Digital Games


Digital Games
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Worlds In Play


Worlds In Play
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Author : Suzanne De Castell
language : en
Publisher: Peter Lang
Release Date : 2007

Worlds In Play written by Suzanne De Castell and has been published by Peter Lang this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007 with Art categories.


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.»



Digital Games Revised Edition


Digital Games Revised Edition
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Author : Ananda Mitra
language : en
Publisher: Infobase Holdings, Inc
Release Date : 2020-03-01

Digital Games Revised Edition written by Ananda Mitra and has been published by Infobase Holdings, Inc this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-03-01 with Science categories.


In 2006, about 67 percent of Americans played video games using a computer or game console such as PlayStation, Xbox, or Wii. Video games have come a long way since they were developed in the 1970s. In the past, game programs used a computer-like gadget that could be connected to the television. The players would look at the image on the television screen, hence the name "video game." With the development of personal computers in the 1980s, the computer monitor became a more popular display device, leading to the new term "computer game." These terms, along with "digital game," are now interchangeable. Digital Games, Revised Edition explains the history of digital games, explores how the games have affected players and society, and discusses emerging trends in the digital gaming industry.



Digital Play


Digital Play
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Author : Stephen Kline
language : en
Publisher: McGill-Queen's Press - MQUP
Release Date : 2003

Digital Play written by Stephen Kline and has been published by McGill-Queen's Press - MQUP this book supported file pdf, txt, epub, kindle and other format this book has been release on 2003 with Business & Economics categories.


In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium. The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in the information economy: between the play culture of gaming and the spectator culture of television, the dynamism of interactive media and the increasingly homogeneous mass-mediated cultural marketplace, and emerging flexible post-Fordist management strategies and the surviving techniques of mass-mediated marketing. Digital Play suggests a future not of democratizing wired capitalism but instead of continuing tensions between "access to" and "enclosure in" technological innovation, between inertia and diversity in popular culture markets, and between commodification and free play in the cultural industries. -- publisher description.



Digital Games


Digital Games
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Author : Ananda Mitra
language : en
Publisher: Chelsea House
Release Date : 2010

Digital Games written by Ananda Mitra and has been published by Chelsea House this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010 with Computer games categories.


In 2006, about 67 percent of Americans played video games using a computer or game console such as PlayStation, Xbox, or Wii. Video games have come a long way since they were developed in the 1970s. In the past, game programs used a computer-like gadget that could be connected to the television. The players would look at the image on the television screen, hence the name "video game." With the development of personal computers in the 1980s, the computer monitor became a more popular display device, leading to the new term "computer game." These terms, along with "digital game," are now interchangeable. Digital Games: Computers at Play explains the history of digital games, explores how the games have affected players and society, and discusses emerging trends in the digital gaming industry.



Indie Games In The Digital Age


Indie Games In The Digital Age
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Author : M.J. Clarke
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2020-04-16

Indie Games In The Digital Age written by M.J. Clarke and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-04-16 with Social Science categories.


A host of digital affordances, including reduced cost production tools, open distribution platforms, and ubiquitous connectivity, have engendered the growth of indie games among makers and users, forcing critics to reconsider the question of who makes games and why. Taking seriously this new mode of cultural produciton compells analysts to reconsider the blurred boundaries and relations of makers, users and texts as well as their respective relationship to cultural power and hierarchy. The contributions to Indie Games in the Digital Age consider these questions and examine a series of firms, makers, games and scenes, ranging from giants like Nintendo and Microsoft to grassroots games like Cards Against Humanity and Stardew Valley, to chart more precisely the productive and instructive disruption that this new site of cultural production offers.



Choosing And Using Digital Games In The Classroom


Choosing And Using Digital Games In The Classroom
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Author : Katrin Becker
language : en
Publisher: Springer
Release Date : 2016-09-29

Choosing And Using Digital Games In The Classroom written by Katrin Becker and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-09-29 with Education categories.


This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.



Game On


Game On
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Author : Ryan L. Schaaf
language : en
Publisher: Solution Tree Press
Release Date : 2016-10-25

Game On written by Ryan L. Schaaf and has been published by Solution Tree Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-10-25 with Education categories.


