Digarec Keynote-Lectures 2009/10

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Publisher : Universitätsverlag Potsdam
ISBN 13 : 3869561157
Total Pages : 164 pages
Book Rating : 4.8/5 (695 download)

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Book Synopsis Digarec Keynote-Lectures 2009/10 by : Stephan Günzel

Download or read book Digarec Keynote-Lectures 2009/10 written by Stephan Günzel and published by Universitätsverlag Potsdam. This book was released on 2011 with total page 164 pages. Available in PDF, EPUB and Kindle. Book excerpt: The sixth volume of the DIGAREC Series holds the contributions to the DIGAREC Keynote-Lectures given at the University of Potsdam in the winter semester 2009/10. With contributions by Mark J.P. Wolf (Concordia University Wisconsin), Espen Aarseth (Center for Computer Games Research, IT University of Copenhagen), Katie Salen (Parsons New School of Design, New York), Laura Ermi and Frans Mäyrä (University of Tampere), and Lev Manovich (University of Southern California, San Diego).

DIGAREC Keynote-Lectures 2009/10

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Publisher :
ISBN 13 :
Total Pages : 164 pages
Book Rating : 4.:/5 (838 download)

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Book Synopsis DIGAREC Keynote-Lectures 2009/10 by : Stephan Günzel

Download or read book DIGAREC Keynote-Lectures 2009/10 written by Stephan Günzel and published by . This book was released on 2011 with total page 164 pages. Available in PDF, EPUB and Kindle. Book excerpt: The sixth volume of the DIGAREC Series holds the contributions to the DIGAREC Keynote-Lectures given at the University of Potsdam in the winter semester 2009/10. With contributions by Mark J.P. Wolf (Concordia University Wisconsin), Espen Aarseth (Center for Computer Games Research, IT University of Copenhagen), Katie Salen (Parsons New School of Design, New York), Laura Ermi and Frans Mäyrä (University of Tampere), and Lev Manovich (University of Southern California, San Diego).

The Good Life and the Greater Good in a Global Context

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Publisher : Lexington Books
ISBN 13 : 1498522335
Total Pages : 296 pages
Book Rating : 4.4/5 (985 download)

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Book Synopsis The Good Life and the Greater Good in a Global Context by : Laura Savu Walker

Download or read book The Good Life and the Greater Good in a Global Context written by Laura Savu Walker and published by Lexington Books. This book was released on 2015-11-19 with total page 296 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Good Life and the Greater Good in a Global Context offers a timely contribution to the debates about the good life that surround us every day in the media, politics, the humanities, and social sciences. The authors’ examine the relationship between the good life and the greater good as represented across different genres, media, cultures, and disciplines. This enables them to develop a framework of values that transcends the overly rational and individualistic model of the good life advanced by neoliberalism and the “happiness industry.” Thus, over and against normative conceptualizations of the good life that reduce meaning to money, creativity to consumption, and compassion to self-help, the contributors propose an ethically charged philosophy of living that views the care for the self, for the other, and for the planet as the catalysts of true human flourishing. In addition to recovering the original usage of “the good life” from classical thought—especially the Aristotelian understanding of eudaimonia as living well and doing well—the essays gathered here highlight its entanglement with distinctly modern ideas of happiness, wellbeing, flourishing, progress, revolution, democracy, the American Dream, utopia, and sustainability. As such, the essays capture the breadth and depth of the conversation about the good life that is of central importance to how we relate to the past, engage the present, and envision the future.

Game Love

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Publisher : McFarland
ISBN 13 : 0786496932
Total Pages : 284 pages
Book Rating : 4.7/5 (864 download)

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Book Synopsis Game Love by : Jessica Enevold

Download or read book Game Love written by Jessica Enevold and published by McFarland. This book was released on 2015-01-28 with total page 284 pages. Available in PDF, EPUB and Kindle. Book excerpt: What does love have to do with gaming? As games have grown in complexity, they have increasingly included narratives that seek to engage players with love in a variety of ways. While media attention often focuses on violent emotions and behavior in gaming, love has always been central to the experience. We love to play games, we have titles that we love, and sometimes we love too much or love terrible games for their shortcomings. Love in gaming is rather like love in life--often complicated and frustrating but also exciting and gratifying. This collection of fresh essays explores the meaning and role of love in gaming, describing a number of ways--from coding to cosplay--in which love can be expressed in, for and around games. Investigating how gaming involves love is also key to understanding the growing importance of games and gamers as cultural markers.

