Engaging With Videogames Play Theory And Practice


Engaging With Videogames Play Theory And Practice
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Engaging With Videogames Play Theory And Practice


Engaging With Videogames Play Theory And Practice
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Author : Dawn Stobbart
language : en
Publisher:
Release Date : 2014

Engaging With Videogames Play Theory And Practice written by Dawn Stobbart and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014 with Communication categories.




Engaging With Videogames Play Theory And Practice


Engaging With Videogames Play Theory And Practice
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Author : Dawn Stobbart
language : en
Publisher: BRILL
Release Date : 2019-01-04

Engaging With Videogames Play Theory And Practice written by Dawn Stobbart and has been published by BRILL this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-01-04 with Social Science categories.


This volume was first published by Inter-Disciplinary Press in 2014. Engaging with Videogames focuses on the multiplicity of lenses through which the digital game can be understood, particularly as a cultural artefact, economic product, educational tool, and narrative experience. Game studies remains a highly interdisciplinary field, and as such tends to bring together scholars and researchers from a wide variety of fields and analytical practices. As such, this volume includes explorations of videogames from the fields of literature, visual art, history, classics, film studies, new media studies, phenomenology, education, philosophy, psychology, and the social sciences, as well as game studies, design, and development. The chapters are organised thematically into four sections focusing on educational game practices, videogame cultures, videogame theory, and the practice of critical analysis. Within these chapters are explorations of sexual identity and health, videogame history, slapstick, player mythology and belief systems, gender and racial ideologies, games as a ‘body-without organs,’ and controversial games from Mass Effect 3 to Raid over Moscow. This volume aims to inspire further research in this rapidly evolving and expanding field.



Serious Educational Games


Serious Educational Games
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Author :
language : en
Publisher: BRILL
Release Date : 2008-01-01

Serious Educational Games written by and has been published by BRILL this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-01-01 with Education categories.


Serious Educational Games: From Theory to Practice focuses on experiences and lessons learned through the design, creation and research in the Serious Education Games Movement. Serious Games is a term coined for the movement that started in 2003 for using commercial video game technology for teaching and learning purposes.



Learning With Digital Games


Learning With Digital Games
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Author : Nicola Whitton
language : en
Publisher: Routledge
Release Date : 2009-09-10

Learning With Digital Games written by Nicola Whitton and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-09-10 with Computers categories.


Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward introduction to the field of computer game-based learning. Up to date with current trends and the changing learning needs of today’s students, this text offers friendly guidance, and is unique in its focus on post-school education and its pragmatic view of the use of computer games with adults. Learning with Digital Games enables readers to quickly grasp practical and technological concepts, using examples that can easily be applied to their own teaching. The book assumes no prior technical knowledge but guides the reader step-by-step through the theoretical, practical and technical considerations of using digital games for learning. Activities throughout guide the reader through the process of designing a game for their own practice, and the book also offers: A toolkit of guidelines, templates and checklists. Concrete examples of different types of game-based learning using six case studies. Examples of games that show active and experiential learning Practical examples of educational game design and development. This professional guide upholds the sound reputation of the Open and Flexible Learning series, is grounded in theory and closely links examples from practice. Higher Education academics, e-learning practitioners, developers and training professionals at all technical skill levels and experience will find this text is the perfect resource for explaining "how to" integrate computer games into their teaching practice. A companion website is available and provides up-to-date technological information, additional resources and further examples.



Video Games And Comedy


Video Games And Comedy
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Author : Krista Bonello Rutter Giappone
language : en
Publisher: Springer Nature
Release Date : 2022-03-26

Video Games And Comedy written by Krista Bonello Rutter Giappone and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-03-26 with Performing Arts categories.


Video Games and Comedy is the first edited volume to explore the intersections between comedy and video games. This pioneering book collects chapters from a diverse group of scholars, covering a wide range of approaches and examining the relationship between video games, humour, and comedy from many different angles. The first section of the book includes chapters that engage with theories of comedy and humour, adapting them to the specifics of the video game medium. The second section explores humour in the contexts, cultures, and communities that give rise to and spring up around video games, focusing on phenomena such as in-jokes, player self-reflexivity, and player/fan creativity. The third section offers case studies of individual games or game series, exploring the use of irony as well as sexual and racial humour in video games. Chapter “Emergence and Ephemerality of Humour During Live Coverage of Large-Scale eSports Events” is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.



