Of The Odyssey 100 To Newsgames


Of The Odyssey 100 To Newsgames
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Of The Odyssey 100 To Newsgames


Of The Odyssey 100 To Newsgames
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Author : Geraldo A. Seabra
language : en
Publisher: Geraldo A. Seabra
Release Date : 2014-11-01

Of The Odyssey 100 To Newsgames written by Geraldo A. Seabra and has been published by Geraldo A. Seabra this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-11-01 with Games & Activities categories.


This is the first e-book of four volumes of Theories of NewsGames series - games like emulators news. The material was divided on issues of research, narrative, social impact and mechanics. The first volume is based on the research of the dissertation ‘Games Emulators Information’. This edition draws a timeline on the history of consoles, media titles and games from the perspective of game information. The paper also describes the theoretical basis of news based games and brings a draft proposal of a new model of Online Journalism produced, reproduced and consumed from ludo-informative platforms. Throughout this e-book we seek to demystify the world of video games demonized and support the idea that games are the best platforms for learning, information and increase our cognitive capacity.



Newsgames Applied General Theory Of Games Based News


Newsgames Applied General Theory Of Games Based News
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Author : Geraldo A. Seabra
language : en
Publisher: Geraldo A. Seabra
Release Date : 2015-08-16

Newsgames Applied General Theory Of Games Based News written by Geraldo A. Seabra and has been published by Geraldo A. Seabra this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-08-16 with Games categories.


This e-book is the second of four volumes of the series Theories of NewsGames authored by journalist Geraldo A. Seabra and Luciene A. Santos. The didactic title, the material was subdivided into four parts - research, narrative, mechanics and social impact. In 2012 it was released the 1st volume of research: 'The Odyssey 100 to NewsGames - A genealogy of the games as information', where the authors draw a timeline on the history of the games as information and news. As the first publication almost all the material used is based on the master's dissertation the journalist Geraldo Seabra and searches made by Luciene Santos, as well as original Blog of NewsGames material. In the 2nd volume of the series, the 3D News is presented as a narrative model of news production recommended for ludic-informational platforms - giving rise to the call NewNews. From the structure of the theoretical foundations of a new Online Journalism model, the advent of 'Drones NewsGames' anticipates the ‘Age of planetary games’ based on news.



Dell Odyssey 100 Ai Newsgames


Dell Odyssey 100 Ai Newsgames
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Author : Geraldo A. Seabra
language : it
Publisher: Geraldo A. Seabra
Release Date :

Dell Odyssey 100 Ai Newsgames written by Geraldo A. Seabra and has been published by Geraldo A. Seabra this book supported file pdf, txt, epub, kindle and other format this book has been release on with Games & Activities categories.




Newsgames


Newsgames
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Author : Ian Bogost
language : en
Publisher: MIT Press
Release Date : 2012-09-21

Newsgames written by Ian Bogost and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-09-21 with Language Arts & Disciplines categories.


How videogames offer a new way to do journalism. Journalism has embraced digital media in its struggle to survive. But most online journalism just translates existing practices to the Web: stories are written and edited as they are for print; video and audio features are produced as they would be for television and radio. The authors of Newsgames propose a new way of doing good journalism: videogames. Videogames are native to computers rather than a digitized form of prior media. Games simulate how things work by constructing interactive models; journalism as game involves more than just revisiting old forms of news production. Wired magazine's game Cutthroat Capitalism, for example, explains the economics of Somali piracy by putting the player in command of a pirate ship, offering choices for hostage negotiation strategies. Videogames do not offer a panacea for the ills of contemporary news organizations. But if the industry embraces them as a viable method of doing journalism—not just an occasional treat for online readers—newsgames can make a valuable contribution.



Newsgames Teoria Geral Aplicada Dos Games Baseados Em Not Cias


Newsgames Teoria Geral Aplicada Dos Games Baseados Em Not Cias
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Author : Geraldo A. Seabra
language : pt-BR
Publisher: Geraldo A. Seabra, Luciene A. Seabra
Release Date : 2015-04-05

Newsgames Teoria Geral Aplicada Dos Games Baseados Em Not Cias written by Geraldo A. Seabra and has been published by Geraldo A. Seabra, Luciene A. Seabra this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-04-05 with Games categories.


Este e-book é segundo de quatro volumes da série Teorias dos NewsGames de autoria dos jornalistas Geraldo A. Seabra e Luciene A. Santos. A título didático, o material foi subdivido em quatro partes — pesquisa, narrativa, mecânica e impacto social. Em 2012 foi lançado o 1º volume de pesquisa: ‘Do Odyssey 100 aos NewsGames — Uma Genealogia dos Games como Informação’, onde os autores traçam uma linha do tempo na história dos games como informação e notícia. Como na primeira publicação quase todo o material usado é baseado na dissertação de mestrado do jornalista Geraldo Seabra e em pesquisas realizadas por Luciene A. Seabra, além de material original do Blog dos NewsGames. No 2º volume da série, a Notícia 3D é apresentada como modelo narrativo de produção de notícias recomendado para plataformas ludo-informacionais — dando origem à chamada NewNews. A partir da estruturação dos fundamentos teóricos de um novo modelo de Jornalismo Online, o advento dos ‘Drones NewsGames’ antecipa a Era dos Jogos Planetários baseados em Notícias.



