The Fundamentals Of Video Game Literacy

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The Fundamentals Of Video Game Literacy
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Author : Ryan Zhao
language : en
Publisher: CRC Press
Release Date : 2025-04-16
The Fundamentals Of Video Game Literacy written by Ryan Zhao and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2025-04-16 with Computers categories.
This book posits a novel framework for sense‐making and meaning‐making in the play of video games. Extending a modern, process‐oriented, audience‐inclusive philosophy of artistic meaning generation, this book grapples with the question of how to personally and critically examine video games as artistic artifacts that do not have set, predetermined, standardized forms until live play is enacted. The resulting artistic product, live gameplay, expresses both the game’s developers and its players. This book argues that players hold three separate, concurrent perspectives during play: the embodied avatar within the simulated space, the role‐playing participant in the narrative fantasy, and the external strategist manipulating the game’s software affordances. The exciting dynamics that arise from live gameplay are the result of the tensions and harmonies between these three parallel layers of play. Video games are systems with designed behaviors capable of a great diversity of instantiated expressions. Players are brought into that system of instantiated generation to produce truly emergent and personal gameplay. As such, players directly impact the shape and form of the gameplay artifact itself. This creates a relationship between the art, the player, and its meaning radically different from all previous art forms. This book builds around this central premise with examinations of related subjects pertaining to video game meaning‐making, such as the ways in which video games facilitate play that is expressive of their players and the ways in which it is appropriate to compare and contextualize the differences in players’ instantiated play activities. These subjects are designed to give readers an in‐depth understanding of the dynamics of gameplay in order to facilitate richer, more meaningful encounters with video games as cultural artifacts. This book: Provides a useful framework for enriching players’ experiences with video game play. Helps players identify and distinguish aspects of their own and game developers’ expression in gameplay. Posits a novel framework examining the role of player as embodied avatar, role‐player, and strategist. Gives players appropriate questions to better interrogate the generation of meaning from within and surrounding the system of gameplay.
The Fundamentals Of Video Game Literacy
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Author : Ryan Zhao
language : en
Publisher:
Release Date : 2025
The Fundamentals Of Video Game Literacy written by Ryan Zhao and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2025 with Games & Activities categories.
"This book posits a novel framework for sense-making and meaning-making in the play of video games. Extending a modern, process-oriented, audience-inclusive philosophy of artistic meaning generation, the book grapples with the question of how to personally and critically examine video games as artistic artifacts that do not have set, predetermined, standardized forms until live play is enacted. The resulting artistic product, live gameplay, expresses both the game's developers and its players. The book argues that players hold three separate, concurrent perspectives during play: the embodied avatar within the simulated space, the role-playing participant in the narrative fantasy, and the external strategist manipulating the game's software affordances. The exciting dynamics that arise from live gameplay are the result of the tensions and harmonies between these three parallel layers of play. Video games are systems with designed behaviors capable of a great diversity of instantiated expressions. Players are brought into that system of instantiated generation to produce truly emergent and personal gameplay. As such, players directly impact the shape and form of the gameplay artifact itself. This creates a relationship between the art, the player, and its meaning radically different from all previous art forms. The book builds around this central premise with examinations of related subjects pertaining to video game meaning-making, such as the ways in which video games facilitate play that is expressive of their players and the ways in which it is appropriate to compare and contextualize the differences in players' instantiated play activities. These subjects are designed to give readers an in-depth understanding of the dynamics of gameplay in order to facilitate richer, more meaningful encounters with video games as cultural artifacts. - Provides useful framework for enriching players' experiences with video game play. - Helps players identify and distinguish aspects of their own and game developers' expression in gameplay. - Posits a novel framework examining the role of player as embodied avatar, role-player, and strategist. - Gives players appropriate questions to better interrogate the generation of meaning from within and surrounding the system of gameplay"-- Provided by publisher.
Universal Design In Video Games
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Author : Adam Palmquist
language : en
Publisher: Springer Nature
Release Date : 2024-04-22
Universal Design In Video Games written by Adam Palmquist and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-04-22 with Computers categories.
As participation in game related activities increases around the world and across a larger part of the population, it is obvious that games are not just an entertainment medium for children or young people. Games can be used to accomplish different purposes for different groups of people in society. Developing a universal designed game involves more than adding a cast of diverse characters. Games with universal design, at their core, are experiences that are designed from the ground up to be accessible to everyone – through mechanics, options, and user experience. This book explains the meaning and need for universal design in video games and sheds light on important disciplines. Researchers define a universal designed game as a video game that actively welcomes all players. When players connect authentically with a video game, they’re much more likely to engage with the content. Conversely, when players can’t physically play a game, or don’t see characters that look like them, they feel isolated and miss out on beneficial opportunities to learn and collaborate. Universal design maximizes the impact of playing games, for instance, by ensuring that they’re accessible, empowering and representative for every participant.
Global Perspectives On Gameful And Playful Teaching And Learning
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Author : Farber, Matthew
language : en
Publisher: IGI Global
Release Date : 2019-12-27
Global Perspectives On Gameful And Playful Teaching And Learning written by Farber, Matthew and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-12-27 with Education categories.
In the fast-changing field of education, the incorporation of game-based learning has been increasing in order to promote more successful learning instruction. Improving the interaction between learning outcomes and motivation in games (both digital and analog) and promoting best practices for the integration of games in instructional settings are imperative for supporting student academic achievement. Global Perspectives on Gameful and Playful Teaching and Learning is a collection of innovative research on the methods and applications that explore the cognitive and psychological aspects underpinning successful educational video games. While highlighting topics including nontraditional exercise, mobile computing, and interactive technologies, this book is ideally designed for teachers, curriculum developers, instructional designers, course designers, IT consultants, educational software developers, principals, school administrators, academicians, researchers, and students seeking current research on the design and integration of game-based learning environments.
