[PDF] Games Within Games - eBooks Review

Games Within Games


Games Within Games
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Transnational Contexts Of Development History Sociality And Society Of Play


Transnational Contexts Of Development History Sociality And Society Of Play
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Author : S. Austin Lee
language : en
Publisher: Springer
Release Date : 2017-01-21

Transnational Contexts Of Development History Sociality And Society Of Play written by S. Austin Lee and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-01-21 with Social Science categories.


This book examines the historical background of game development, offline and online gamer interactions, and presents a method to study the health impacts of digital games in East Asia. Focusing on examinations of how video games shape external interactions with the world as well as internal spaces, Lee and Pulos' volume brings together a range of approaches and regions to understand the impact of video games in East Asia and beyond. Contributions range from assessments of Nintendo's lasting technological impact in Japan and globally to analyses of mobile social gaming among teenage girls in Korea, with qualitative and quantitative methodologies set in contact with one another to offer a full spectrum of perspectives on video gaming and its profound cultural impact.



The Video Game Debate 2


The Video Game Debate 2
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Author : Rachel Kowert
language : en
Publisher: Routledge
Release Date : 2020-11-29

The Video Game Debate 2 written by Rachel Kowert and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-11-29 with Philosophy categories.


This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years. Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy. This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate.



Games Within Games


Games Within Games
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Author : D. V. K. Rao IOFS (Retd.)
language : en
Publisher:
Release Date : 2020-09-19

Games Within Games written by D. V. K. Rao IOFS (Retd.) and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-09-19 with categories.


"Games within Games was not written with any game plan in mind but was rather conceived to facilitate the examination of a key area of management, leadership and often the lack of it, with an ease of approachability which is at once entertaining and enlightening. It was, indeed, a challenge to balance the two.The book is the happy result of the author's three and half decades of service with the Government of India which accorded him with the opportunity to be with all manner of bosses: the good, the bad and the ugly. They all mattered, in their own way, their presence was sometimes commanding, sometimes demanding and sometimes reminding. They all served a purpose to exemplify themselves, some as leaders with a difference and others with an indifference.The book, hopefully, will serve its purpose of learning with laughter which, regretfully, not many management books manage to achieve. There's some joy in sacrificing oneself at the altar of humour rather than being the proverbial sacrificial lamb."



Games Purpose And Potential In Education


Games Purpose And Potential In Education
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Author : Christopher Thomas Miller
language : en
Publisher: Springer Science & Business Media
Release Date : 2008-10-22

Games Purpose And Potential In Education written by Christopher Thomas Miller and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-10-22 with Education categories.


The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming background. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design. Ideas of identity development, gender diversity, motivation, and integrating instructional design within game development are addressed since each of these areas is important in the field of instructional design and can have a significant impact on learning. This volume brings together leading experts, researchers, and instructors in the field of gaming and explores current topics in gaming and simulations, available resources, and the future of the field.



Games In Libraries


Games In Libraries
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Author : Breanne A. Kirsch
language : en
Publisher: McFarland
Release Date : 2014-02-11

Games In Libraries written by Breanne A. Kirsch and has been published by McFarland this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-02-11 with Language Arts & Disciplines categories.


Librarians are beginning to see the importance of game based learning and the incorporation of games into library services. This book is written for them--so they can use games to improve people's understanding and enjoyment of the library. Full of practical suggestions, the essays discuss not only innovative uses of games in libraries but also the game making process. The contributors are all well versed in games and game-based learning and a variety of different types of libraries are considered. The essays will inspire librarians and educators to get into this exciting new area of patron and student services.



Online Gaming In Context


Online Gaming In Context
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Author : Garry Crawford
language : en
Publisher: Routledge
Release Date : 2013-03-01

Online Gaming In Context written by Garry Crawford and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-03-01 with Games & Activities categories.


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 Psychology Of Video Games


The Psychology Of Video Games
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Author : Celia Hodent
language : en
Publisher: Routledge
Release Date : 2020-10-07

The Psychology Of Video Games written by Celia Hodent and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-10-07 with Psychology categories.


What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena? The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.



Game History And The Local


Game History And The Local
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Author : Melanie Swalwell
language : en
Publisher: Springer Nature
Release Date : 2021-05-24

Game History And The Local written by Melanie Swalwell and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-05-24 with Social Science categories.


This book brings together essays on game history and historiography that reflect on the significance of locality. Game history did not unfold uniformly and the particularities of space and place matter, yet most digital game and software histories are silent with respect to geography. Topics covered include: hyper-local games; temporal anomalies in platform arrival and obsolescence; national videogame workforces; player memories of the places of gameplay; comparative reception studies of a platform; the erasure of cultural markers; the localization of games; and perspectives on the future development of ‘local’ game history. Chapters 1 and 12 are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.



Location Based Gaming


Location Based Gaming
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Author : Dale Leorke
language : en
Publisher: Springer
Release Date : 2018-06-29

Location Based Gaming written by Dale Leorke and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-06-29 with Social Science categories.


Location-based games emerged in the early 2000s following the commercialisation of GPS and artistic experimentation with ‘locative media’ technologies. Location-based games are played in everyday public spaces using GPS and networked, mobile technologies to track their players’ location. This book traces the evolution of location-based gaming, from its emergence as a marginal practice to its recent popularisation through smartphone apps like Pokémon Go and its incorporation into ‘smart city’ strategies. Drawing on this history and an analysis of the scholarly and mainstream literature on location-based games, Leorke unpacks the key claims made about them. These claims position location-based games as alternately enriching or diminishing their players’ engagement with the people and places they encounter through the game. Through rich case studies and interviews with location-based game designers and players, Leorke tests out and challenges these celebratory and pessimistic discourses. He argues for a more grounded approach to researching location-based games and their impact on public space that reflects the ideologies, lived experiences, and institutional imperatives that circulate around their design and performance. By situating location-based games within broader debates about the role of play and digitisation in public life, Location-Based Gaming offers an original and timely account of location-based gaming and its growing prominence.



Wandering Games


Wandering Games
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Author : Melissa Kagen
language : en
Publisher: MIT Press
Release Date : 2022-10-11

Wandering Games written by Melissa Kagen and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-10-11 with Games & Activities categories.


An analysis of wandering within different game worlds, viewed through the lenses of work, colonialism, gender, and death. Wandering in games can be a theme, a formal mode, an aesthetic metaphor, or a player action. It can mean walking, escaping, traversing, meandering, or returning. In this book, game studies scholar Melissa Kagen introduces the concept of “wandering games,” exploring the uses of wandering in a variety of game worlds. She shows how the much-derided Walking Simulator—a term that began as an insult, a denigration of games that are less violent, less task-oriented, or less difficult to complete—semi-accidentally tapped into something brilliant: the vast heritage and intellectual history of the concept of walking in fiction, philosophy, pilgrimage, performance, and protest. Kagen examines wandering in a series of games that vary widely in terms of genre, mechanics, themes, player base, studio size, and funding, giving close readings to Return of the Obra Dinn, Eastshade, Ritual of the Moon, 80 Days, Heaven’s Vault, Death Stranding, and The Last of Us Part II. Exploring the connotations of wandering within these different game worlds, she considers how ideologies of work, gender, colonialism, and death inflect the ways we wander through digital spaces. Overlapping and intersecting, each provides a multifaceted lens through which to understand what wandering does, lacks, implies, and offers. Kagen’s account will attune game designers, players, and scholars to the myriad possibilities of the wandering ludic body.