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Teen Games Rule

Teen Games Rule  Book
Author : Julie Scordato
Publisher : ABC-CLIO
Release : 2013-11-12
ISBN : 1598847058
Language : En, Es, Fr & De

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Book Description :

Gaming offers a great way to reach teens. This book gives library staff the tools to deliver game programming that goes beyond the basic video and board game format.

Sexuality in Role Playing Games

Sexuality in Role Playing Games Book
Author : Ashley ML Brown
Publisher : Routledge
Release : 2015-03-05
ISBN : 1317607023
Language : En, Es, Fr & De

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Book Description :

Role-playing games offer a chance to pretend, make believe, and share fantasy. They often invoke heavy themes into their game play: morality, violence, politics, spirituality, or sexuality. Although interesting moral debates perennially appear in the media and academia concerning the appropriateness of games’ ability to deal with such adult concepts, very little is known about the intersection between games, playfulness, and sexuality and what this might mean for players. This book offers an in-depth, ethnographic look into the phenomenon of erotic role-play through the experiences of players in multiplayer and tabletop role-playing games. Brown explores why participants engage in erotic role-play; discusses the rules involved in erotic role-play; and uncovers what playing with sexuality in ludic environments means for players, their partners, and their everyday lives. Taken together, this book provides a rich, nuanced, and detailed account of a provocative topic.

Virtual Justice

Virtual Justice Book
Author : Greg Lastowka
Publisher : Yale University Press
Release : 2010-10-26
ISBN : 0300163169
Language : En, Es, Fr & De

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Book Description :

Tens of millions of people today are living part of their life in a virtual world. In places like World of Warcraft, Second Life, and Free Realms, people are making friends, building communities, creating art, and making real money. Business is booming on the virtual frontier, as billions of dollars are paid in exchange for pixels on screens. But sometimes things go wrong. Virtual criminals defraud online communities in pursuit of real-world profits. People feel cheated when their avatars lose virtual property to wrongdoers. Increasingly, they turn to legal systems for solutions. But when your avatar has been robbed, what law is there to assist you?In Virtual Justice, Greg Lastowka illustrates the real legal dilemmas posed by virtual worlds. Presenting the most recent lawsuits and controversies, he explains how governments are responding to the chaos on the cyberspace frontier. After an engaging overview of the history and business models of today's virtual worlds, he explores how laws of property, jurisdiction, crime, and copyright are being adapted to pave the path of virtual law.Virtual worlds are becoming more important to society with each passing year. This pioneering study will be an invaluable guide to scholars of online communities for years to come.

Battlefields of Negotiation

Battlefields of Negotiation Book
Author : Rene Glas
Publisher : Amsterdam University Press
Release : 2013-01-03
ISBN : 9089645004
Language : En, Es, Fr & De

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Book Description :

The massively multiplayer online role-playing game 'World of Warcraft' has become one of the most popular computer games of the past decade, introducing millions around the world to community-based play. Within the boundaries set by its design, the game encourages players to appropriate and shape the game to their own wishes, resulting in highly diverse forms of play and participation. This illuminating study frames 'World of Warcraft' as a complex socio-cultural phenomenon defined by and evolving as a result of the negotiations between groups of players as well as the game's owners, throwing new light on complex consumer- producer relationships in the increasingly participatory but still tightly controlled media of online games.

In game

In game Book
Author : Gordon Calleja
Publisher : MIT Press
Release : 2011
ISBN : 0262015463
Language : En, Es, Fr & De

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Book Description :

In In-Game, Gordon Calleja examines what exactly it is that makes digital games so uniquely involving and offers a new, more precise, and game-specific formulation of this involvement.

Game Design

Game Design Book
Author : Lewis Pulsipher
Publisher : McFarland
Release : 2012-08-08
ISBN : 0786491051
Language : En, Es, Fr & De

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Book Description :

Many aspiring game designers have crippling misconceptions about the process involved in creating a game from scratch, believing a “big idea” is all that is needed to get started. But game design requires action as well as thought, and proper training and practice to do so skillfully. In this indispensible guide, a published commercial game designer and longtime teacher offers practical instruction in the art of video and tabletop game design. The topics explored include the varying types of games, vital preliminaries of making a game, the nuts and bolts of devising a game, creating a prototype, testing, designing levels, technical aspects, and assessing nature of the audience. With practice challenges, a list of resources for further exploration, and a glossary of industry terms, this manual is essential for the nascent game designer and offers food for thought for even the most experienced professional.

