Examining The Evolution Of Gaming And Its Impact On Social Cultural And Political Perspectives


Examining The Evolution Of Gaming And Its Impact On Social Cultural And Political Perspectives
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Examining The Evolution Of Gaming And Its Impact On Social Cultural And Political Perspectives


Examining The Evolution Of Gaming And Its Impact On Social Cultural And Political Perspectives
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Author : Valentine, Keri Duncan
language : en
Publisher: IGI Global
Release Date : 2016-06-20

Examining The Evolution Of Gaming And Its Impact On Social Cultural And Political Perspectives written by Valentine, Keri Duncan and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-06-20 with Computers categories.


With complex stories and stunning visuals eliciting intense emotional responses, coupled with opportunities for self-expression and problem solving, video games are a powerful medium to foster empathy, critical thinking, and creativity in players. As these games grow in popularity, ambition, and technological prowess, they become a legitimate art form, shedding old attitudes and misconceptions along the way. Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives asks whether videogames have the power to transform a player and his or her beliefs from a sociopolitical perspective. Unlike traditional forms of storytelling, videogames allow users to immerse themselves in new worlds, situations, and politics. This publication surveys the landscape of videogames and analyzes the emergent gaming that shifts the definition and cultural effects of videogames. This book is a valuable resource to game designers and developers, sociologists, students of gaming, and researchers in relevant fields.



Exploring Animal Crossing


Exploring Animal Crossing
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Author : Bruce Baer Arnold
language : en
Publisher: Anthem Press
Release Date : 2024-06-11

Exploring Animal Crossing written by Bruce Baer Arnold and has been published by Anthem Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-06-11 with Law categories.


Animal Crossing is an innovative virtual world with a global audience beyond traditional online gamers. The book is the first major study, offering an interdisciplinary exploration of copyright and other laws, user creativity and sociability, psychology, the virtual world’s economic and technological basis, uptake during COVID-19, gamification of offline brands, relationships with past/contemporary computer games, and Animal Crossing as an example of the Japanification of online popular culture. The book provides insights for students, researchers and non-specialist readers.



Studying Gaming Literacies


Studying Gaming Literacies
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Author :
language : en
Publisher: BRILL
Release Date : 2020-04-06

Studying Gaming Literacies 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 2020-04-06 with Education categories.


Organized into two sections, Studying Gaming Literacies explores the rich methodological approaches to gaming literacies scholarship as well as the possibilities of engaging in research in both classrooms and informal learning settings.



Social Justice Research Methods For Doctoral Research


Social Justice Research Methods For Doctoral Research
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Author : Throne, Robin
language : en
Publisher: IGI Global
Release Date : 2021-12-10

Social Justice Research Methods For Doctoral Research written by Throne, Robin and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-12-10 with Reference categories.


Doctoral researchers are increasingly focusing on the social justice aspects of dissertation research problems and are often uncertain on how to incorporate societal change issues within a dissertation format. Due to the current climate, this interest in social justice is likely to continue to increase. Many aim to affect change within their discipline, workplace, or communities as they conduct dissertation research across doctoral program areas. Social Justice Research Methods for Doctoral Research presents contemporary social justice research method strategies and incorporates the aspects of social justice into research design. This major reference work illustrates how, why, and where to incorporate conventional and creative social justice research methodologies across both qualitative and quantitative approaches from various theoretical and conceptual perspectives. Covering topics such as community-based research, educational leadership, and cancel culture, this book serves as a dynamic resource for researchers, post-graduate students, researcher supervisors, librarians, methodologists, research program developers, and education administrators.



Digital Capabilities


Digital Capabilities
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Author : Amit Schejter
language : en
Publisher: Springer Nature
Release Date : 2023-04-24

Digital Capabilities written by Amit Schejter and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-04-24 with Social Science categories.


​Digital Capabilities is a first-of-its-kind exploration of the capabilities that communities in positions of inequality in Israel and the West Bank seek to realize by utilizing information and communication technologies (ICT), the opportunities they have to communicate, and the way ICTs serve their desire to do so. It is the outcome of an eight-year research project in which the nine authors of this book, some of whom came from within the studied communities, conducted their work among the studied populations over an extended period of time. The capabilities approach, much discussed theoretically, takes on a life in this project and is presented as an empirically observable phenomenon for assessing whether ICTs are serving actual needs, whether communication resources are justly allocated and distributed and whether they serve the goal of a universally accessible right to communicate.



