Why It's OK to Be a Gamer

Why It's OK to Be a Gamer PDF Author: Sarah C. Malanowski
Publisher: Taylor & Francis
ISBN: 1040012302
Category : Philosophy
Languages : en
Pages : 136

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Book Description
If you enjoy video games as a pastime, you are certainly not alone—billions of people worldwide now play video games. However, you may still find yourself reluctant to tell others this fact about yourself. After all, we are routinely warned that video games have the potential to cause addiction and violence. And when we aren’t being warned of their outright harms, we are told we should be doing something better with our time, like going outside, socializing with others, or reading a book. Playing video games is thus often seen at best as a waste of time, and at worst a source of violent tragedy. Why It’s OK to Be a Gamer takes on the pervasive assumption that playing video games is a childish and time-wasting hobby, and a potentially addictive and dangerous one at that. It argues instead that there are many ways in which gaming can help us flourish, for example by: developing genuine friendships and other meaningful relationships with others, helping us cultivate a virtuous personal character, giving us a unique aesthetic experience, providing us with psychological benefits, and just plain helping us relax and enjoy ourselves. Video games are not just for those with no life; on the contrary, they can help contribute to a rich and meaningful life. Key Features Introduces the philosophy of video games in a humorous and lively way with lots of engaging examples Defends gaming through a virtue theoretic approach Discusses contemporary psychology and neuroscience literature on gaming Includes discussion of gamers, video games, and common experiences of gaming

Why It's OK to Be a Gamer

Why It's OK to Be a Gamer PDF Author: Sarah C. Malanowski
Publisher: Taylor & Francis
ISBN: 1040012302
Category : Philosophy
Languages : en
Pages : 136

Get Book Here

Book Description
If you enjoy video games as a pastime, you are certainly not alone—billions of people worldwide now play video games. However, you may still find yourself reluctant to tell others this fact about yourself. After all, we are routinely warned that video games have the potential to cause addiction and violence. And when we aren’t being warned of their outright harms, we are told we should be doing something better with our time, like going outside, socializing with others, or reading a book. Playing video games is thus often seen at best as a waste of time, and at worst a source of violent tragedy. Why It’s OK to Be a Gamer takes on the pervasive assumption that playing video games is a childish and time-wasting hobby, and a potentially addictive and dangerous one at that. It argues instead that there are many ways in which gaming can help us flourish, for example by: developing genuine friendships and other meaningful relationships with others, helping us cultivate a virtuous personal character, giving us a unique aesthetic experience, providing us with psychological benefits, and just plain helping us relax and enjoy ourselves. Video games are not just for those with no life; on the contrary, they can help contribute to a rich and meaningful life. Key Features Introduces the philosophy of video games in a humorous and lively way with lots of engaging examples Defends gaming through a virtue theoretic approach Discusses contemporary psychology and neuroscience literature on gaming Includes discussion of gamers, video games, and common experiences of gaming

Everything Bad is Good for You

Everything Bad is Good for You PDF Author: Steven Johnson
Publisher: Penguin
ISBN: 1101158018
Category : Social Science
Languages : en
Pages : 274

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Book Description
From the New York Times bestselling author of How We Got To Now and Farsighted Forget everything you’ve ever read about the age of dumbed-down, instant-gratification culture. In this provocative, unfailingly intelligent, thoroughly researched, and surprisingly convincing big idea book, Steven Johnson draws from fields as diverse as neuroscience, economics, and media theory to argue that the pop culture we soak in every day—from Lord of the Rings to Grand Theft Auto to The Simpsons—has been growing more sophisticated with each passing year, and, far from rotting our brains, is actually posing new cognitive challenges that are actually making our minds measurably sharper. After reading Everything Bad is Good for You, you will never regard the glow of the video game or television screen the same way again. With a new afterword by the author.

The Kids are Alright

The Kids are Alright PDF Author: John C. Beck
Publisher: Harvard Business Press
ISBN: 9781422166499
Category : Business & Economics
Languages : en
Pages : 228

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Book Description
Think video games are kids’ stuff? Think again. According to authors John C. Beck and Mitchell Wade all those hours immersed in game culture have created masses of employees with unique attributes. This new generation that’s ninety-million strong has an amazing ability to multitask, solves problems creatively, and brings unexpected leadership to the table. But to tap these skills, we need to understand and appreciate the different ways gamers think and behave. The Kids Are Alright dispels common myths about gamers and reveals them as committed, team-oriented people who play to win.

The Gamer's Brain

The Gamer's Brain PDF Author: Celia Hodent
Publisher: CRC Press
ISBN: 1351650769
Category : Computers
Languages : en
Pages : 387

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Book Description
Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.

