Author: Ilya Brookwell
Publisher: Taylor & Francis
ISBN: 1040038956
Category : Social Science
Languages : en
Pages : 134
Book Description
This book examines the politics of being a gamer in the digital age with an in-depth study of the communities of gamers who populate live-video streaming sites. This text offers an innovative theoretical and methodological study of gamers in their community. It explores gamers as citizens and asks how gamers are political in view of their activities on stream. Ilya Brookwell examines how gamers live out their daily lives on live-video streams and how they use their associated new platforms and tools, including live-video streams such as Twitch.tv and online web fora, to engage with “live-video politics”. It explores the relationship between gamers, gaming, and streaming, highlighting how gamers develop a notion of self that is fundamentally located in community. Gamers consequently create, inhabit, as well as inherit a political world. With streaming communities offering unique insights into what it means to live in a digital age, the book explores how gamers find hopeful openings, as well as limits, through streaming. The book highlights how gamers can take an active role in politics and democracy in a digital age. Interesting reading for undergraduate students, postgraduate researchers, and academics of media, cultural and communication studies, video game studies, and digital media studies.
Gamer Citizens
Author: Ilya Brookwell
Publisher: Taylor & Francis
ISBN: 1040038956
Category : Social Science
Languages : en
Pages : 134
Book Description
This book examines the politics of being a gamer in the digital age with an in-depth study of the communities of gamers who populate live-video streaming sites. This text offers an innovative theoretical and methodological study of gamers in their community. It explores gamers as citizens and asks how gamers are political in view of their activities on stream. Ilya Brookwell examines how gamers live out their daily lives on live-video streams and how they use their associated new platforms and tools, including live-video streams such as Twitch.tv and online web fora, to engage with “live-video politics”. It explores the relationship between gamers, gaming, and streaming, highlighting how gamers develop a notion of self that is fundamentally located in community. Gamers consequently create, inhabit, as well as inherit a political world. With streaming communities offering unique insights into what it means to live in a digital age, the book explores how gamers find hopeful openings, as well as limits, through streaming. The book highlights how gamers can take an active role in politics and democracy in a digital age. Interesting reading for undergraduate students, postgraduate researchers, and academics of media, cultural and communication studies, video game studies, and digital media studies.
Publisher: Taylor & Francis
ISBN: 1040038956
Category : Social Science
Languages : en
Pages : 134
Book Description
This book examines the politics of being a gamer in the digital age with an in-depth study of the communities of gamers who populate live-video streaming sites. This text offers an innovative theoretical and methodological study of gamers in their community. It explores gamers as citizens and asks how gamers are political in view of their activities on stream. Ilya Brookwell examines how gamers live out their daily lives on live-video streams and how they use their associated new platforms and tools, including live-video streams such as Twitch.tv and online web fora, to engage with “live-video politics”. It explores the relationship between gamers, gaming, and streaming, highlighting how gamers develop a notion of self that is fundamentally located in community. Gamers consequently create, inhabit, as well as inherit a political world. With streaming communities offering unique insights into what it means to live in a digital age, the book explores how gamers find hopeful openings, as well as limits, through streaming. The book highlights how gamers can take an active role in politics and democracy in a digital age. Interesting reading for undergraduate students, postgraduate researchers, and academics of media, cultural and communication studies, video game studies, and digital media studies.