Cases On Digital Game Based Learning Methods Models And Strategies
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Author : Baek, Youngkyun
language : en
Publisher: IGI Global
Release Date : 2013-01-31
Cases On Digital Game Based Learning Methods Models And Strategies written by Baek, Youngkyun and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-01-31 with Education categories.
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on Digital Game-Based Learning: Methods, Models, and Strategies analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced. Providing strategies, advice and examples on adopting games into teaching, this collection of case studies is essential for teachers and instructors at various school levels in addition to researchers in game-based learning and pedagogic innovation.
The Oxford Handbook Of Video Game Music And Sound
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Author : William Gibbons
language : en
Publisher: Oxford University Press
Release Date : 2024
The Oxford Handbook Of Video Game Music And Sound written by William Gibbons 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 2024 with Computers categories.
Bringing together dozens of leading scholars from across the world to address topics from pinball to the latest in virtual reality, The Oxford Handbook of Video Game Music and Sound is the most comprehensive and multifaceted single-volume source in the rapidly expanding field of game audio research.
Handbook Of Research On Acquiring 21st Century Literacy Skills Through Game Based Learning
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Author : Lane, Carol-Ann
language : en
Publisher: IGI Global
Release Date : 2022-01-07
Handbook Of Research On Acquiring 21st Century Literacy Skills Through Game Based Learning written by Lane, Carol-Ann and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-01-07 with Language Arts & Disciplines categories.
Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.
The Routledge Handbook Of Literacy Studies
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Author : Jennifer Rowsell
language : en
Publisher: Routledge
Release Date : 2015-05-15
The Routledge Handbook Of Literacy Studies written by Jennifer Rowsell and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-05-15 with Language Arts & Disciplines categories.
The Routledge Handbook of Literacy Studies offers a comprehensive view of the field of language and literacy studies. With forty-three chapters reflecting new research from leading scholars in the field, the Handbook pushes at the boundaries of existing fields and combines with related fields and disciplines to develop a lens on contemporary scholarship and emergent fields of inquiry. The Handbook is divided into eight sections: • The foundations of literacy studies • Space-focused approaches • Time-focused approaches • Multimodal approaches • Digital approaches • Hermeneutic approaches • Making meaning from the everyday • Co-constructing literacies with communities. This is the first handbook of literacy studies to recognise new trends and evolving trajectories together with a focus on radical epistemologies of literacy. The Routledge Handbook of Literacy Studies is an essential reference for undergraduate and postgraduate students and those researching and working in the areas of applied linguistics and language and literacy.
Proceedings Of The 17th European Conference On Game Based Learning
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Author : Ton Spil
language : en
Publisher: Academic Conferences and publishing limited
Release Date : 2023-10-05
Proceedings Of The 17th European Conference On Game Based Learning written by Ton Spil 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 2023-10-05 with Education categories.
These proceedings represent the work of contributors to the 24th European Conference on Knowledge Management (ECKM 2023), hosted by Iscte – Instituto Universitário de Lisboa, Portugal on 7-8 September 2023. The Conference Chair is Prof Florinda Matos, and the Programme Chair is Prof Álvaro Rosa, both from Iscte Business School, Iscte – Instituto Universitário de Lisboa, Portugal. ECKM is now a well-established event on the academic research calendar and now in its 24th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research. The opening keynote presentation is given by Professor Leif Edvinsson, on the topic of Intellectual Capital as a Missed Value. The second day of the conference will open with an address by Professor Noboru Konno from Tama Graduate School and Keio University, Japan who will talk about Society 5.0, Knowledge and Conceptual Capability, and Professor Jay Liebowitz, who will talk about Digital Transformation for the University of the Future. With an initial submission of 350 abstracts, after the double blind, peer review process there are 184 Academic research papers, 11 PhD research papers, 1 Masters Research paper, 4 Non-Academic papers and 11 work-in-progress papers published in these Conference Proceedings. These papers represent research from Australia, Austria, Brazil, Bulgaria, Canada, Chile, China, Colombia, Cyprus, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, India, Iran, Iraq, Ireland, Israel, Italy, Japan, Jordan, Kazakhstan, Kuwait, Latvia, Lithuania, Malaysia, México, Morocco, Netherlands, Norway, Palestine, Peru, Philippines, Poland, Portugal, Romania, South Africa, Spain, Sweden, Switzerland, Taiwan, Thailand, Tunisia, UK, United Arab Emirates and the USA.
Shaping Online Spaces Through Online Humanities Curricula
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Author : Tatlock, Julie
language : en
Publisher: IGI Global
Release Date : 2022-11-25
Shaping Online Spaces Through Online Humanities Curricula written by Tatlock, 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 2022-11-25 with Education categories.
The advent of the COVID-19 pandemic plunged large numbers of students and faculty across the world into online learning with little to no warning or experience. This leaves a ripe situation to assess how far online learning has come, what pitfalls people have experienced, what new insights have emerged, and new thoughts for future development. Shaping Online Spaces Through Online Humanities Curricula reexamines online learning best practices in the context of the COVID-19 pandemic. The text highlights successes and failures and suggests future ideas to produce excellent online education in humanities disciplines. Covering topics such as adult education, multicultural literature, and virtual learning environments, this premier reference source is a dynamic resource for administrators and educators of both K-12 and higher education, pre-service teachers, teacher educators, government officials, instructional designers, librarians, researchers, and academicians.