Performativity In Art Literature And Videogames


Performativity In Art Literature And Videogames
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Author : Darshana Jayemanne
language : en
Publisher: Springer
Release Date : 2017-07-12

Performativity In Art Literature And Videogames written by Darshana Jayemanne and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-07-12 with Social Science categories.


This book modifies the concept of performativity with media theory in order to build a rigorous method for analyzing videogame performances. Beginning with an interdisciplinary exploration of performative motifs in Western art and literary history, the book shows the importance of framing devices in orienting audiences’ experience of art. The frame, as a site of paradox, links the book’s discussion of theory with close readings of texts, which include artworks, books and videogames. The resulting method is interdisciplinary in scope and will be of use to researchers interested in the performative aspects of gaming, art, digital storytelling and nonlinear narrative.



Miscommunications


Miscommunications
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Author : Timothy Barker
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2021-01-14

Miscommunications written by Timothy Barker 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 2021-01-14 with Social Science categories.


What happens when communication breaks down? Is it the condition for mistakes and errors that is characteristic of digital culture? And if mistakes and errors have a certain power, what stands behind it? To address these questions, this collection assembles a range of cutting-edge philosophical, socio-political, art historical and media theoretical inquiries that address contemporary culture as a terrain of miscommunication. If the period since the industrial revolution can be thought of as marked by the realisation of the possibilities for global communication, in terms of the telephone, telegraph, television, and finally the internet, Miscommunications shows that to think about the contemporary historical moment, a new history and theory of these devices needs to be written, one which illustrates the emergence of the current cultures of miscommunication and the powers of the false. The essays in the book chart the new conditions for discourse in the 21st century and collectively show how studies of communication can be refigured when we focus on the capacity for errors, accidents, mistakes, malfunctions and both intentional and non-intentional miscommunications.



How Pac Man Eats


How Pac Man Eats
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Author : Noah Wardrip-Fruin
language : en
Publisher: MIT Press
Release Date : 2020-12-15

How Pac Man Eats written by Noah Wardrip-Fruin and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-12-15 with Games & Activities categories.


How the tools and concepts for making games are connected to what games can and do mean; with examples ranging from Papers, Please to Dys4ia. In How Pac-Man Eats, Noah Wardrip-Fruin considers two questions: What are the fundamental ways that games work? And how can games be about something? Wardrip-Fruin argues that the two issues are related. Bridging formalist and culturally engaged approaches, he shows how the tools and concepts for making games are connected to what games can and do mean.



Entertainment Computing Icec 2022


Entertainment Computing Icec 2022
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Author : Barbara Göbl
language : en
Publisher: Springer Nature
Release Date : 2022-10-24

Entertainment Computing Icec 2022 written by Barbara Göbl and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-10-24 with Computers categories.


This book constitutes the refereed proceedings of the 21sth IFIP TC 14 International Conference on Entertainment Computing, ICEC 2022, which was supposed to take place in Bremen, Germany, in November 2022. The 13 full papers, 13 short papers and 12 other papers presented were carefully reviewed and selected from 72 submissions. ICEC brings together researchers and practitioners from diverse backgrounds to discuss the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing.



Global Perspectives On Digital Literature


Global Perspectives On Digital Literature
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Author : Torsa Ghosal
language : en
Publisher: Taylor & Francis
Release Date : 2023-06-22

Global Perspectives On Digital Literature written by Torsa Ghosal and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-06-22 with Literary Criticism categories.


Global Perspectives on Digital Literature: A Critical Introduction for the Twenty-First Century explores how digital literary forms shape and are shaped by aesthetic and political exchanges happening across languages and nations. The book understands "global" as a mode of comparative thinking and argues for considering various forms of digital literature—the popular, the avant-garde, and the participatory—as realizing and producing global thought in the twenty-first century. Attending to issues of both political and aesthetic representation, the book includes a diverse group of contributors and a wide-ranging corpus of texts, composed in a variety of languages and regions, including East and South Asia, parts of Europe, Latin America, North America, Australia, and Western Africa. The book’s contributors adopt an array of interpretive approaches to make visible new connections and possibilities engendered by cross-cultural encounters. Among other topics, they reflect on the shifting conditions for production and distribution of literature, participatory cultures and technological affordances of Web 2.0, the ever-changing dynamics of global and local forces, and fundamental questions, such as, "What do we mean when we talk about literature today?" and "What is the future of literature?"