Encyclopedia of Video Games The Culture Technology and Art of Gaming 2nd Edition 3 volumes

Encyclopedia of Video Games  The Culture  Technology  and Art of Gaming  2nd Edition  3 volumes  Book
Author : Mark J. P. Wolf
Publisher : ABC-CLIO
Release : 2021-05-24
ISBN : 1440870209
Language : En, Es, Fr & De

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Book Description :

Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike. Explores games, people, events, and ideas that are influential in the industry, rather than simply discussing the history of video games Offers a detailed understanding of the variety of video games that have been created over the years Includes contributions from some of the most important scholars of video games Suggests areas of further exploration for students of video games

Fandom

Fandom Book
Author : Francesca Davis DiPiazza
Publisher : Twenty-First Century Books ™
Release : 2018-02-01
ISBN : 1541521935
Language : En, Es, Fr & De

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Book Description :

Have you ever finished a book or TV series and wished for more? Created stories, art, or videos based on a game? Dressed up as your favorite character? If so, you've entered fandom. Fan writers expand and mix up stories, like sending the Star Trek crew to Hogwarts. Cosplayers sew Star Wars and Sailor Moon costumes, and fan filmmakers make music video tributes. Fans also enrich invented worlds with greater diversity, creating female and multiracial avatars for games peopled only with white male characters. Tour fandom's history and meet fan writers, video-makers, artists, costumers, and gamers who celebrate the things they love and shape fan communities online and in real life.

The Ethics of Computer Games

The Ethics of Computer Games Book
Author : Miguel Sicart
Publisher : MIT Press
Release : 2011-08-19
ISBN : 0262261537
Language : En, Es, Fr & De

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Book Description :

Why computer games can be ethical, how players use their ethical values in gameplay, and the implications for game design. Despite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of game designers. He argues that computer games are ethical objects, that computer game players are ethical agents, and that the ethics of computer games should be seen as a complex network of responsibilities and moral duties. Players should not be considered passive amoral creatures; they reflect, relate, and create with ethical minds. The games they play are ethical systems, with rules that create gameworlds with values at play. Drawing on concepts from philosophy and game studies, Sicart proposes a framework for analyzing the ethics of computer games as both designed objects and player experiences. After presenting his core theoretical arguments and offering a general theory for understanding computer game ethics, Sicart offers case studies examining single-player games (using Bioshock as an example), multiplayer games (illustrated by Defcon), and online gameworlds (illustrated by World of Warcraft) from an ethical perspective. He explores issues raised by unethical content in computer games and its possible effect on players and offers a synthesis of design theory and ethics that could be used as both analytical tool and inspiration in the creation of ethical gameplay.

Understanding Video Games

Understanding Video Games Book
Author : Simon Egenfeldt-Nielsen,Jonas Heide Smith,Susana Pajares Tosca
Publisher : Routledge
Release : 2015-12-07
ISBN : 1317533135
Language : En, Es, Fr & De

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Book Description :

Understanding Video Games is a crucial guide for newcomers to video game studies and experienced game scholars alike. This revised and updated third edition of the pioneering text provides a comprehensive introduction to the field of game studies, and highlights changes in the gaming industry, advances in video game scholarship, and recent trends in game design and development—including mobile, casual, educational, and indie gaming. In the third edition of this textbook, students will: Learn the major theories and schools of thought used to study games, including ludology and narratology; Understand the commercial and organizational aspects of the game industry; Trace the history of games, from the board games of ancient Egypt to the rise of mobile gaming; Explore the aesthetics of game design, including rules, graphics, audio, and time; Analyze the narrative strategies and genre approaches used in video games; Consider the debate surrounding the effects of violent video games and the impact of "serious games." Featuring discussion questions, recommended games, a glossary of key terms, and an interactive online video game history timeline, Understanding Video Games provides a valuable resource for anyone interested in examining the ways video games are reshaping entertainment and society.

