Author: Tim Dodds
Publisher: Wood 'N' Barnes Publishing
ISBN: 9781885473509
Category : Games & Activities
Languages : en
Pages : 156
Book Description
A collection of games and activities that generate discussion and impart skills and values, regardless of whether the facilitator includes the optional spiritual concepts. Each activity contains the necessary components to appropriately facilitate it, including objectives, needs, procedures, and processing questions.
Games for Change
Author: Tim Dodds
Publisher: Wood 'N' Barnes Publishing
ISBN: 9781885473509
Category : Games & Activities
Languages : en
Pages : 156
Book Description
A collection of games and activities that generate discussion and impart skills and values, regardless of whether the facilitator includes the optional spiritual concepts. Each activity contains the necessary components to appropriately facilitate it, including objectives, needs, procedures, and processing questions.
Publisher: Wood 'N' Barnes Publishing
ISBN: 9781885473509
Category : Games & Activities
Languages : en
Pages : 156
Book Description
A collection of games and activities that generate discussion and impart skills and values, regardless of whether the facilitator includes the optional spiritual concepts. Each activity contains the necessary components to appropriately facilitate it, including objectives, needs, procedures, and processing questions.
Doing Things with Games
Author: Lindsay Grace
Publisher: CRC Press
ISBN: 0429771312
Category : Computers
Languages : en
Pages : 269
Book Description
The book provides a contemporary foundation in designing social impact games. It is structured in 3 parts: understanding, application, and implementation. The book serves as a guide to designing social impact games, particularly focused on the needs of, media professionals, indie game designers and college students. It serves as a guide for people looking to create social impact play, informed by heuristics in game design. Key Features Provides contemporary guide on the use of games to create social impact for beginner to intermediate practitioners o Provides design and implementation strategies for social impact games Provides wide ranging case studies in social impact games Provides professional advice from multiple social impact industry practitioners via sidebar interviews, quotes, and postmortems Provides a quick start guide on creating a variety of social impact engagements across a wide variety of subjects and aims
Publisher: CRC Press
ISBN: 0429771312
Category : Computers
Languages : en
Pages : 269
Book Description
The book provides a contemporary foundation in designing social impact games. It is structured in 3 parts: understanding, application, and implementation. The book serves as a guide to designing social impact games, particularly focused on the needs of, media professionals, indie game designers and college students. It serves as a guide for people looking to create social impact play, informed by heuristics in game design. Key Features Provides contemporary guide on the use of games to create social impact for beginner to intermediate practitioners o Provides design and implementation strategies for social impact games Provides wide ranging case studies in social impact games Provides professional advice from multiple social impact industry practitioners via sidebar interviews, quotes, and postmortems Provides a quick start guide on creating a variety of social impact engagements across a wide variety of subjects and aims
Making Games for Impact
Author: Kurt Squire
Publisher: MIT Press
ISBN: 026236249X
Category : Education
Languages : en
Pages : 253
Book Description
Designing games for learning: case studies show how to incorporate impact goals, build a team, and work with experts to create an effective game. Digital games for learning are now commonplace, used in settings that range from K–12 education to advanced medical training. In this book, Kurt Squire examines the ways that games make an impact on learning, investigating how designers and developers incorporate authentic social impact goals, build a team, and work with experts in order to make games that are effective and marketable. Because there is no one design process for making games for impact—specific processes arise in response to local needs and conditions—Squire presents a series of case studies that range from a small, playable game created by a few programmers and an artist to a multimillion-dollar project with funders, outside experts, and external constraints. These cases, drawn from the Games + Learning + Society Center at the University of Wisconsin–Madison, show designers tackling such key issues as choosing platforms, using data analytics to guide development, and designing for new markets. Although not a how-to guide, the book offers developers, researchers, and students real-world lessons in greenlighting a project, scaling up design teams, game-based assessment, and more. The final chapter examines the commercial development of an impact game in detail, describing the creation of an astronomy game, At Play in the Cosmos, that ships with an introductory college textbook.
