The Player's Power to Change the Game

The Player's Power to Change the Game PDF Author: Anne-Marie Schleiner
Publisher: Amsterdam University Press
ISBN: 9048525640
Category : Art
Languages : en
Pages : 163

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Book Description
In recent decades, what could be considered a gamification of the world has occurred, as the ties between games and activism, games and war, and games and the city grow ever stronger. In this book, Anne-Marie Schleiner explores a concept she calls 'ludic mutation', a transformative process in which the player, who is expected to engage in the preprogramed interactions of the game and accept its imposed subjective constraints, seizes back some of the power otherwise lost to the game itself. Crucially, this power grab is also relevant beyond the game because players then see the external world as material to be reconfigured, an approach with important ramifications for everything from social activism to contemporary warfare.

The Player's Power to Change the Game

The Player's Power to Change the Game PDF Author: Anne-Marie Schleiner
Publisher: Amsterdam University Press
ISBN: 9048525640
Category : Art
Languages : en
Pages : 163

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Book Description
In recent decades, what could be considered a gamification of the world has occurred, as the ties between games and activism, games and war, and games and the city grow ever stronger. In this book, Anne-Marie Schleiner explores a concept she calls 'ludic mutation', a transformative process in which the player, who is expected to engage in the preprogramed interactions of the game and accept its imposed subjective constraints, seizes back some of the power otherwise lost to the game itself. Crucially, this power grab is also relevant beyond the game because players then see the external world as material to be reconfigured, an approach with important ramifications for everything from social activism to contemporary warfare.

Ludic Mutation

Ludic Mutation PDF Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 175

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Book Description
"In recent decades we observe a closer relation between games and activism, between games and war, between games and the city, in other words, a gamification of certain regions of the world. What is the power of the game over life? Often the game imposes a kind of subjectification. The game's rules demand reflexive acts from the player. The player engages with the game's pre-programmed interactions, losing minutes and hours to the fascination of overcoming the challenge. And yet players also design and play their own games, thereby seizing back some of that which was lost to the game's digital regime. My underlying research question of this project concerns this power grab from the game. I understand these acts as player-driven transformation of an existing game into another, as a transformative process I will refer to as ludic mutation. The remaker of games sees the world not as a given, fixed place composed of static objects, but as play material, to be tweaked, hacked, altered, and reconfigured. Over the course of this writing, I investigate these player-driven changes to the game at varied scales and points of intervention, across gaming culture, in unique online communities of players, among artists, activists, and situated within the city-both in the digital game city and the augmented city. Players modify and evolve game structures and genres, taking back the authorial reins of game-making from a risk-averse commercial game industry. Artists conduct chaotic aesthetic hacks of the game's programmatic engine, reducing military-themed shooters and car races to abstract surges of colour and noise. Gamemakers with critical agendas simulate the world's problems in miniature toy worlds [...] Even in the midst of an informatic tightening of population control, users of technical gadgets hold the power to change the game."--P. vi.

Power Play

Power Play PDF Author: Asi Burak
Publisher: Macmillan + ORM
ISBN: 1250089344
Category : Education
Languages : en
Pages : 237

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Book Description
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.

WOLFPACK

WOLFPACK PDF Author: Abby Wambach
Publisher: Celadon Books
ISBN: 1250217695
Category : Social Science
Languages : en
Pages : 224

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Book Description
Based on her inspiring, viral 2018 commencement speech to Barnard College’s graduates in New York City, New York Times bestselling author, two-time Olympic gold medalist and FIFA World Cup champion Abby Wambach delivers her empowering rally cry for women to unleash their individual power, unite with their pack, and emerge victorious together. Abby Wambach became a champion because of her incredible talent as a soccer player. She became an icon because of her remarkable wisdom as a leader. As the co-captain of the 2015 Women’s World Cup Champion Team, she created a culture not just of excellence, but of honor, commitment, resilience, and sisterhood. She helped transform a group of individual women into one of the most successful, powerful and united Wolfpacks of all time. In her retirement, Abby’s ready to do the same for her new team: All Women Everywhere. In Wolfpack, Abby’s message to women is: We have never been Little Red Riding Hood. We Are the Wolves. We must wander off the path and blaze a new one: together. She insists that women must let go of old rules of leadership that neither include or serve them. She’s created a new set of Wolfpack rules to help women unleash their individual power, unite with their Wolfpack, and change the landscape of their lives and world: from the family room to the board room to the White House. · Make failure your fuel: Transform failure to wisdom and power. · Lead from the bench: Lead from wherever you are. · Champion each other: Claim each woman’s victory as your own. · Demand the effing ball: Don’t ask permission: take what you’ve earned. In Abby’s vision, we are not Little Red Riding Hoods, staying on the path because we’re told to. We are the wolves, fighting for a better tomorrow for ourselves, our pack, and all the future wolves who will come after us.

Reality Is Broken

Reality Is Broken PDF Author: Jane McGonigal
Publisher: Penguin
ISBN: 1101475498
Category : Psychology
Languages : en
Pages : 334

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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.