ECGBL 2017 11th European Conference on Game-Based Learning
Author:
Publisher: Academic Conferences and publishing limited
ISBN: 1911218573
Category :
Languages : en
Pages : 1007
Book Description
Publisher: Academic Conferences and publishing limited
ISBN: 1911218573
Category :
Languages : en
Pages : 1007
Book Description
Simulation and Gaming for Social Design
Author: Toshiyuki Kaneda
Publisher: Springer Nature
ISBN: 9811620113
Category : Business & Economics
Languages : en
Pages : 309
Book Description
This book is a collection of research articles that deal with three aspects of simulation and gaming for social design: (1) Theory and methodology, including game system theory and agent-based modeling; (2) Sustainability, including global warming and the energy–food nexus);; and (3) Social entrepreneurship, including business, ethnic, and ethical understanding. The latter two especially form two major areas of clinical knowledge in contemporary life. Simulation and gaming, with its participatory approach, provides participants with a seamless integration of problem solving and education. It has been known as a tool for interdisciplinary communication since the 1960s, and now it is being developed to contribute to global society in the twenty-first century. This is the first book on simulation and gaming for social design that covers all aspects from the methodological foundations to practical examples in the fields of sustainability and social entrepreneurship. Regardless of the size of the problematics, societal system design involves (1) The visioning and conception aspects due to the long-term, overall nature of the goal; (2) Interdisciplinary thinking and communication for the exploration of new states of accommodation with technological systems; and (3) The “human dimension” aspect including education that must be dealt with, thus academic developments of simulation and gaming for social design as system thinking and practice methodologies are anticipated. Simulation and gaming has great potential for development as a tool to facilitate the transfer between theoretical and clinical knowledge.
Publisher: Springer Nature
ISBN: 9811620113
Category : Business & Economics
Languages : en
Pages : 309
Book Description
This book is a collection of research articles that deal with three aspects of simulation and gaming for social design: (1) Theory and methodology, including game system theory and agent-based modeling; (2) Sustainability, including global warming and the energy–food nexus);; and (3) Social entrepreneurship, including business, ethnic, and ethical understanding. The latter two especially form two major areas of clinical knowledge in contemporary life. Simulation and gaming, with its participatory approach, provides participants with a seamless integration of problem solving and education. It has been known as a tool for interdisciplinary communication since the 1960s, and now it is being developed to contribute to global society in the twenty-first century. This is the first book on simulation and gaming for social design that covers all aspects from the methodological foundations to practical examples in the fields of sustainability and social entrepreneurship. Regardless of the size of the problematics, societal system design involves (1) The visioning and conception aspects due to the long-term, overall nature of the goal; (2) Interdisciplinary thinking and communication for the exploration of new states of accommodation with technological systems; and (3) The “human dimension” aspect including education that must be dealt with, thus academic developments of simulation and gaming for social design as system thinking and practice methodologies are anticipated. Simulation and gaming has great potential for development as a tool to facilitate the transfer between theoretical and clinical knowledge.
Gaming, Simulations and Society
Author: R. Shiratori
Publisher: Springer Science & Business Media
ISBN: 4431267972
Category : Social Science
Languages : en
Pages : 321
Book Description
The Japan Association of Simulation & Gaming (JASAG) and the Science Council of Japan (SCJ) hosted ISAGA 2003, the 34th annual conference of the International Simulation and Gaming Association (ISAGA), at Kazusa Akademia Park in Kisarazu, Japan,August 25–29, 2003. About 450 participants and guests attended,with 330 from Japan and 101 from 34 other countries. The number of submitted papers and reports exceeded 210, and in addition, many poster presentations and experiential sessions were held. This book is made up of 30 papers submitted to ISAGA 2003 and provides a good example of the diverse scope and standard of research achieved in simu- tion and gaming today.The theme of ISAGA 2003 was “Social Contributions and Responsibilities of Simulation and Gaming.” Looking back over the history of simulation and gaming research in Japan,in 1991 JASAG hosted ISAGA 1991 in Kyoto. However,even though there were only 12 years between ISAGA 1991 and ISAGA 2003,and both conferences were held in the same country,Japan,for Japanese researchers,the meaning of hosting these two international conferences of simulation and gaming research was very different.