My Life as a Night Elf Priest

My Life as a Night Elf Priest Book
Author : Bonnie Nardi
Publisher : University of Michigan Press
Release : 2010-06-02
ISBN : 0472026712
Language : En, Es, Fr & De

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Book Description :

"Ever since the creators of the animated television show South Park turned their lovingly sardonic gaze on the massively multiplayer online game World of Warcraft for an entire episode, WoW's status as an icon of digital culture has been secure. My Life as a Night Elf Priest digs deep beneath the surface of that icon to explore the rich particulars of the World of Warcraft player's experience." —Julian Dibbell, Wired "World of Warcraft is the best representative of a significant new technology, art form, and sector of society: the theme-oriented virtual world. Bonnie Nardi's pioneering transnational ethnography explores this game both sensitively and systematically using the methods of cultural anthropology and aesthetics with intensive personal experience as a guild member, media teacher, and magical quest Elf." —William Sims Bainbridge, author of The Warcraft Civilization and editor of Online Worlds “Nardi skillfully covers all of the hot button issues that come to mind when people think of video games like World of Warcraft such as game addiction, sexism, and violence. What gives this book its value are its unexpected gems of rare and beautifully detailed research on less sensationalized topics of interest such as the World of Warcraft player community in China, game modding, the increasingly blurred line between play and work, and the rich and fascinating lives of players and player cultures. Nardi brings World of Warcraft down to earth for non-players and ties it to social and cultural theory for scholars. . . . the best ethnography of a single virtual world produced so far.” —Lisa Nakamura, University of Illinois World of Warcraft rapidly became one of the most popular online world games on the planet, amassing 11.5 million subscribers—officially making it an online community of gamers that had more inhabitants than the state of Ohio and was almost twice as populous as Scotland. It's a massively multiplayer online game, or MMO in gamer jargon, where each person controls a single character inside a virtual world, interacting with other people's characters and computer-controlled monsters, quest-givers, and merchants. In My Life as a Night Elf Priest, Bonnie Nardi, a well-known ethnographer who has published extensively on how theories of what we do intersect with how we adopt and use technology, compiles more than three years of participatory research in Warcraft play and culture in the United States and China into this field study of player behavior and activity. She introduces us to her research strategy and the history, structure, and culture of Warcraft; argues for applying activity theory and theories of aesthetic experience to the study of gaming and play; and educates us on issues of gender, culture, and addiction as part of the play experience. Nardi paints a compelling portrait of what drives online gamers both in this country and in China, where she spent a month studying players in Internet cafes. Bonnie Nardi has given us a fresh look not only at World of Warcraft but at the field of game studies as a whole. One of the first in-depth studies of a game that has become an icon of digital culture, My Life as a Night Elf Priest will capture the interest of both the gamer and the ethnographer. Bonnie A. Nardi is an anthropologist by training and a professor in the Department of Informatics in the Donald Bren School of Information and Computer Sciences at the University of California, Irvine. Her research focus is the social implications of digital technologies. She is the author of A Small Matter of Programming: Perspectives on End User Computing and the coauthor of Information Ecologies: Using Technology with Heart and Acting with Technology: Activity Theory and Interaction Design. Cover art by Jessica Damsky

Graduate Skills and Game Based Learning

Graduate Skills and Game Based Learning Book
Author : Matthew Barr
Publisher : Springer Nature
Release : 2019-09-05
ISBN : 3030277860
Language : En, Es, Fr & De

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Book Description :

This book explores the efficacy of game-based learning to develop university students’ skills and competencies. While writing on game-based learning has previously emphasised the use of games developed specifically for educational purposes, this book fills an important gap in the literature by focusing on commercial games such as World of Warcraft and Minecraft. Underpinned by robust empirical evidence, the author demonstrates that the current negative perception of video games is ill-informed, and in fact these games can be important tools to develop graduate skills related to employability. Speaking to very current concerns about the employability of higher education graduates and the skills that university is intended to develop, this book also explores the attitudes to game-based learning as expressed by instructors, students and game developers.