Intermedia Games—Games Inter Media

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Publisher : Bloomsbury Publishing USA
ISBN 13 : 1501330519
Total Pages : 297 pages
Book Rating : 4.5/5 (13 download)

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Book Synopsis Intermedia Games—Games Inter Media by : Michael Fuchs

Download or read book Intermedia Games—Games Inter Media written by Michael Fuchs and published by Bloomsbury Publishing USA. This book was released on 2019-02-21 with total page 297 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment. In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games-Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it.

The Cambridge Companion to Literature and the Anthropocene

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Publisher : Cambridge University Press
ISBN 13 : 1108498531
Total Pages : 343 pages
Book Rating : 4.1/5 (84 download)

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Book Synopsis The Cambridge Companion to Literature and the Anthropocene by : John Parham

Download or read book The Cambridge Companion to Literature and the Anthropocene written by John Parham and published by Cambridge University Press. This book was released on 2021-06-17 with total page 343 pages. Available in PDF, EPUB and Kindle. Book excerpt: From catastrophe to utopia, the most comprehensive survey yet of how literature can speak to the 'Anthropocene'.

Expressive Space

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Publisher : Walter de Gruyter GmbH & Co KG
ISBN 13 : 3110723735
Total Pages : 273 pages
Book Rating : 4.1/5 (17 download)

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Book Synopsis Expressive Space by : Gregory Whistance-Smith

Download or read book Expressive Space written by Gregory Whistance-Smith and published by Walter de Gruyter GmbH & Co KG. This book was released on 2022-01-19 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the book builds a comparative analysis of twelve video games across four types of space, spanning ones designed for exploration and inhabitation, kinetic enjoyment, enacting a situated role, and enhancing perception. Together, these diverse virtual environments suggest the many ways that video games enhance and extend our embodied lives.

Ludotopia

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Publisher : transcript Verlag
ISBN 13 : 3839447305
Total Pages : 317 pages
Book Rating : 4.8/5 (394 download)

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Book Synopsis Ludotopia by : Espen Aarseth

Download or read book Ludotopia written by Espen Aarseth and published by transcript Verlag. This book was released on 2019-08-31 with total page 317 pages. Available in PDF, EPUB and Kindle. Book excerpt: Where do computer games »happen«? The articles collected in this pioneering volume explore the categories of »space«, »place« and »territory« featuring in most general theories of space to lay the groundwork for the study of spatiality in games. Shifting the focus away from earlier debates on, e.g., the narrative nature of games, this collection proposes, instead, that thorough attention be given to the tension between experienced spaces and narrated places as well as to the mapping of both of these.

The Child in Videogames

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Publisher : Springer Nature
ISBN 13 : 3031423712
Total Pages : 229 pages
Book Rating : 4.0/5 (314 download)

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Book Synopsis The Child in Videogames by : Emma Reay

Download or read book The Child in Videogames written by Emma Reay and published by Springer Nature. This book was released on 2023-10-16 with total page 229 pages. Available in PDF, EPUB and Kindle. Book excerpt: Drawing across Games Studies, Childhood Studies, and Children’s Literature Studies, this book redirects critical conversations away from questions of whether videogames are ‘good’ or ‘bad’ for child-players and towards questions of how videogames produce childhood as a set of social roles and rules in contemporary Western contexts. It does so by cataloguing and critiquing representations of childhood across a corpus of over 500 contemporary videogames. While child-players are frequently the topic of academic debate – particularly within the fields of psychology, behavioural science, and education research - child-characters in videogames are all but invisible. This book's aim is to make these child-characters not only visible, but legible, and to demonstrate that coded kids in virtual worlds can shed light on how and why the boundaries between adults and children are shifting.

Playing at a Distance

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Publisher : MIT Press
ISBN 13 : 0262544628
Total Pages : 186 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Playing at a Distance by : Sonia Fizek

Download or read book Playing at a Distance written by Sonia Fizek and published by MIT Press. This book was released on 2022-11-01 with total page 186 pages. Available in PDF, EPUB and Kindle. Book excerpt: An essential exploration of video game aesthetic that decenters the human player and challenges what it means to play. Do we play video games or do video games play us? Is nonhuman play a mere paradox or the future of gaming? And what do video games have to do with quantum theory? In Playing at a Distance, Sonia Fizek engages with these and many more daunting questions, forging new ways to think and talk about games and play that decenter the human player and explore a variety of play formats and practices that require surprisingly little human action. Idling in clicker games, wandering in walking simulators, automating gameplay with bots, or simply watching games rather than playing them—Fizek shows how these seemingly marginal cases are central to understanding how we play in the digital age. Introducing the concept of distance, Fizek reorients our view of computer-mediated play. To “play at a distance,” she says, is to delegate the immediate action to the machine and to become participants in an algorithmic spectacle. Distance as a media aesthetic framework enables the reader to come to terms with the ambiguity and aesthetic diversity of play. Drawing on concepts from philosophy, media theory, and posthumanism, as well as cultural and film studies, Playing at a Distance invites a wider understanding of what digital games and gaming are in all their diverse experiences and forms. In challenging the common perception of video games as inherently interactive, the book contributes to our understanding of the computer’s influence on practices of play—and prods us to think more broadly about what it means to play.

Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education

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Publisher : IGI Global
ISBN 13 : 1799850447
Total Pages : 404 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education by : Akcayir, Gokce

Download or read book Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education written by Akcayir, Gokce and published by IGI Global. This book was released on 2020-10-23 with total page 404 pages. Available in PDF, EPUB and Kindle. Book excerpt: Augmented reality (AR) and virtual reality (VR) provide flexibility in education and have become widely used for the promotion of multimedia learning. This use coincides with mobile devices becoming prevalent, VR devices becoming more affordable, and the creation of user-friendly software that allows the development of AR/VR applications by non-experts. However, because the integration of AR and VR into education is a fairly new practice that is only in its initial stage, these processes and outcomes need to be improved. Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education is an essential research book that presents current practices and procedures from different technology-implementation stages (design, deployment, and evaluation) to help educators use AR/VR applications in their own teaching practices. The book provides comprehensive information on AR and VR applications in different educational settings from various perspectives including but not limited to mobile learning, formal/informal learning, and integration strategies with practical and/or theoretical implications. Barriers and challenges to their implementation that are currently faced by educators are also addressed. This book is ideal for academicians, instructors, curriculum designers, policymakers, instructional designers, researchers, education professionals, practitioners, and students.

Virtual and Augmented Reality

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Publisher : Cambridge Scholars Publishing
ISBN 13 : 1527548724
Total Pages : 305 pages
Book Rating : 4.5/5 (275 download)

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Book Synopsis Virtual and Augmented Reality by : Zeynep Tacgin

Download or read book Virtual and Augmented Reality written by Zeynep Tacgin and published by Cambridge Scholars Publishing. This book was released on 2020-03-20 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: Mixed Reality has been part of our lives ever since we first started to dream of creative ways to comprehend information and concepts through actual and imaginative experiences. This book explores the latest research informing education design in virtual and augmented reality. By utilising numerous studies and examples, it describes the differences between perceived knowledge, usage area, technologies, and tools. It will help the reader gain a better understanding of the nature of virtual or augmented realities and their applications in theory and practice.

Artificial Communication

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Publisher : MIT Press
ISBN 13 : 0262046660
Total Pages : 199 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Artificial Communication by : Elena Esposito

Download or read book Artificial Communication written by Elena Esposito and published by MIT Press. This book was released on 2022-05-24 with total page 199 pages. Available in PDF, EPUB and Kindle. Book excerpt: A proposal that we think about digital technologies such as machine learning not in terms of artificial intelligence but as artificial communication. Algorithms that work with deep learning and big data are getting so much better at doing so many things that it makes us uncomfortable. How can a device know what our favorite songs are, or what we should write in an email? Have machines become too smart? In Artificial Communication, Elena Esposito argues that drawing this sort of analogy between algorithms and human intelligence is misleading. If machines contribute to social intelligence, it will not be because they have learned how to think like us but because we have learned how to communicate with them. Esposito proposes that we think of “smart” machines not in terms of artificial intelligence but in terms of artificial communication. To do this, we need a concept of communication that can take into account the possibility that a communication partner may be not a human being but an algorithm—which is not random and is completely controlled, although not by the processes of the human mind. Esposito investigates this by examining the use of algorithms in different areas of social life. She explores the proliferation of lists (and lists of lists) online, explaining that the web works on the basis of lists to produce further lists; the use of visualization; digital profiling and algorithmic individualization, which personalize a mass medium with playlists and recommendations; and the implications of the “right to be forgotten.” Finally, she considers how photographs today seem to be used to escape the present rather than to preserve a memory.

Role-Playing Games of Japan

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Publisher : Springer Nature
ISBN 13 : 3030509532
Total Pages : 314 pages
Book Rating : 4.0/5 (35 download)

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Book Synopsis Role-Playing Games of Japan by : Björn-Ole Kamm

Download or read book Role-Playing Games of Japan written by Björn-Ole Kamm and published by Springer Nature. This book was released on 2020-08-28 with total page 314 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book engages non-digital role-playing games—such as table-top RPGs and live-action role-plays—in and from Japan, to sketch their possibilities and fluidities in a global context. Currently, non-digital RPGs are experiencing a second boom worldwide and are increasingly gaining scholarly attention for their inter-media relations. This study concentrates on Japan, but does not emphasise unique Japanese characteristics, as the practice of embodying an RPG character is always contingently realised. The purpose is to trace the transcultural entanglements of RPG practices by mapping four arenas of conflict: the tension between reality and fiction; stereotypes of escapism; mediation across national borders; and the role of scholars in the making of role-playing game practices.