Discover how digital gaming can improve learning and prepare students for successful futures. The authors—both experienced educators and enthusiastic gamers—contend that students of the 21st century communicate and learn differently than previous generations. By incorporating digital games into lessons, student learning will more accurately reflect the interactive, engaging reality students experience outside the classroom and better prepare them for college and careers. Benefits Explore learning theory and research that supports why students of the digital generation require different learning and teaching methods than previous generations. Discover the benefits of classroom gamification for educational and professional development purposes, which include making students active participants in their learning. Gain consistent, clear definitions for terms related to gaming in education, and learn how to incorporate digital games into lesson design. Access lists of suggested digital games, and learn for what purposes the games are most useful. Consider how digital games can address students’ diverse learning needs and can be used for assessment. Contents Foreword by Ian Jukes Introduction: The Gamer in Us All Chapter 1: From Entertainment to Education 3.0 Chapter 2: The Arcade of Education Chapter 3: Learning Theory and the Attributes of the Digital Generation Chapter 4: How to Find and Evaluate Digital Games for Teaching, Learning, and Assessment Chapter 5: Lesson Design Using Digital Games Chapter 6: Digital Gaming and Assessment Chapter 7: The Nine I’s of Modern Learning Chapter 8: Beyond Linear Presentations Chapter 9: Takeaways References and Resources



Digital Games In Language Learning And Teaching


Digital Games In Language Learning And Teaching
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Author : Hayo Reinders
language : en
Publisher: Springer
Release Date : 2012-06-12

Digital Games In Language Learning And Teaching written by Hayo Reinders and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-06-12 with Language Arts & Disciplines categories.


This edited volume explores how digital games have the potential to engage learners both within and outside the classroom and to encourage interaction in the target language. This is the first dedicated collection of papers to bring together state-of-the-art research in game-based learning.



Designing Digital Games


Designing Digital Games
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Author : Derek Breen
language : en
Publisher: John Wiley & Sons
Release Date : 2016-02-26

Designing Digital Games written by Derek Breen and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-02-26 with Juvenile Nonfiction categories.


The easy way for kids to get started with video game design Is your youngster a designer at heart? Read on! Designing Digital Games helps children apply their design skills to video game design using Scratch—and this book! Introducing simple programming concepts over the course of three easy-to-follow projects, it shows your child how to use the free Scratch platform to create a video game from the ground up. An extension of the trusted For Dummies brand, this juvenile book has a focus on accomplishment and provides all the steps to help young readers learn basic programming concepts to complete cool projects. From using sprites to create a game with a digital pet snake to creating maze games and cloning sprites to create a fun, attack-style game, this approachable guide offers simple, friendly instruction while building kids' confidence in designing digital games. Features a design that is heavy on eye-popping graphics your child will love Content is focused on the steps to completing each of the projects Offers a small, full-color, non-intimidating package that instills confidence in readers Includes basic projects that set the young learner on the road to further exploration of video game design If there's a kid aged 7-11 in your life who has an interest in using Scratch to design digital games, this book provides the building blocks they need to take their hobby to the next level.



Alternate Reality Games And The Cusp Of Digital Gameplay


Alternate Reality Games And The Cusp Of Digital Gameplay
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Author : Antero Garcia
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2017-04-20

Alternate Reality Games And The Cusp Of Digital Gameplay written by Antero Garcia and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-04-20 with Games & Activities categories.


Alternate Reality Games (ARGs) challenge what players understand as “real.” Alternate Reality Games and the Cusp of Digital Gameplay is the first collection to explore and define the possibilities of ARGs. Though prominent examples have existed for more than two decades, only recently have ARGs come to the prominence as a unique and highly visible digital game genre. Adopting many of the same strategies as online video games, ARGs blur the distinction between real and fictional. With ARGs continuing to be an important and blurred space between digital and physical gameplay, this volume offers clear analysis of game design, implementation, and ramifications for game studies. Divided into three distinct sections, the contributions include first hand accounts by leading ARG creators, scholarly analysis of the meaning behind ARGs, and explorations of how ARGs are extending digital tools for analysis. By balancing the voices of designers, players, and researchers, this collection highlights how the Alternate Reality Game genre is transforming the ways we play and interact today.