Publisher: MIT Press
ISBN: 026236249X
Category : Education
Languages : en
Pages : 253
Book Description
Designing games for learning: case studies show how to incorporate impact goals, build a team, and work with experts to create an effective game. Digital games for learning are now commonplace, used in settings that range from K–12 education to advanced medical training. In this book, Kurt Squire examines the ways that games make an impact on learning, investigating how designers and developers incorporate authentic social impact goals, build a team, and work with experts in order to make games that are effective and marketable. Because there is no one design process for making games for impact—specific processes arise in response to local needs and conditions—Squire presents a series of case studies that range from a small, playable game created by a few programmers and an artist to a multimillion-dollar project with funders, outside experts, and external constraints. These cases, drawn from the Games + Learning + Society Center at the University of Wisconsin–Madison, show designers tackling such key issues as choosing platforms, using data analytics to guide development, and designing for new markets. Although not a how-to guide, the book offers developers, researchers, and students real-world lessons in greenlighting a project, scaling up design teams, game-based assessment, and more. The final chapter examines the commercial development of an impact game in detail, describing the creation of an astronomy game, At Play in the Cosmos, that ships with an introductory college textbook.
Reality Is Broken
Author: Jane McGonigal
Publisher: Penguin
ISBN: 1101475498
Category : Psychology
Languages : en
Pages : 334
Book Description
“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.
Publisher: Penguin
ISBN: 1101475498
Category : Psychology
Languages : en
Pages : 334
Book Description
“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.
Power Play
Author: Asi Burak
Publisher: Macmillan + ORM
ISBN: 1250089344
Category : Social Science
Languages : en
Pages : 237
Book Description
“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.
Publisher: Macmillan + ORM
ISBN: 1250089344
Category : Social Science
Languages : en
Pages : 237
Book Description
“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.
Enterprise Games
Author: Michael Hugos
Publisher: "O'Reilly Media, Inc."
ISBN: 1449328881
Category : Business & Economics
Languages : en
Pages : 215
Book Description
Games are playing a crucial role in many successful businesses—not just in PR and marketing, but as a model for designing business systems and workflows. In this book, Michael Hugos provides compelling case studies that demonstrate how game mechanics enable companies to respond quickly to challenges in today’s real-time economy. It’s not about giving workers a smiley face for producing more widgets. You’ll discover how game mechanics—particularly popular multiplayer video games—provide field-tested best practices for engaging workers in creative and complex activities. With games, your company can shift from an outmoded top-down hierarchy to an agile network structure that promotes coordination over control. Discover why industrial age business structures from the 20th century no longer work Design real-time business collaboration systems, using massively multiplayer online game concepts Make your in-house systems more agile with technologies such as social media, mobile devices, and cloud computing Understand game dynamics: goals, rules, real-time feedback, and voluntary participation Apply virtual worlds and 3-D animation to business intelligence and data analytics applications
Publisher: "O'Reilly Media, Inc."
ISBN: 1449328881
Category : Business & Economics
Languages : en
Pages : 215
Book Description
Games are playing a crucial role in many successful businesses—not just in PR and marketing, but as a model for designing business systems and workflows. In this book, Michael Hugos provides compelling case studies that demonstrate how game mechanics enable companies to respond quickly to challenges in today’s real-time economy. It’s not about giving workers a smiley face for producing more widgets. You’ll discover how game mechanics—particularly popular multiplayer video games—provide field-tested best practices for engaging workers in creative and complex activities. With games, your company can shift from an outmoded top-down hierarchy to an agile network structure that promotes coordination over control. Discover why industrial age business structures from the 20th century no longer work Design real-time business collaboration systems, using massively multiplayer online game concepts Make your in-house systems more agile with technologies such as social media, mobile devices, and cloud computing Understand game dynamics: goals, rules, real-time feedback, and voluntary participation Apply virtual worlds and 3-D animation to business intelligence and data analytics applications
Humanistic Management: Social Entrepreneurship and Mindfulness, Volume II
Author: Michael Pirson
Publisher: Business Expert Press
ISBN: 1947441094
Category : Business & Economics
Languages : en
Pages : 190
Book Description
Humanistic management agenda is to protect human dignity and promote societal well-being. The currently dominant theories prioritize economistic goals of profits and productivity at the cost of threatening sustainability. A humanistic perspective offers an alternative for purposeful organizing that serves people and the planet. This two-volume set of books offers humanistic theory and practical exercises on topics of leadership and trust in volume one and social entrepreneurship and mindfulness in volume two. Each topic is introduced with a conceptual lead chapter followed a case-study or exercise to apply and engage using examples.
Publisher: Business Expert Press
ISBN: 1947441094
Category : Business & Economics
Languages : en
Pages : 190
Book Description
Humanistic management agenda is to protect human dignity and promote societal well-being. The currently dominant theories prioritize economistic goals of profits and productivity at the cost of threatening sustainability. A humanistic perspective offers an alternative for purposeful organizing that serves people and the planet. This two-volume set of books offers humanistic theory and practical exercises on topics of leadership and trust in volume one and social entrepreneurship and mindfulness in volume two. Each topic is introduced with a conceptual lead chapter followed a case-study or exercise to apply and engage using examples.