Enhanced Learning Environments

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Publisher : Cambridge Scholars Publishing
ISBN 13 : 1527587711
Total Pages : 234 pages
Book Rating : 4.5/5 (275 download)

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Book Synopsis Enhanced Learning Environments by : Zeynep Taçgın

Download or read book Enhanced Learning Environments written by Zeynep Taçgın and published by Cambridge Scholars Publishing. This book was released on 2022-08-17 with total page 234 pages. Available in PDF, EPUB and Kindle. Book excerpt: Representing a diverse range of academic perspectives from various disciplines to provoke original thinking, engage critical analysis, and fuel the desire to improve education, this book is for those readers with a genuine interest in quality education and supporting technology. One often hears the words “Enhanced”, “Learning Environments”, “Technology”, and “Innovation” liberally applied in conversations with an assumption that their inclusion automatically improves the quality of education. This book looks beyond mere buzzwords for the ground truth in how education, technology, and innovation can enhance theory and practice in pedagogy and andragogy. It begins with a philosophical criticism about education and technology to remind us of our responsibility to teach purposefully, before discussing entrepreneurial thinking regarding education. The book then makes a strong case for how technology can impact life-saving educational training, and discusses immersive virtual reality learning environments for exploring the essential design components from the perspective of instructional designers and subject experts. It also examines how state-of-the-art Hollywood technology is now accessible to all and discusses the impact this may have on education. The book concludes with an analysis of the implications of the metaverse concept for a pioneering new frontier in future-focused enhanced learning environments.

Improving Reading Comprehension with Online Text Visualization Tools

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Publisher : Lulu.com
ISBN 13 : 1471767353
Total Pages : 108 pages
Book Rating : 4.4/5 (717 download)

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Book Synopsis Improving Reading Comprehension with Online Text Visualization Tools by : Rūta Kalmane

Download or read book Improving Reading Comprehension with Online Text Visualization Tools written by Rūta Kalmane and published by Lulu.com. This book was released on 2012-06-30 with total page 108 pages. Available in PDF, EPUB and Kindle. Book excerpt: Online text visualization tools are a recent phenomenon on the World Wide Web. The potential of these tools to improve reading comprehension has not yet been empirically researched. Therefore, this book investigates if online text visualization tools can help to improve reading comprehension. In the empirical research a quasi-experimental method was applied. The data were collected via tests distributed among the students of an experimental group and a control group. The results of the tests show that both groups improved during the practice on the same topic. However, the students of the experimental group who had training with the tools improved more than the students of the control group. According to the results, the use of text visualization tools helped the students of the experimental group to improve their reading comprehension.

Exploring Imaginary Worlds

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Publisher : Routledge
ISBN 13 : 0429516061
Total Pages : 255 pages
Book Rating : 4.4/5 (295 download)

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Book Synopsis Exploring Imaginary Worlds by : Mark J.P. Wolf

Download or read book Exploring Imaginary Worlds written by Mark J.P. Wolf and published by Routledge. This book was released on 2020-10-08 with total page 255 pages. Available in PDF, EPUB and Kindle. Book excerpt: From The Brothers Karamazov to Star Trek to Twin Peaks, this collection explores a variety of different imaginary worlds both historic and contemporary. Featuring contributions from an interdisciplinary and international group of scholars, each essay looks at a particular imaginary world in-depth, and world-building issues associated with that world. Together, the essays explore the relationship between the worlds and the media in which they appear as they examine imaginary worlds in literature, television, film, computer games, and theatre, with many existing across multiple media simultaneously. The book argues that the media incarnation of a world affects world structure and poses unique obstacles to the act of world-building. The worlds discussed include Nazar, Barsetshire, Skotopogonievsk, the Vorkosigan Universe, Grover’s Corners, Gormenghast, Collinsport, Daventry, Dune, the Death Gate Cycle universe, Twin Peaks, and the Star Trek galaxy. A follow-up to Mark J. P. Wolf ’s field-defining book Building Imaginary Worlds, this collection will be of critical interest to students and scholars of popular culture, subcreation studies, transmedia studies, literature, and beyond.