Game Feel

Game Feel PDF Author: Steve Swink
Publisher: CRC Press
ISBN: 1482267330
Category : Art
Languages : en
Pages : 377

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Book Description
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe

Grown and Flown

Grown and Flown PDF Author: Lisa Heffernan
Publisher: Flatiron Books
ISBN: 1250188954
Category : Family & Relationships
Languages : en
Pages : 352

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Book Description
PARENTING NEVER ENDS. From the founders of the #1 site for parents of teens and young adults comes an essential guide for building strong relationships with your teens and preparing them to successfully launch into adulthood The high school and college years: an extended roller coaster of academics, friends, first loves, first break-ups, driver’s ed, jobs, and everything in between. Kids are constantly changing and how we parent them must change, too. But how do we stay close as a family as our lives move apart? Enter the co-founders of Grown and Flown, Lisa Heffernan and Mary Dell Harrington. In the midst of guiding their own kids through this transition, they launched what has become the largest website and online community for parents of fifteen to twenty-five year olds. Now they’ve compiled new takeaways and fresh insights from all that they’ve learned into this handy, must-have guide. Grown and Flown is a one-stop resource for parenting teenagers, leading up to—and through—high school and those first years of independence. It covers everything from the monumental (how to let your kids go) to the mundane (how to shop for a dorm room). Organized by topic—such as academics, anxiety and mental health, college life—it features a combination of stories, advice from professionals, and practical sidebars. Consider this your parenting lifeline: an easy-to-use manual that offers support and perspective. Grown and Flown is required reading for anyone looking to raise an adult with whom you have an enduring, profound connection.

Why It’s OK to Be Fat

Why It’s OK to Be Fat PDF Author: Rekha Nath
Publisher: Taylor & Francis
ISBN: 1040094228
Category : Philosophy
Languages : en
Pages : 175

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Book Description
Officially, Western societies are waging a war on obesity. Unofficially, we are waging a war on fat people. Anti-fat sentiment is pervasive, and fat people suffer a host of harms as a result: workforce discrimination, inferior medical care, relentless teasing, and internalized shame. A significant proportion of the population endures such harms. Yet, that is not typically regarded as a serious problem. Most of us aren’t quite sure: Is it really OK to be fat? This book argues that it is. In Why It’s OK to Be Fat, Rekha Nath convincingly argues that onventional views of fatness in Western societies—as a pathology to be fixed or as a moral failing—are ill-conceived. Combining careful empirical investigation with rigorous moral argumentation, this book debunks popular narratives about weight, health, and lifestyle choices that underlie the dominant cultural aversion to fatness. It argues that we should view fatness through the lens of social equality, examining the wide-ranging ways that fat individuals fail to be treated as equals. According to Nath, it is high time that we recognize sizeism—the systematic ways that our society penalizes fat individuals for their size—as a serious structural injustice, akin to racism, sexism, and homophobia. For additional online material from the author, related to this book, please see rekhanath.net

The Game of Life and how to Play it

The Game of Life and how to Play it PDF Author: Florence Scovel Shinn
Publisher:
ISBN:
Category : Conduct of life
Languages : en
Pages : 108

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Book Description


It's How We Play the Game

It's How We Play the Game PDF Author: Ed Stack
Publisher: Scribner
ISBN: 1982116927
Category : Biography & Autobiography
Languages : en
Pages : 320

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Book Description
Porchlight’s Best Leadership & Strategy Book of The Year An inspiring memoir from the CEO of DICK’s Sporting Goods that is “not only entertaining but will be of great value to any entrepreneur” (Phil Knight, New York Times bestselling author of Shoe Dog), this book shows how a trailblazing business was created by giving back to the community and by taking principled, and sometimes controversial, stands—including against the type of weapons that are too often used in mass shootings and other tragedies. It’s How We Play the Game tells the story of a complicated founder and an ambitious son—one who transformed a business by making it about more than business, conceiving it as a force for good in the communities it serves. In 1948, Ed Stack’s father started Dick’s Bait and Tackle in Binghamton, New York. Ed Stack bought the business from his father in 1984, and grew it into the largest sporting goods retailer in the country, with 800 locations and close to $9 billion in sales. The transformation Ed wrought wasn’t easy: economic headwinds nearly toppled the chain twice. But DICK’s support for embattled youth sports programs earned the stores surprising loyalty, and the company won even more attention when, in the wake of yet another school shooting—at Marjory Stoneman Douglas High School in Parkland, Florida—it chose to become the first major retailer to pull all semi-automatic weapons from its shelves, raise the age of gun purchase to twenty-one, and, most strikingly, destroy the assault-style-type rifles then in its inventory. With vital lessons for anyone running a business and eye-opening reflections about what a company owes the people it serves, It’s How We Play the Game is “a compelling narrative…In a genre that can frequently be staid, Mr. Stack’s corporate biography is deeply personal…[Features] surprising openness [and] interesting and humorous anecdotes” (Pittsburgh Post-Gazette).

Why Video Games are Good for Your Soul

Why Video Games are Good for Your Soul PDF Author: James Paul Gee
Publisher: Common Ground
ISBN: 186335574X
Category : Computers
Languages : en
Pages : 132

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Book Description
Imprint. In this text, built entirely around computer games and game play, the author shows how good video games marry pleasure and learning and, at the same time, have the potential to empower people.