of Digital Games
Author: Andrew Williams
Publisher:
ISBN: 9781315715377
Category : Electronic games
Languages : en
Pages :
Book Description
Publisher:
ISBN: 9781315715377
Category : Electronic games
Languages : en
Pages :
Book Description
Computer Games and New Media Cultures
Author: Johannes Fromme
Publisher: Springer Science & Business Media
ISBN: 9400727771
Category : Education
Languages : en
Pages : 694
Book Description
Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.
Publisher: Springer Science & Business Media
ISBN: 9400727771
Category : Education
Languages : en
Pages : 694
Book Description
Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.
Computer Gaming
Author: Betsy Rathburn
Publisher: Bellwether Media
ISBN: 1648341322
Category : Juvenile Nonfiction
Languages : en
Pages : 24
Book Description
People have played computer games for more than 50 years! Today, computer games are still some of the most popular video games. In this high-interest book, leveled text introduces readers to the history of computer gaming from the 1950s to the present day. Special features include a timeline, a list of top-selling games, a profile of one of today’s most popular titles, and a gaming event spotlight. This title is sure to excite reluctant readers who love video games!
Publisher: Bellwether Media
ISBN: 1648341322
Category : Juvenile Nonfiction
Languages : en
Pages : 24
Book Description
People have played computer games for more than 50 years! Today, computer games are still some of the most popular video games. In this high-interest book, leveled text introduces readers to the history of computer gaming from the 1950s to the present day. Special features include a timeline, a list of top-selling games, a profile of one of today’s most popular titles, and a gaming event spotlight. This title is sure to excite reluctant readers who love video games!
Digital Love
Author: Heidi McDonald
Publisher: CRC Press
ISBN: 1351644734
Category : Computers
Languages : en
Pages : 268
Book Description
Scholars and professionals from all over the world, across experience levels and the gender and sexuality spectrum, share experiences and analysis of romance and sexuality in video games. Whether discussing casual sex in the Star Wars universe; analyzing various Otome games; examining "the gaze" in various games; player romance behavior in games; or exploring the ethical ramifications of sexuality in virtual reality and other emerging technologies, this book discusses what players want in video game romance, and how developers can best deliver it. Key Features: Examines the past, present, and future of romance in single-player, role-playing games Discusses common presentations of romance in single-player, role-playing games— both in the category and game mechanics that drive romance Discusses research on how players define a satisfying game romance and what specific steps narrative designers can take to design satisfying games Explains the notion of the empathic game and explores its importance in relation to romance in game design
Publisher: CRC Press
ISBN: 1351644734
Category : Computers
Languages : en
Pages : 268
Book Description
Scholars and professionals from all over the world, across experience levels and the gender and sexuality spectrum, share experiences and analysis of romance and sexuality in video games. Whether discussing casual sex in the Star Wars universe; analyzing various Otome games; examining "the gaze" in various games; player romance behavior in games; or exploring the ethical ramifications of sexuality in virtual reality and other emerging technologies, this book discusses what players want in video game romance, and how developers can best deliver it. Key Features: Examines the past, present, and future of romance in single-player, role-playing games Discusses common presentations of romance in single-player, role-playing games— both in the category and game mechanics that drive romance Discusses research on how players define a satisfying game romance and what specific steps narrative designers can take to design satisfying games Explains the notion of the empathic game and explores its importance in relation to romance in game design