Level Up Your Classroom

Level Up Your Classroom Book
Author : Jonathan Cassie
Publisher : ASCD
Release : 2016-06-28
ISBN : 1416622055
Language : En, Es, Fr & De

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Book Description :

In this lively and practical book, seasoned educator Jonathan Cassie shines a spotlight on gamification, an instructional approach that’s revolutionizing K–12 education. Games are well known for their ability to inspire persistence. The best ones feature meaningful choices that have lasting consequences, reward experimentation, provide a like-minded community of players, and gently punish failure and encourage risk-taking behavior. Players feel challenged, but not overwhelmed. A gamified lesson bears these same hallmarks. It is explicitly gamelike in its design and fosters perseverance, creativity, and resilience. Students build knowledge through experimentation and then apply what they’ve learned to fuel further exploration at higher levels of understanding. In this book, Cassie covers * What happens to student learning when it is gamified. * Why you might want to gamify instruction for your students. * The process for gamifying both your classroom and your lessons. If you want to see your students engaged, motivated, and excited about learning, join Jonathan Cassie on a journey that will add a powerful new set of ideas and practices to your teaching toolkit. The gamified classroom—an exciting new frontier of 21st century learning—awaits you and your students. Will you answer the call?

Proceedings of 6th International Conference in Software Engineering for Defence Applications

Proceedings of 6th International Conference in Software Engineering for Defence Applications Book
Author : Paolo Ciancarini,Manuel Mazzara,Angelo Messina,Alberto Sillitti,Giancarlo Succi
Publisher : Springer
Release : 2019-03-18
ISBN : 3030146871
Language : En, Es, Fr & De

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Book Description :

This book presents high-quality original contributions on new software engineering models, approaches, methods, and tools and their evaluation in the context of defence and security applications. In addition, important business and economic aspects are discussed, with a particular focus on cost/benefit analysis, new business models, organizational evolution, and business intelligence systems. The contents are based on presentations delivered at SEDA 2018, the 6th International Conference in Software Engineering for Defence Applications, which was held in Rome, Italy, in June 2018. This conference series represents a targeted response to the growing need for research that reports and debates the practical implications of software engineering within the defence environment and also for software performance evaluation in real settings through controlled experiments as well as case and field studies. The book will appeal to all with an interest in modeling, managing, and implementing defence-related software development products and processes in a structured and supportable way.

The Second Australasian Conference on Interactive Entertainment

The Second Australasian Conference on Interactive Entertainment Book
Author : Yusuf Pisan
Publisher : Yusuf Pisan
Release : 2005
ISBN : 0975153323
Language : En, Es, Fr & De

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Book Description :

The second Australasian conference on interactive entertainment is latest series of annual regional meetings, in which advances in interactive entertainment and computer games are reported. It brings together a range of experts from media studies, cultural studies, cognitive science and range of other areas.

Online Gaming in Context

Online Gaming in Context Book
Author : Garry Crawford,Victoria K Gosling,Ben Light
Publisher : Routledge
Release : 2013-03-01
ISBN : 1135275041
Language : En, Es, Fr & De

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Book Description :

There is little question of the social, cultural and economic importance of video games in the world today, with gaming now rivalling the movie and music sectors as a major leisure industry and pastime. The significance of video games within our everyday lives has certainly been increased and shaped by new technologies and gaming patterns, including the rise of home-based games consoles, advances in mobile telephone technology, the rise in more 'sociable' forms of gaming, and of course the advent of the Internet. This book explores the opportunities, challenges and patterns of gameplay and sociality afforded by the Internet and online gaming. Bringing together a series of original essays from both leading and emerging academics in the field of game studies, many of which employ new empirical work and innovative theoretical approaches to gaming, this book considers key issues crucial to our understanding of online gaming and associated social relations, including: patterns of play, legal and copyright issues, player production, identity construction, gamer communities, communication, patterns of social exclusion and inclusion around religion, gender and disability, and future directions in online gaming.