Publisher: Springer Science & Business Media
ISBN: 4431267972
Category : Social Science
Languages : en
Pages : 321
Book Description
The Japan Association of Simulation & Gaming (JASAG) and the Science Council of Japan (SCJ) hosted ISAGA 2003, the 34th annual conference of the International Simulation and Gaming Association (ISAGA), at Kazusa Akademia Park in Kisarazu, Japan,August 25–29, 2003. About 450 participants and guests attended,with 330 from Japan and 101 from 34 other countries. The number of submitted papers and reports exceeded 210, and in addition, many poster presentations and experiential sessions were held. This book is made up of 30 papers submitted to ISAGA 2003 and provides a good example of the diverse scope and standard of research achieved in simu- tion and gaming today.The theme of ISAGA 2003 was “Social Contributions and Responsibilities of Simulation and Gaming.” Looking back over the history of simulation and gaming research in Japan,in 1991 JASAG hosted ISAGA 1991 in Kyoto. However,even though there were only 12 years between ISAGA 1991 and ISAGA 2003,and both conferences were held in the same country,Japan,for Japanese researchers,the meaning of hosting these two international conferences of simulation and gaming research was very different.
The Game of Urban Regeneration
Author: Francesca Weber-Newth
Publisher: transcript Verlag
ISBN: 3839444861
Category : Social Science
Languages : en
Pages : 239
Book Description
Who wins and who loses in urban regeneration? What are the mechanisms at play? Francesca Weber-Newth looks at two neighbourhoods that are adjacent to large-scale regeneration schemes: the 2012 Olympic park in London and the Mediaspree waterside development in Berlin. By analysing how urban regeneration is experienced on the ground, her study counters the notion that Olympic-led regeneration is any different from other forms of neoliberal urban development. Adopting Pierre Bourdieu's view of the social world as made up of competitive ›games‹, an analysis of the two neighbourhoods reveals how the concepts of ›culture‹ and ›community‹ are strategically employed in the ›game‹ of urban regeneration - to the benefit of some and the detriment of others.
Publisher: transcript Verlag
ISBN: 3839444861
Category : Social Science
Languages : en
Pages : 239
Book Description
Who wins and who loses in urban regeneration? What are the mechanisms at play? Francesca Weber-Newth looks at two neighbourhoods that are adjacent to large-scale regeneration schemes: the 2012 Olympic park in London and the Mediaspree waterside development in Berlin. By analysing how urban regeneration is experienced on the ground, her study counters the notion that Olympic-led regeneration is any different from other forms of neoliberal urban development. Adopting Pierre Bourdieu's view of the social world as made up of competitive ›games‹, an analysis of the two neighbourhoods reveals how the concepts of ›culture‹ and ›community‹ are strategically employed in the ›game‹ of urban regeneration - to the benefit of some and the detriment of others.
Rational Responses to Risks
Author: Paul Weirich
Publisher: Oxford University Press
ISBN: 0190089431
Category : Philosophy
Languages : en
Pages : 283
Book Description
Good decisions account for risks. For example, the risk of an accident while driving in the rain makes a reasonable driver decide to slow down. While risk is a large topic in theoretical disciplines such as economics and psychology, as well as in practical disciplines such as medicine and finance, philosophy has a unique contribution to make in developing a normative theory of risk that states what risk is, and to what extent our responses to it are rational. Weirich here develops a philosophical theory of the rationality of responses to risk. He first distinguishes two types of risk: first, a chance of a bad event, and second, an act's risk in relation to its possible outcomes. He argues that this distinction has normative significance in the sense that one's attitudes towards these types of risks - and how one acts on them - are governed by different general principles of rationality. Consequently, a comprehensive account of risk must not only characterize rational responses to risk but also explain why these responses are rational. Weirich explains how, for a rational ideal agent, the expected utilities of the acts available in a decision problem explain the agent's preferences among the acts. As a result, maximizing expected utility is just following preferences among the acts. His view takes an act's expected utility, not just as a feature of a representation of preferences among acts, but also as a factor in the explanation of preferences among acts. The book's precise formulation of general standards of rationality for attitudes and for acts, and its rigorous argumentation for these standards, make it philosophical; but while mainly of interest to philosophers, its broader arguments will contribute to the conceptual foundations of studies of risk in all disciplines that study it.
