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Title Values at Play in Digital Games
Author Mary Flanagan
Publisher
Release 2016-07-26
Category Computer games
Total Pages 224
ISBN 0262529971
Language English, Spanish, and French
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Book Summary:

"All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. In this book, authors present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games ... 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."--Provided by publishser.

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
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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.

Title Media Technologies for Work and Play in East Asia
Author Lee, Micky
Publisher Policy Press
Release 2021-05-28
Category Computers
Total Pages 312
ISBN 1529213363
Language English, Spanish, and French
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Book Summary:

This book is the first comparative study of media technologies in Japan and the two Koreas which illuminates the peculiar geopolitical relations between the three countries through their development and use of digital technologies, drawing from political economy, cultural studies, and technology studies.

Title The Routledge Companion to Media Studies and Digital Humanities
Author Jentery Sayers
Publisher Routledge
Release 2018-05-01
Category Social Science
Total Pages 20
ISBN 1317549082
Language English, Spanish, and French
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Book Summary:

Although media studies and digital humanities are established fields, their overlaps have not been examined in depth. This comprehensive collection fills that gap, giving readers a critical guide to understanding the array of methodologies and projects operating at the intersections of media, culture, and practice. Topics include: access, praxis, social justice, design, interaction, interfaces, mediation, materiality, remediation, data, memory, making, programming, and hacking.

Game Value by Vedat Yiğitoğlu

Title Game Value
Author Vedat Yiğitoğlu
Publisher Vedat Yigitoglu
Release 2020-04-05
Category Social Science
Total Pages 183
ISBN 6257912776
Language English, Spanish, and French
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Book Summary:

‘Game’ as a term, implies the game beyond its meaning and expands on it. This work solidifies the idea that, in essence games are “a form of communication” between numerous planes of thought. As such along with their rising importance, it’s no longer sufficient for games to be investigated under any single discipline, instead requiring the subject to be investigated under a variety of disciplines. In this sense, while various other works on the nature of games have tried to draw their own borders; defining their own terminologies and methods, it had at times advanced forth in an almost purist fashion; each keeping close watch on their own wellestablished areas. However, in order to completely comprehend games and their inner-workings, an inter-disciplinary approach is a necessity. in this work, “games” are being investigated in its anthropocosmological meaning, and as a form of new media. Language games, digital games, and topics like gamification are taken into account in a uniformed sense, by a variety of thinkers who are qualified as game philosophers, each with their own area expertise.

What Is a Game by Gaines S. Hubbell

Title What Is a Game
Author Gaines S. Hubbell
Publisher McFarland
Release 2020-02-14
Category Games & Activities
Total Pages 291
ISBN 1476639019
Language English, Spanish, and French
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Book Summary:

What is a videogame? What makes a videogame "good"? If a game is supposed to be fun, can it be fun without a good story? If another is supposed to be an accurate simulation, does it still need to be entertaining? With the ever-expanding explosion of new videogames and new developments in the gaming world, questions about videogame criticism are becoming more complex. The differing definitions that players and critics use to decide what a game is and what makes a game successful, often lead to different ideas of how games succeed or fail. This collection of new essays puts on display the variety and ambiguity of videogames. Each essay is a work of game criticism that takes a different approach to defining the game and analyzing it. Through analysis and critical methods, these essays discuss whether a game is defined by its rules, its narrative, its technology, or by the activity of playing it, and the tensions between these definitions. With essays on Overwatch, Dark Souls 3, Far Cry 4, Farmville and more, this collection attempts to show the complex changes, challenges and advances to game criticism in the era of videogames.

Urban Informatics by Kristene Unsworth

Title Urban Informatics
Author Kristene Unsworth
Publisher Routledge
Release 2017-10-02
Category Language Arts & Disciplines
Total Pages 150
ISBN 1317312600
Language English, Spanish, and French
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Book Summary:

Information shapes urban spaces in ways that most people rarely stop to consider. From data-driven planning to grassroots activism to influencing the routes we walk, bike, and drive, new information technologies are helping city dwellers to leverage information in new ways. These technologies shape the uses and character of urban spaces. Information technologies and tools such as social media and GIS tracking applications are being used by individuals as they go about their daily lives, not as alternatives to social interaction, but as opportunities to participate in the shared experience of urban life. This edited volume focuses on the creative application and management of information technologies in urban environments, with an emphasis on the intersection between citizen participation in creating city environments and the policy-making that supports it. The chapters address critical issues including the digital divide, transportation planning, use of public spaces, community building, and local events. This book was originally published as a special issue of the Journal of Urban Technology.

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
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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.

How Artifacts Afford by Jenny L. Davis

Title How Artifacts Afford
Author Jenny L. Davis
Publisher MIT Press
Release 2020-08-11
Category Technology & Engineering
Total Pages 208
ISBN 0262358891
Language English, Spanish, and French
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Book Summary:

A conceptual update of affordance theory that introduces the mechanisms and conditions framework, providing a vocabulary and critical perspective. Technological affordances mediate between the features of a technology and the outcomes of engagement with that technology. The concept of affordances, which migrated from psychology to design with Donald Norman's influential 1988 book, The Design of Everyday Things, offers a useful analytical tool in technology studies--but, Jenny Davis argues in How Artifacts Afford, it is in need of a conceptual update. Davis provides just such an update, introducing the mechanisms and conditions framework, which offers both a vocabulary and necessary critical perspective for affordance analyses.

We the Gamers by Karen Schrier

Title We the Gamers
Author Karen Schrier
Publisher Oxford University Press
Release 2021
Category Education
Total Pages 400
ISBN 0190926104
Language English, Spanish, and French
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Book Summary:

"The world is in crisis. We, the people of the world, are all connected. We rely on each other to make ethical decisions and to solve thorny civic problems, together. Ethics and civics have always mattered, but perhaps now more than ever, we are starting to realize how much they matter. Teaching ethics and civics is essential to our future. This book argues that games can encourage the practice of ethics and civics. They help us to connect, deliberate, and reflect. They help us to flourish. They help us to reimagine our world. Games are communities and public spheres. Like all communities, they may support care, understanding, and problem solving. And, they may also incite hate, disinformation, and toxicity. Games reveal humanity's compassion as well as its cruelty. Games reveal our complexity. We the Gamers provides research-based perspectives related to why and how we should play, make, and use games in ethics, civics, character, and social studies education. This book systematically evaluates how to use games in classrooms, remote learning environments, and other educational settings, with consideration to different audiences and standards. This book also provides tips and guidelines, as well as timely resources, examples, and case studies. It includes examples of all different types of games-virtual reality, mobile, card games, and computer games, big budget commercial games, indie games, and more"--

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