Gal Xia De Frankenstein 1


Gal Xia De Frankenstein 1
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Author : Geraldo A. Seabra
language : pt-BR
Publisher: Geraldo A. Seabra
Release Date : 2015-04-01

Gal Xia De Frankenstein 1 written by Geraldo A. Seabra and has been published by Geraldo A. Seabra this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-04-01 with Antiques & Collectibles categories.


Este e-book é uma assemblagem do universo da notícia nos últimos 20 anos no Brasil e no mundo. Dividido em dois volumes, o trabalho é fruto de impressões sobre o jornalismo contemporâneo e experiências profissionais dos jornalistas Geraldo A. Seabra e Luciene A. Santos. A partir de rascunhos, manuscritos, colagens, recortes, anotações, clipping de jornais e pesquisas em sites de busca, os autores refazem o quebra-cabeça do universo jornalístico e buscam remontar o ‘monstro’ da notícia tutelada pela mídia e o Estado, quando a notícia assume a sua dupla face em ‘Galáxia de Frankenstein #1— os fantasmas da notícia a partir de um jornalismo tutelado’. No primeiro volume, as distorções da notícia pós-máquina de Turing e o advento do Jornalismo a partir de Simulação de Dados. Na esteira do ataque terrorista ao jornal Charlie Hebdo, novas subcategorias da notícia — Jornalismo Anonymous, Jornalismo de Máscaras e Jornalismo Invisível. Na contramão da notícia relevante, o Jornalismo Dolce Vita ainda pulsa pelo mundo e coloca em xeque o Jornalismo de Previsão, Jornalismo JQ e Jornalismo Filosófico. No segundo volume do e-book entra em pauta a notícia social. Para repensar a qualidade de vida nas grandes cidades, a ecologia da notícia assume finalmente a voz do cidadão comum em ‘Galáxia de Frankenstein #2 — os fantasmas da notícia produzida a partir de um jornalismo compartilhado’.



Play To Learn


Play To Learn
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Author : Sharon Boller
language : en
Publisher: Association for Talent Development
Release Date : 2017-03-03

Play To Learn written by Sharon Boller and has been published by Association for Talent Development this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-03-03 with Business & Economics categories.


When trainers use games, learners win big. As a trainer interested in game design, you know that games are more effective than lectures. You've seen firsthand how immersive games hold learners' interest, helping them explore new skills and experience different points of view. But how do you become the Milton Bradley of learning games? Play to Learn is here to help. This book bridges the gap between instructional design and game design; it's written to grow your game literacy and strengthen crucial game design skills. Experts Sharon Boller and Karl Kapp share real examples of in-person and online games, and offer an online game for you to try as you read. They walk you through evaluating entertainment and learning games, so you can apply the best to your own designs. Play to Learn will also show you how to: Link game design to your business needs and learning objectives. Test your prototype and refine your design. Deploy your game to motivated and excited learners. So don't just play around. Think big, design well, and use Play to Learn as your guide.



Social Media


Social Media
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Author : Graham Meikle
language : en
Publisher: Routledge
Release Date : 2016-02-05

Social Media written by Graham Meikle and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-02-05 with Social Science categories.


Social media platforms have captured the attention and imagination of many millions of people, enabling their users to develop and display their creativity, to empathize with others, and to find connection, communication and communion. But they are also surveillance systems through which those users become complicit in their own commercial exploitation. In this accessible book, Graham Meikle explores the tensions between these two aspects of social media. From Facebook and Twitter to Reddit and YouTube, Meikle examines social media as industries and as central sites for understanding the cultural politics of everyday life. Building on the new forms of communication and citizenship brought about by these platforms, he analyzes the meanings of sharing and privacy, internet memes, remix cultures and citizen journalism. Throughout, Social Media engages with questions of visibility, performance, platforms and users, and demonstrates how networked digital media are adopted and adapted in an environment built around the convergence of personal and public communication.



Gaming Rhythms


Gaming Rhythms
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Author : Tom Apperley
language : en
Publisher: Lulu.com
Release Date : 2011-06-16

Gaming Rhythms written by Tom Apperley and has been published by Lulu.com this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-06-16 with Computers categories.


"Global gaming networks are heterogenous collectives of localized practices, not unified commercial products. Shifting the analysis of digital games to local specificities that build and perform the global and general, Gaming Rhythms employs ethnographic work conducted in Venezuela and Australia to account for the material experiences of actual game players. This book explores the materiality of digital play across diverse locations and argues that the dynamic relation between the everyday life of the player and the experience of digital game play can only be understood by examining play-practices in their specific situations." -- Website.



10 Print Chr 205 5 Rnd 1 Goto 10


10 Print Chr 205 5 Rnd 1 Goto 10
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Author : Nick Montfort
language : en
Publisher: MIT Press
Release Date : 2012-11-23

10 Print Chr 205 5 Rnd 1 Goto 10 written by Nick Montfort and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-11-23 with Computers categories.


A single line of code offers a way to understand the cultural context of computing. This book takes a single line of code—the extremely concise BASIC program for the Commodore 64 inscribed in the title—and uses it as a lens through which to consider the phenomenon of creative computing and the way computer programs exist in culture. The authors of this collaboratively written book treat code not as merely functional but as a text—in the case of 10 PRINT, a text that appeared in many different printed sources—that yields a story about its making, its purpose, its assumptions, and more. They consider randomness and regularity in computing and art, the maze in culture, the popular BASIC programming language, and the highly influential Commodore 64 computer.