[PDF] Ethics And Game Design Teaching Values Through Play - eBooks Review

Ethics And Game Design Teaching Values Through Play


Ethics And Game Design Teaching Values Through Play
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Ethics And Game Design Teaching Values Through Play


Ethics And Game Design Teaching Values Through Play
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Author : Schrier, Karen
language : en
Publisher: IGI Global
Release Date : 2010-02-28

Ethics And Game Design Teaching Values Through Play written by Schrier, Karen and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-02-28 with Education categories.


"This book addressing an emerging field of study, ethics and gamesand answers how we can better design and use games to foster ethical thinking and discourse in classrooms"--Provided by publisher.



Designing Games For Ethics Models Techniques And Frameworks


Designing Games For Ethics Models Techniques And Frameworks
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Author : Schrier, Karen
language : en
Publisher: IGI Global
Release Date : 2010-12-31

Designing Games For Ethics Models Techniques And Frameworks written by Schrier, Karen and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-12-31 with Games & Activities categories.


"This book brings together the diverse and growing community of voices on ethics in gaming and begins to define the field, identify its primary challenges and questions, and establish the current state of the discipline"--Provided by publisher.



Learning Education Games Volume 3 100 Games To Use In The Classroom Beyond


Learning Education Games Volume 3 100 Games To Use In The Classroom Beyond
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Author : Karen Schrier
language : en
Publisher: Lulu.com
Release Date : 2019-11-14

Learning Education Games Volume 3 100 Games To Use In The Classroom Beyond written by Karen Schrier and has been published by Lulu.com this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-11-14 with Education categories.


Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.



Values At Play In Digital Games


Values At Play In Digital Games
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Author : Mary Flanagan
language : en
Publisher: MIT Press
Release Date : 2014-07-18

Values At Play In Digital Games written by Mary Flanagan and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-07-18 with Computers categories.


A theoretical and practical guide to integrating human values into the conception and design of digital games, with examples from Call of Duty, Journey, World of Warcraft, and more. 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.



Gender Considerations And Influence In The Digital Media And Gaming Industry


Gender Considerations And Influence In The Digital Media And Gaming Industry
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Author : Prescott, Julie
language : en
Publisher: IGI Global
Release Date : 2014-06-30

Gender Considerations And Influence In The Digital Media And Gaming Industry written by Prescott, Julie and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-06-30 with Social Science categories.


Occupational segregation is an important issue and can be detrimental to women. There is a strong need for more women in science, engineering, and information technology, which are traditionally male dominated fields. Female representation in the computer gaming industry is a potential way to increase the presence of women in other computer-related fields. Gender Considerations and Influence in the Digital Media and Gaming Industry provides a collection of high-quality empirical studies and personal experiences of women working in male-dominated fields with a particular focus on the media and gaming industries. Providing insight on best methods for attracting and retaining women in these fields, this volume is a valuable reference for executives and members of professional bodies who wish to encourage women in their career progression.



Location Based Mobile Games


Location Based Mobile Games
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Author : Davide Spallazzo
language : en
Publisher: Springer
Release Date : 2018-02-21

Location Based Mobile Games written by Davide Spallazzo and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-02-21 with Computers categories.


This book approaches Location Based Mobile Games from a design perspective, investigating the peculiar traits that make them compelling contemporary practices and challenging fields of investigation. Relying on an interdisciplinary theoretical background and empirical studies, it delves into LBMGs’ intertwining theoretical assumptions and describes their translation into practice. The authors examine these games from different perspectives, exploring how they can impact the way we look at our surroundings, their influence on our social dimension, their ability to translate a wide range of information into a game experience, and the negotiations they activate by intertwining two realities. Each issue is addressed from a twofold perspective: that of the designers who craft the games, and that of the users who interpret the designers’ choices and take part in the game experience. In so doing, the book covers the relationship between processes of designing and playing, investigating games that communicate through meaningful interactions, share perspectives as forms of narratives, and integrate physicality and surroundings in the play activity. The reasoning advanced throughout the chapters will benefit researchers, designers and entrepreneurs in the field, as it provides a novel perspective on LBMGs, seeks to increase designers’ awareness of often-neglected issues, and suggests interpretations and practices that can impact how commercial games are designed.



Gender Divide And The Computer Game Industry


Gender Divide And The Computer Game Industry
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Author : Prescott, Julie
language : en
Publisher: IGI Global
Release Date : 2013-09-30

Gender Divide And The Computer Game Industry written by Prescott, Julie and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-09-30 with Social Science categories.


"This book takes a look at the games industry from a gendered perspective and highlights the variety of ways in which women remain underrepresented in this industry"--Provided by publisher.



The Ethics Of Computer Games


The Ethics Of Computer Games
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Author : Miguel Sicart
language : en
Publisher: MIT Press
Release Date : 2011-08-19

The Ethics Of Computer Games written by Miguel Sicart and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-08-19 with Social Science categories.


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.



Emotions Technology And Digital Games


Emotions Technology And Digital Games
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Author :
language : en
Publisher: Academic Press
Release Date : 2015-09-25

Emotions Technology And Digital Games written by and has been published by Academic Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-09-25 with Psychology categories.


Emotions, Technology, and Digital Games explores the need for people to experience enjoyment, excitement, anxiety, anger, frustration, and many other emotions. The book provides essential information on why it is necessary to have a greater understanding of the power these emotions have on players, and how they affect players during, and after, a game. This book takes this understanding and shows how it can be used in practical ways, including the design of video games for teaching and learning, creating tools to measure social and emotional development of children, determining how empathy-related thought processes affect ethical decision-making, and examining how the fictional world of game play can influence and shape real-life experiences. - Details how games affect emotions—both during and after play - Describes how we can manage a player's affective reactions - Applies the emotional affect to making games more immersive - Examines game-based learning and education - Identifies which components of online games support socio-emotional development - Discusses the impact of game-based emotions beyond the context of games



We The Gamers


We The Gamers
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Author : Karen Schrier
language : en
Publisher: Oxford University Press
Release Date : 2021

We The Gamers written by Karen Schrier and has been published by Oxford University Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021 with Education categories.


Distrust. Division. Disparity. Is our world in disrepair? Ethics and civics have always mattered, but perhaps they matter now more than ever before. Recently, with the rise of online teaching and movements like #PlayApartTogether, games have become increasingly acknowledged as platforms for civic deliberation and value sharing. We the Gamers explores these possibilities by examining how we connect, communicate, analyze, and discover when we play games. Combining research-based perspectives and current examples, this volume shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change. We the Gamers introduces and explores various educational frameworks through a range of games and interactive experiences including board and card games, online games, virtual reality and augmented reality games, and digital games like Minecraft, Executive Command, Keep Talking and Nobody Explodes, Fortnite, When Rivers Were Trails, Politicraft, Quandary, and Animal Crossing: New Horizons. The book systematically evaluates the types of skills, concepts, and knowledge needed for civic and ethical engagement, and details how games can foster these skills in classrooms, remote learning environments, and other educational settings. We the Gamers also explores the obstacles to learning with games and how to overcome those obstacles by encouraging equity and inclusion, care and compassion, and fairness and justice. Featuring helpful tips and case studies, We the Gamers shows teachers the strengths and limitations of games in helping students connect with civics and ethics, and imagines how we might repair and remake our world through gaming, together.