The Player of Games

The Player of Games PDF Author: Iain M. Banks
Publisher: Orbit
ISBN: 0316095869
Category : Fiction
Languages : en
Pages : 281

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Book Description
The Culture — a human/machine symbiotic society — has thrown up many great Game Players, and one of the greatest is Gurgeh Jernau Morat Gurgeh. The Player of Games. Master of every board, computer and strategy. Bored with success, Gurgeh travels to the Empire of Azad, cruel and incredibly wealthy, to try their fabulous game. . . a game so complex, so like life itself, that the winner becomes emperor. Mocked, blackmailed, almost murdered, Gurgeh accepts the game, and with it the challenge of his life — and very possibly his death. The Culture Series Consider Phlebas The Player of Games Use of Weapons The State of the Art Excession Inversions Look to Windward Matter Surface Detail The Hydrogen Sonata

Sports and Technology Have the Power to Change the World

Sports and Technology Have the Power to Change the World PDF Author: Jon Flynn
Publisher: John Wiley & Sons
ISBN: 139422771X
Category : Sports & Recreation
Languages : en
Pages : 140

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Book Description
Discover how the explosions in data analytics, AI, and digital communication are benefiting sports and sports fans around the world In Sports and Technology Have The Power To Change The World: Driving Positive Change Through The Use of Data and AI, the Director of Microsoft Sports, Jon Flynn, delivers an insightful new take on the transformative power of sport and its ability to unite people, break down barriers, and generate positive change. The author explains the critical role that technology has played in growing the impact of sporting events and enabling social change while fostering community improvement. In the book, you’ll explore many of the ways in which sports, enabled by new tech, have made significant contributions to society and promoted individual development, health, and wellbeing. You’ll also find: Discussions of green technologies and climate and sustainability initiatives linked to sport, with a case study about the 2022 Beijing Winter Olympics Explorations of the impact of advanced data analytics, with a case study focusing on the 2013 NBA Final matchup between the Miami Heat and the San Antonio Spurs How sport scientists are optimizing player performance Perfect for anyone interested in the intersection of sport, society, and technology, Sports and Technology Have The Power To Change The World is an easy to read and endlessly fascinating look at how the unique combination of athletics and tech makes the world a better place.

Advances in Computer Entertainment

Advances in Computer Entertainment PDF Author: Anton Nijholt
Publisher: Springer
ISBN: 3642342922
Category : Computers
Languages : en
Pages : 620

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Book Description
This book constitutes the refereed conference proceedings of the 9th International Conference on Advances in Computer Entertainment, ACE 2012, held in Kathmandu, Nepal, in November 2012. The 10 full paper and 19 short papers presented together with 5 papers from the special track Arts and Culture and 35 extended abstracts were carefully reviewed and selected from a total of 140 submissions in all categories. The papers cover topics across a wide spectrum of disciplines including computer science, design, arts, sociology, anthropology, psychology, and marketing. Focusing on all areas related to interactive entertainment they aim at stimulating discussion in the development of new and compelling entertainment computing and interactive art concepts and applications.

Merchants of Culture

Merchants of Culture PDF Author: John B. Thompson
Publisher: John Wiley & Sons
ISBN: 0745661424
Category : Social Science
Languages : en
Pages : 451

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Book Description
These are turbulent times in the world of book publishing. For nearly five centuries the methods and practices of book publishing remained largely unchanged, but at the dawn of the twenty-first century the industry finds itself faced with perhaps the greatest challenges since Gutenberg. A combination of economic pressures and technological change is forcing publishers to alter their practices and think hard about the future of the books in the digital age. In this book - the first major study of trade publishing for more than 30 years - Thompson situates the current challenges facing the industry in an historical context, analysing the transformation of trade publishing in the United States and Britain since the 1960s. He gives a detailed account of how the world of trade publishing really works, dissecting the roles of publishers, agents and booksellers and showing how their practices are shaped by a field that has a distinctive structure and dynamic. This new paperback edition has been thoroughly revised and updated to take account of the most recent developments, including the dramatic increase in ebook sales and its implications for the publishing industry and its future.

Changing Big Business

Changing Big Business PDF Author: Anna Hutchens
Publisher: Edward Elgar Publishing
ISBN: 1848447353
Category : Business & Economics
Languages : en
Pages : 247

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Book Description
This is an important and valuable contribution both to our understanding of fair trade and the broader context in which it operates. Dr Hutchens develops an exciting new theory and presents extensive original empirical work to construct a rigorous and, at times, challenging argument concerning the limits and opportunities for the fair trade movement going forward. Alex Nicholls, University of Oxford, UK Drawing on candid accounts from practitioners, producers and industry representatives, this informative and proactive volume investigates the challenges facing today s fair trade movement and provides unique insights into the workings of social and economic power in world markets. Using original, in-depth empirical data, Anna Hutchens develops several new approaches to understanding power, governance and social change across the broad interdisciplinary fields of development, economics and politics. Emphasising fair trade s entrepreneurs, this book investigates the creation of innovative commercial fair trade business models that are often neglected in fair trade research but are crucial to the fair trade movement s survival in commercial markets. As corporate involvement in fair trade markets grows, these models will be the key variable for the sustainability of fair trade into the future. This book will be warmly welcomed by academics in the fields of economics, political science and sociology working on free trade and fair trade. International non-government organisations, such as Oxfam, and international fair trade networks will find this book invaluable. Government officials (particularly in the EU Commission and parliamentarians) working on fair trade and/or trade-and-development policy and analysis will also find this book of particular interest.