Publisher: Oxford University Press
ISBN: 0190089431
Category : Philosophy
Languages : en
Pages : 283
Book Description
Good decisions account for risks. For example, the risk of an accident while driving in the rain makes a reasonable driver decide to slow down. While risk is a large topic in theoretical disciplines such as economics and psychology, as well as in practical disciplines such as medicine and finance, philosophy has a unique contribution to make in developing a normative theory of risk that states what risk is, and to what extent our responses to it are rational. Weirich here develops a philosophical theory of the rationality of responses to risk. He first distinguishes two types of risk: first, a chance of a bad event, and second, an act's risk in relation to its possible outcomes. He argues that this distinction has normative significance in the sense that one's attitudes towards these types of risks - and how one acts on them - are governed by different general principles of rationality. Consequently, a comprehensive account of risk must not only characterize rational responses to risk but also explain why these responses are rational. Weirich explains how, for a rational ideal agent, the expected utilities of the acts available in a decision problem explain the agent's preferences among the acts. As a result, maximizing expected utility is just following preferences among the acts. His view takes an act's expected utility, not just as a feature of a representation of preferences among acts, but also as a factor in the explanation of preferences among acts. The book's precise formulation of general standards of rationality for attitudes and for acts, and its rigorous argumentation for these standards, make it philosophical; but while mainly of interest to philosophers, its broader arguments will contribute to the conceptual foundations of studies of risk in all disciplines that study it.
ECGBL 2019 13th European Conference on Game-Based Learning
Author: Lars Elbæk
Publisher: Academic Conferences and publishing limited
ISBN: 1912764377
Category : Education
Languages : en
Pages : 1077
Book Description
Publisher: Academic Conferences and publishing limited
ISBN: 1912764377
Category : Education
Languages : en
Pages : 1077
Book Description
Implementation of Indian Gaming Regulatory Act
Author: United States. Congress. House. Committee on Natural Resources. Subcommittee on Native American Affairs
Publisher:
ISBN:
Category : Indians of North America
Languages : en
Pages : 192
Book Description
Publisher:
ISBN:
Category : Indians of North America
Languages : en
Pages : 192
Book Description
Laws and Regulations Relating to Game, Land Fur-bearing Animals and Birds in Alaska
Author: Alaska (Ter.) Game commission
Publisher:
ISBN:
Category : Fur-bearing animals
Languages : en
Pages : 306
Book Description
Publisher:
ISBN:
Category : Fur-bearing animals
Languages : en
Pages : 306
Book Description
Digital Citizenship in Twenty-First-Century Young Adult Literature
Author: Megan L. Musgrave
Publisher: Springer
ISBN: 1137581735
Category : Literary Criticism
Languages : en
Pages : 258
Book Description
This book is a study of the evolving relationships between literature, cyberspace, and young adults in the twenty-first century. Megan L. Musgrave explores the ways that young adult fiction is becoming a platform for a public conversation about the great benefits and terrible risks of our increasing dependence upon technology in public and private life. Drawing from theories of digital citizenship and posthuman theory, Digital Citizenship in Twenty-First Century Young Adult Literature considers how the imaginary forms of activism depicted in literature can prompt young people to shape their identities and choices as citizens in a digital culture
Publisher: Springer
ISBN: 1137581735
Category : Literary Criticism
Languages : en
Pages : 258
Book Description
This book is a study of the evolving relationships between literature, cyberspace, and young adults in the twenty-first century. Megan L. Musgrave explores the ways that young adult fiction is becoming a platform for a public conversation about the great benefits and terrible risks of our increasing dependence upon technology in public and private life. Drawing from theories of digital citizenship and posthuman theory, Digital Citizenship in Twenty-First Century Young Adult Literature considers how the imaginary forms of activism depicted in literature can prompt young people to shape their identities and choices as citizens in a digital culture