Virtual Learning Environments


Virtual Learning Environments
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Author : Aroutis Foster
language : en
Publisher: Taylor & Francis
Release Date : 2024-06-07

Virtual Learning Environments written by Aroutis Foster and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-06-07 with Education categories.


This book provides education scholars insight into current theoretical and methodological approaches to conceptualize, facilitate, and examine learning and identity in virtual learning environments such as games and simulations. Virtual learning environments (VLEs) are being increasingly designed, implemented, and researched because they offer opportunities for learning that are embodied, enactive (i.e., learning by doing), extended into the learners’ environment, and embedded in authentic and potentially valuable contexts for identity exploration. Each chapter in this book uniquely illustrates the learning and identity processes, characteristics, and outcomes that VLEs can facilitate. Together, these approaches provide a foundation for use-inspired research that guides how individuals intentionally, continually, and dynamically reinvent the self for a future that requires flexibility and adaptability in both career and academic spaces. The volume will be a key resource for researchers, scholars, and practitioners engaged in the interdisciplinary fields of learning sciences, learning analytics, and learning design. It was originally published as a special issue of The Journal of Experimental Education.



Not In The Game


 Not In The Game
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Author : Regina Seiwald
language : en
Publisher: Walter de Gruyter GmbH & Co KG
Release Date : 2023-08-21

Not In The Game written by Regina Seiwald and has been published by Walter de Gruyter GmbH & Co KG this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-08-21 with Games & Activities categories.


How do games represent history, and how do we make sense of the history of games? The industry regularly uses history to sell products, while processes of creation and of promotion leave behind markers of a game’s history. The access to this history is often granted by so-called paratexts, which are accompanying elements orbiting texts. Exploring this fully, case studies in this work move the focus of debate from the games themselves to wider, ancillary materials and ask how history is used in, and how we can use history to study games.



Ecgbl 2020 14th European Conference On Game Based Learning


Ecgbl 2020 14th European Conference On Game Based Learning
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Author : Panagiotis Fotaris
language : en
Publisher: Academic Conferences limited
Release Date : 2020-09-24

Ecgbl 2020 14th European Conference On Game Based Learning written by Panagiotis Fotaris and has been published by Academic Conferences limited this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-09-24 with Education categories.


These proceedings represent the work of contributors to the 14th European Conference on Games Based Learning (ECGBL 2020), hosted by The University of Brighton on 24-25 September 2020. The Conference Chair is Panagiotis Fotaris and the Programme Chairs are Dr Katie Piatt and Dr Cate Grundy, all from University of Brighton, UK.



Cultures And Languages Across The Curriculum In Higher Education


Cultures And Languages Across The Curriculum In Higher Education
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Author : India C. Plough
language : en
Publisher: Taylor & Francis
Release Date : 2022-11-18

Cultures And Languages Across The Curriculum In Higher Education written by India C. Plough and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-11-18 with Education categories.


This richly interdisciplinary volume explores the goals and benefits of the Cultures and Languages Across the Curriculum (CLAC) programs by drawing together noteworthy insights from educators, administrators, researchers, and students who have been directly involved in the CLAC programs at colleges and universities in the United States. Using autoethnographic methods, the authors analyze their personal experiences of CLAC to highlight best practices in establishing CLAC models and showcase ways to integrate languages and cultures into instruction and research across disciplines and contexts. Particular attention is given to the ways in which CLAC can support institutional internationalization and global objectives to enhance intercultural competence, world citizenship, and social justice in the community. The book is separated into three sections, with expertise from a wide range of culturally and linguistically diverse experts who represent different disciplines. Section I describes the development of new CLAC programs into existing institutional structures and provides the reader with first-hand accounts of the transformative impact of CLAC on individuals. Section II demonstrates the different collaborative forms that have been created between CLAC programs and various other disciplines, and Section III reflects on authors' experiences with disruptions to the power structures, hegemonic practices, and ideological assumptions often embedded in education. This timely volume will be of interest to academics, researchers, and post-graduate students in the fields of Multicultural Education, Culture and Language Studies, Curriculum Studies, and Higher Education. This book would also greatly appeal to graduate students and scholars in education development.



Encyclopedia Of Video Games 3 Volumes


Encyclopedia Of Video Games 3 Volumes
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Author : Mark J. P. Wolf
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2021-05-24

Encyclopedia Of Video Games 3 Volumes written by Mark J. P. Wolf 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 2021-05-24 with Games & Activities categories.


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.