The First 20 Hours

The First 20 Hours Book
Author : Josh Kaufman
Publisher : Penguin
Release : 2013-06-13
ISBN : 1101623047
Language : En, Es, Fr & De

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Book Description :

Forget the 10,000 hour rule— what if it’s possible to learn the basics of any new skill in 20 hours or less? Take a moment to consider how many things you want to learn to do. What’s on your list? What’s holding you back from getting started? Are you worried about the time and effort it takes to acquire new skills—time you don’t have and effort you can’t spare? Research suggests it takes 10,000 hours to develop a new skill. In this nonstop world when will you ever find that much time and energy? To make matters worse, the early hours of prac­ticing something new are always the most frustrating. That’s why it’s difficult to learn how to speak a new language, play an instrument, hit a golf ball, or shoot great photos. It’s so much easier to watch TV or surf the web . . . In The First 20 Hours, Josh Kaufman offers a systematic approach to rapid skill acquisition— how to learn any new skill as quickly as possible. His method shows you how to deconstruct com­plex skills, maximize productive practice, and remove common learning barriers. By complet­ing just 20 hours of focused, deliberate practice you’ll go from knowing absolutely nothing to performing noticeably well. Kaufman personally field-tested the meth­ods in this book. You’ll have a front row seat as he develops a personal yoga practice, writes his own web-based computer programs, teaches himself to touch type on a nonstandard key­board, explores the oldest and most complex board game in history, picks up the ukulele, and learns how to windsurf. Here are a few of the sim­ple techniques he teaches: Define your target performance level: Fig­ure out what your desired level of skill looks like, what you’re trying to achieve, and what you’ll be able to do when you’re done. The more specific, the better. Deconstruct the skill: Most of the things we think of as skills are actually bundles of smaller subskills. If you break down the subcompo­nents, it’s easier to figure out which ones are most important and practice those first. Eliminate barriers to practice: Removing common distractions and unnecessary effort makes it much easier to sit down and focus on deliberate practice. Create fast feedback loops: Getting accu­rate, real-time information about how well you’re performing during practice makes it much easier to improve. Whether you want to paint a portrait, launch a start-up, fly an airplane, or juggle flaming chain­saws, The First 20 Hours will help you pick up the basics of any skill in record time . . . and have more fun along the way.

The Creative Arts in Counseling

The Creative Arts in Counseling Book
Author : Samuel T. Gladding
Publisher : John Wiley & Sons
Release : 2021-03-23
ISBN : 1119814103
Language : En, Es, Fr & De

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Book Description :

The Creative Arts in Counseling presents an evidence-based exploration of how expressive therapies can be used effectively with clients of all ages and backgrounds. After an introduction to the history and benefits of using the arts in counseling, Dr. Gladding discusses the therapeutic use of music; dance/movement; imagery; visual arts; writing/literature; drama; humor; play; animal-assisted therapy; and horticulture, nature, and wilderness therapies. Text features include a new section on incorporating the creative arts in telebehavioral counseling, two-part chapter overviews, 96 creative reflections for self-discovery, 145 exercises for use in session, and a listing of creative arts and art therapies websites. *Requests for digital versions from ACA can be found on www.wiley.com *To purchase print copies, please visit the ACA website here *Reproduction requests for material from books published by ACA should be directed to [email protected]

Game Based Organization Design

Game Based Organization Design Book
Author : Jeroen van Bree
Publisher : Springer
Release : 2013-11-06
ISBN : 1137351489
Language : En, Es, Fr & De

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Book Description :

There is a widening gap between the current organizational reality and the tools and methods available to managers for addressing its challenges. Game Based Organization Design shows that one of the ways to bridge this gap is to introduce insights and approaches from video game design into the design of organizational systems.

What Technology Wants

What Technology Wants Book
Author : Kevin Kelly
Publisher : Penguin
Release : 2010-10-14
ISBN : 1101444460
Language : En, Es, Fr & De

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Book Description :

From the author of the New York Times bestseller The Inevitable— a sweeping vision oftechnology as a living force that can expand our individual potential This provocative book introduces a brand-new view of technology. It suggests that technology as a whole is not a jumble of wires and metal but a living, evolving organism that has its own unconscious needs and tendencies. Kevin Kelly looks out through the eyes of this global technological system to discover "what it wants." He uses vivid examples from the past to trace technology's long course and then follows a dozen trajectories of technology into the near future to project where technology is headed. This new theory of technology offers three practical lessons: By listening to what technology wants we can better prepare ourselves and our children for the inevitable technologies to come. By adopting the principles of pro-action and engagement, we can steer technologies into their best roles. And by aligning ourselves with the long-term imperatives of this near-living system, we can capture its full gifts. Written in intelligent and accessible language, this is a fascinating, innovative, and optimistic look at how humanity and technology join to produce increasing opportunities in the world and how technology can give our lives greater meaning.