Anger Management Games for Children
Author: Deborah Plummer
Publisher: Jessica Kingsley Publishers
ISBN: 1843106280
Category : Psychology
Languages : en
Pages : 163
Book Description
This book helps adults to understand, manage and reflect on children's anger. Featuring a wealth of games, it is designed to foster successful anger management strategies for children aged 5-12. It covers the theory behind the games, and includes a broad range of activities: active and passive, verbal and non-verbal, and for different sized groups.
Publisher: Jessica Kingsley Publishers
ISBN: 1843106280
Category : Psychology
Languages : en
Pages : 163
Book Description
This book helps adults to understand, manage and reflect on children's anger. Featuring a wealth of games, it is designed to foster successful anger management strategies for children aged 5-12. It covers the theory behind the games, and includes a broad range of activities: active and passive, verbal and non-verbal, and for different sized groups.
Self-esteem Games for Children
Author: Deborah Plummer
Publisher: Jessica Kingsley Publishers
ISBN: 1843104245
Category : Education
Languages : en
Pages : 145
Book Description
Plummer offers a wealth of familiar games chosen to build self-esteem in children aged 5-11.The selection of games reflects the seven key elements of healthy self-esteem - self-knowledge, self and others, self-acceptance, self-reliance, self-expression, self-confidence and self-awareness - and includes opportunities for thinking and discussion.
Publisher: Jessica Kingsley Publishers
ISBN: 1843104245
Category : Education
Languages : en
Pages : 145
Book Description
Plummer offers a wealth of familiar games chosen to build self-esteem in children aged 5-11.The selection of games reflects the seven key elements of healthy self-esteem - self-knowledge, self and others, self-acceptance, self-reliance, self-expression, self-confidence and self-awareness - and includes opportunities for thinking and discussion.
Knowledge Games
Author: Karen Schrier
Publisher: JHU Press
ISBN: 1421419203
Category : Business & Economics
Languages : en
Pages : 281
Book Description
Are games the knowledge-producers of the future? Imagine if new knowledge and insights came not just from research centers, think tanks, and universities but also from games, of all things. Video games have been viewed as causing social problems, but what if they actually helped solve them? This question drives Karen Schrier’s Knowledge Games, which seeks to uncover the potentials and pitfalls of using games to make discoveries, solve real-world problems, and better understand our world. For example, so-called knowledge games—such as Foldit, a protein-folding puzzle game, SchoolLife, which crowdsources bullying interventions, and Reverse the Odds, in which mobile game players analyze breast cancer data—are already being used by researchers to gain scientific, psychological, and humanistic insights. Schrier argues that knowledge games are potentially powerful because of their ability to motivate a crowd of problem solvers within a dynamic system while also tapping into the innovative data processing and computational abilities of games. In the near future, Schrier asserts, knowledge games may be created to understand and predict voting behavior, climate concerns, historical perspectives, online harassment, susceptibility to depression, or optimal advertising strategies, among other things. In addition to investigating the intersection of games, problem solving, and crowdsourcing, Schrier examines what happens when knowledge emerges from games and game players rather than scientists, professionals, and researchers. This accessible book also critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen.
Publisher: JHU Press
ISBN: 1421419203
Category : Business & Economics
Languages : en
Pages : 281
Book Description
Are games the knowledge-producers of the future? Imagine if new knowledge and insights came not just from research centers, think tanks, and universities but also from games, of all things. Video games have been viewed as causing social problems, but what if they actually helped solve them? This question drives Karen Schrier’s Knowledge Games, which seeks to uncover the potentials and pitfalls of using games to make discoveries, solve real-world problems, and better understand our world. For example, so-called knowledge games—such as Foldit, a protein-folding puzzle game, SchoolLife, which crowdsources bullying interventions, and Reverse the Odds, in which mobile game players analyze breast cancer data—are already being used by researchers to gain scientific, psychological, and humanistic insights. Schrier argues that knowledge games are potentially powerful because of their ability to motivate a crowd of problem solvers within a dynamic system while also tapping into the innovative data processing and computational abilities of games. In the near future, Schrier asserts, knowledge games may be created to understand and predict voting behavior, climate concerns, historical perspectives, online harassment, susceptibility to depression, or optimal advertising strategies, among other things. In addition to investigating the intersection of games, problem solving, and crowdsourcing, Schrier examines what happens when knowledge emerges from games and game players rather than scientists, professionals, and researchers. This accessible book also critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen.