Leet Noobs


Leet Noobs
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Leet Noobs


Leet Noobs
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Author : Mark Chen
language : en
Publisher: New Literacies and Digital Epistemologies
Release Date : 2012

Leet Noobs written by Mark Chen and has been published by New Literacies and Digital Epistemologies this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012 with Computer games categories.


Leet Noobs documents, for over 10 months, a group of players in the online game World of Warcraft engaged in a 40-person joint activity known as raiding. Initially, the group was informal, a «family» that wanted to «hang out and have fun.» Before joining, each player had been recognized as expert in the game; within the group they had to adapt their expertise for the new joint task and align themselves to new group goals. Through their shared activity, members successfully established communication and material practices that changed as they had to renegotiate roles and responsibilities with new situations and as the larger gaming community evolved. Players learned to reconfigure their play spaces, enrolling third-party game mods and other resources into their activity. Once-expert players became novices or «noobs» to relearn expert or «leet» gameplay. They became «leet noobs» who needed to reconfigure their expertise for new norms of material practice. Ultimately, these norms also changed what it meant to play World of Warcraft; some group members no longer wanted to just hang out and have fun, and eventually the group died in an online fiery meltdown.



Leet Noobs


Leet Noobs
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Author : Mark Chen
language : en
Publisher:
Release Date : 2010

Leet Noobs written by Mark Chen and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010 with World of Warcraft categories.




A Multimodal Approach To Video Games And The Player Experience


A Multimodal Approach To Video Games And The Player Experience
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Author : Weimin Toh
language : en
Publisher: Routledge
Release Date : 2018-10-10

A Multimodal Approach To Video Games And The Player Experience written by Weimin Toh and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-10-10 with Language Arts & Disciplines categories.


This volume puts forth an original theoretical framework, the ludonarrative model, for studying video games which foregrounds the empirical study of the player experience. The book provides a comprehensive introduction to and description of the model, which draws on theoretical frameworks from multimodal discourse analysis, game studies, and social semiotics, and its development out of participant observation and qualitative interviews from the empirical study of a group of players. The volume then applies this approach to shed light on how players’ experiences in a game influence how they understand and make use of game components in order to progress its narrative. The book concludes with a frame by frame analysis of a popular game to demonstrate the model’s principles in action and its subsequent broader applicability to analyzing video game interaction and design. Offering a new way forward for video game research, this volume is key reading for students and scholars in multimodality, discourse analysis, game studies, interactive storytelling, and new media.



The Routledge Handbook Of Language And Digital Communication


The Routledge Handbook Of Language And Digital Communication
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Author : Alexandra Georgakopoulou
language : en
Publisher: Routledge
Release Date : 2015-07-16

The Routledge Handbook Of Language And Digital Communication written by Alexandra Georgakopoulou and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-07-16 with Language Arts & Disciplines categories.


The Routledge Handbook of Language and Digital Communication provides a comprehensive, state of the art overview of language-focused research on digital communication, taking stock and registering the latest trends that set the agenda for future developments in this thriving and fast moving field. The contributors are all leading figures or established authorities in their areas, covering a wide range of topics and concerns in the following seven sections: • Methods and Perspectives; • Language Resources, Genres, and Discourses; • Digital Literacies; • Digital Communication in Public; • Digital Selves and Online-Offline Lives; • Communities, Networks, Relationships; • New debates and Further directions. This volume showcases critical syntheses of the established literature on key topics and issues and, at the same time, reflects upon and engages with cutting edge research and new directions for study (as emerging within social media). A wide range of languages are represented, from Japanese, Greek, German and Scandinavian languages, to computer-mediated Arabic, Chinese and African languages. The Routledge Handbook of Language and Digital Communication will be an essential resource for advanced undergraduates, postgraduates and researchers within English language and linguistics, applied linguistics and media and communication studies.



Fandom Now In Color


Fandom Now In Color
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Author : Rukmini Pande
language : en
Publisher: University of Iowa Press
Release Date : 2020-12-15

Fandom Now In Color written by Rukmini Pande and has been published by University of Iowa Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-12-15 with Social Science categories.


Fandom, Now in Color gathers together seemingly contradictory narratives that intersect at the (in)visibility of race/ism in fandom and fan studies. This collection engages the problem by undertaking the different tactics of decolonization—diversifying methodologies, destabilizing canons of “must-read” scholarship by engaging with multiple disciplines, making whiteness visible but not the default against which all other kinds of racialization must compete, and decentering white fans even in those fandoms where they are the assumed majority. These new narratives concern themselves with a broad swath of media, from cosplay and comics to tabletop roleplay and video games, and fandoms from Jane the Virgin to Japan’s K-pop scene. Fandom, Now in Color asserts that no one answer or approach can sufficiently come to grips with the shifting categories of race, racism, and racial identity. Contributors: McKenna Boeckner, Angie Fazekas, Monica Flegel, Elizabeth Hornsby, Katherine Anderson Howell, Carina Lapointe, Miranda Ruth Larsen, Judith Leggatt, Jenni Lehtinen, joan miller, Swati Moitra, Samira Nadkarni, Indira Neill Hoch, Sam Pack, Rukmini Pande, Deepa Sivarajan, Al Valentín



Ecgbl 2019 13th European Conference On Game Based Learning


Ecgbl 2019 13th European Conference On Game Based Learning
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Author : Lars Elbæk
language : en
Publisher: Academic Conferences and publishing limited
Release Date : 2019-10-03

Ecgbl 2019 13th European Conference On Game Based Learning written by Lars Elbæk and has been published by Academic Conferences and publishing limited this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-10-03 with Education categories.




The Role Playing Society


The Role Playing Society
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Author : Andrew Byers
language : en
Publisher: McFarland
Release Date : 2016-02-19

The Role Playing Society written by Andrew Byers and has been published by McFarland this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-02-19 with Games & Activities categories.


Since the release of Dungeons & Dragons in 1974, role-playing games (RPGs) have spawned a vibrant industry and subculture whose characteristics and player experiences have been well explored. Yet little attention has been devoted to the ways RPGs have shaped society at large over the last four decades. Role-playing games influenced video game design, have been widely represented in film, television and other media, and have made their mark on education, social media, corporate training and the military. This collection of new essays illustrates the broad appeal and impact of RPGs. Topics range from a critical reexamination of the Satanic Panic of the 1980s, to the growing significance of RPGs in education, to the potential for "serious" RPGs to provoke awareness and social change. The contributors discuss the myriad subtle (and not-so-subtle) ways in which the values, concepts and mechanics of RPGs have infiltrated popular culture.



Using Video Games To Level Up Collaboration For Students


Using Video Games To Level Up Collaboration For Students
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Author : Matthew Harrison
language : en
Publisher: Taylor & Francis
Release Date : 2022-07-13

Using Video Games To Level Up Collaboration For Students written by Matthew Harrison and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-07-13 with Education categories.


Using Video Games to Level Up Collaboration for Students provides a research-informed, systematic approach for using cooperative multiplayer video games as tools for teaching collaborative social skills and building social connections. Video games have become an ingrained part of our culture, and many teachers, school leaders and allied health professionals are exploring ways to harness digital games–based learning in their schools and settings. At the same time, collaborative skills and social inclusion have never been more important for our children and young adults. Taking a practical approach to supporting a range of learners, this book provides a three-stage system that guides professionals with all levels of gaming experience through skill instruction, supported play and guided reflection. A range of scaffolds and resources support the implementation of this program in primary and secondary classrooms and private clinics. Complementing this intervention design are a set of principles of game design that assist in the selection of games for use with this program, which assists with the selection of existing games or the design of future games for use with this program. Whether you are a novice or an experienced gamer, Level Up Collaboration provides educators with an innovative approach to ensuring that children and young adults can develop the collaborative social skills essential for thriving in their communities. By using an area of interest and strength for many individuals experiencing challenges with developing friendships and collaborative social skills, this intervention program will help your school or setting to level up social outcomes for all participants.



How To Play Video Games


How To Play Video Games
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Author : Matthew Thomas Payne
language : en
Publisher: NYU Press
Release Date : 2019-03-26

How To Play Video Games written by Matthew Thomas Payne and has been published by NYU Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-03-26 with Games & Activities categories.


Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.



International Handbook Of Computer Supported Collaborative Learning


International Handbook Of Computer Supported Collaborative Learning
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Author : Ulrike Cress
language : en
Publisher: Springer Nature
Release Date : 2021-10-08

International Handbook Of Computer Supported Collaborative Learning written by Ulrike Cress and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-10-08 with Education categories.


CSCL has in the past 15 years (and often in conjunction with Springer) grown into a thriving and active community. Yet, lacking is a comprehensive CSCL handbook that displays the range of research being done in this area. This handbook will provide an overview of the diverse aspects of the field, allowing newcomers to develop a sense of the entirety of CSCL research and for existing community members to become more deeply aware of work outside their direct area. The handbook will also serve as a ready reference for foundational concepts, methods, and approaches in the field. The chapters are written in such a way that each of them can be used in a stand-alone fashion while also serving as introductory readings in relevant study courses or in teacher education. While some CSCL-relevant topics are addressed in the International Handbook of the Learning Sciences and the International Handbook of Collaborative Learning, these books do not aim to present an integrated and comprehensive view of CSCL. The International Handbook of Computer- Supported Collaborative Learning covers all relevant topics in CSCL, particularly recent developments in the field, such as the rise of computational approaches and learning analytics.