Download Values at Play in Digital Games Ebook, Epub, Textbook, quickly and easily or read onlineValues at Play in Digital Games full books anytime and anywhere. Click GET BOOK button and get unlimited access by create free account.

Title Values at Play in Digital Games
Author Mary Flanagan
Publisher MIT Press
Release 2016-09-02
Category Computers
Total Pages 224
ISBN 0262529971
Language English, Spanish, and French
GET BOOK

Book Summary:

A theoretical and practical guide to integrating human values into the conception and design of digital games. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at Play can also serve as a guide to designers who seek to implement values in the conception and design of their games. After developing a theoretical foundation for their proposal, Flanagan and Nissenbaum provide detailed examinations of selected games, demonstrating the many ways in which values are embedded in them. They introduce the Values at Play heuristic, a systematic approach for incorporating values into the game design process. Interspersed among the book's chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved.

Title Values at Play in Digital Games
Author Mary Flanagan
Publisher
Release 2014-07-25
Category Computers
Total Pages 207
ISBN 9780262324441
Language English, Spanish, and French
GET BOOK

Book Summary:

A theoretical and practical guide to integrating human values into the conception and design of digital games. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. "Big ideas" such as justice, equity, honesty, and cooperation--as well as other kinds of ideas, including violence, exploitation, and greed--may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at Play can also serve as a guide to designers who seek to implement values in the conception and design of their games. After developing a theoretical foundation for their proposal, Flanagan and Nissenbaum provide detailed examinations of selected games, demonstrating the many ways in which values are embedded in them. They introduce the Values at Play heuristic, a systematic approach for incorporating values into the game design process. Interspersed among the book's chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved. approach for incorporating values into the game design process. Interspersed among the book's chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved.

The World Is Born From Zero by Cameron Kunzelman

Title The World Is Born From Zero
Author Cameron Kunzelman
Publisher Walter de Gruyter GmbH & Co KG
Release 2022-07-18
Category History
Total Pages 206
ISBN 3110719452
Language English, Spanish, and French
GET BOOK

Book Summary:

The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furthest reaches. Claiming that the best way to understand games is through rigorous formal analysis of their aesthetic strategies and the cultural context those strategies emerge from, Kunzelman investigates a diverse array of games like The Last of Us, VA-11 Hall-A, and Civilization VI in order to explore what science fiction video games can tell us about their genres, their ways of speculating, and how the medium of the video game does (or does not) direct us down experiential pathways that are both oppressive and liberatory. Taking a multidisciplinary look at these games, The World is Born From Zero offers a unique theorization of science fiction games that provides both science fiction studies and video game studies with new tools for thinking how this medium and mode inform each other.

Title Entertainment Computing and Serious Games
Author Ralf Dörner
Publisher Springer
Release 2016-10-05
Category Computers
Total Pages 541
ISBN 3319461524
Language English, Spanish, and French
GET BOOK

Book Summary:

The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field. The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015.

Worlds in Play by Suzanne De Castell

Title Worlds in Play
Author Suzanne De Castell
Publisher Peter Lang
Release 2007
Category Education
Total Pages 349
ISBN 9780820486437
Language English, Spanish, and French
GET BOOK

Book Summary:

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.»

Title Culture at Play How Video Games Influence and Replicate Our World
Author
Publisher BRILL
Release 2020-11-16
Category Social Science
Total Pages 152
ISBN 9004439781
Language English, Spanish, and French
GET BOOK

Book Summary:

What is video game culture? This volume avoids easy answers and deceitful single definitions. Instead, the collected essays included here navigate the messy and exciting waters of video games, of culture, and of the meeting of video games and culture.

Title At Play in the Fields of Writing
Author Albert Rouzie
Publisher Hampton Press (NJ)
Release 2005
Category Language Arts & Disciplines
Total Pages 231
ISBN
Language English, Spanish, and French
GET BOOK

Book Summary:

Serio-ludic rhetoric defines play with language and images as a synthesis of work and play that is rhetorically productive, can help overcome student alienation, and can help heal the split between rhetoric and poetic in English studies. The book explores this concept through analysis of student and instructor electronic projects and synchronous discussion conferences, demonstrating that serio-ludic discourse is often creative, productive, and rhetorically invigorating. At Play in the Fields of Writing offers a vision of the writing classroom that can help instructors find ways of making a place for productive play in their courses and professional lives."--Jacket.

The Social Movement Laboratory by James Derek Lomas

Title The Social Movement Laboratory
Author James Derek Lomas
Publisher
Release 2009
Category Art
Total Pages
ISBN
Language English, Spanish, and French
GET BOOK

Book Summary:

Families at Play by Sinem Siyahhan

Title Families at Play
Author Sinem Siyahhan
Publisher MIT Press
Release 2018-02-02
Category Education
Total Pages 216
ISBN 0262344580
Language English, Spanish, and French
GET BOOK

Book Summary:

How family video game play promotes intergenerational communication, connection, and learning. Video games have a bad reputation in the mainstream media. They are blamed for encouraging social isolation, promoting violence, and creating tensions between parents and children. In this book, Sinem Siyahhan and Elisabeth Gee offer another view. They show that video games can be a tool for connection, not isolation, creating opportunities for families to communicate and learn together. Like smartphones, Skype, and social media, games help families stay connected. Siyahhan and Gee offer examples: One family treats video game playing as a regular and valued activity, and bonds over Halo. A father tries to pass on his enthusiasm for Star Wars by playing Lego Star Wars with his young son. Families express their feelings and share their experiences and understanding of the world through playing video games like The Sims, Civilization, and Minecraft. Some video games are designed specifically to support family conversations around such real-world issues and sensitive topics as bullying and peer pressure. Siyahhan and Gee draw on a decade of research to look at how learning and teaching take place when families play video games together. With video games, they argue, the parents are not necessarily the teachers and experts; all family members can be both teachers and learners. They suggest video games can help families form, develop, and sustain their learning culture as well as develop skills that are valued in the twenty-first century workplace. Educators and game designers should take note.

Digital Game based Learning by Marc Prensky

Title Digital Game based Learning
Author Marc Prensky
Publisher McGraw-Hill Companies
Release 2001
Category Games & Activities
Total Pages 442
ISBN
Language English, Spanish, and French
GET BOOK

Book Summary:

Recognizing that people respond more effectively to speed, fun and graphics, Prensky’s revolutionary approach melds the engagement of fast-paced video games with serious business content to create better and more engaging training. Digital Game-Based Learning expands on his technique by explaining what digital game-based learning is, why it is different and better, why it’s not just another fad, where it can be used, and how to implement it. Brimming with case studies based on on-site visits to companies who have already successfully utilized this revolutionary training methodology, readers will discover new ways to better motivate and educate. A Web site — www.twitchspeed.com — linked to the guide will bring together the various people and companies involved in the game-based learning field and become a forum for the exchange of ideas.

LEAVE A COMMENT