Digital Games After Climate Change

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Author :
Publisher : Palgrave Macmillan
ISBN 13 : 9783030917043
Total Pages : 254 pages
Book Rating : 4.9/5 (17 download)

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Book Synopsis Digital Games After Climate Change by : Benjamin J. Abraham

Download or read book Digital Games After Climate Change written by Benjamin J. Abraham and published by Palgrave Macmillan. This book was released on 2022-04-08 with total page 254 pages. Available in PDF, EPUB and Kindle. Book excerpt: ​This book presents the first sustained analysis of the digital game industry’s carbon footprint and its role in exacerbating global climate change. Identifying the ways videogames can actually help combat the climate crisis, it argues for the urgency of transitioning to a fully carbon neutral games industry, exploring the challenges and opportunities inherent in this undertaking. Beginning with an analysis of debates around the persuasive power of games, the book argues that real impact can only be achieved by focusing on the material conditions of game production – by reducing greenhouse gas emissions from making, selling, and playing games, as well as the hardware used to play them. Abraham makes a compelling argument that a sustainable games industry is possible, and outlines the actions that everyone can take to reduce the harms that digital games cause to people and planet.

Digital Games After Climate Change

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Author :
Publisher : Springer Nature
ISBN 13 : 3030917053
Total Pages : 263 pages
Book Rating : 4.0/5 (39 download)

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Book Synopsis Digital Games After Climate Change by : Benjamin J. Abraham

Download or read book Digital Games After Climate Change written by Benjamin J. Abraham and published by Springer Nature. This book was released on 2022-03-07 with total page 263 pages. Available in PDF, EPUB and Kindle. Book excerpt: ​This book presents the first sustained analysis of the digital game industry’s carbon footprint and its role in exacerbating global climate change. Identifying the ways videogames can actually help combat the climate crisis, it argues for the urgency of transitioning to a fully carbon neutral games industry, exploring the challenges and opportunities inherent in this undertaking. Beginning with an analysis of debates around the persuasive power of games, the book argues that real impact can only be achieved by focusing on the material conditions of game production – by reducing greenhouse gas emissions from making, selling, and playing games, as well as the hardware used to play them. Abraham makes a compelling argument that a sustainable games industry is possible, and outlines the actions that everyone can take to reduce the harms that digital games cause to people and planet.

Cities, Climate Change, and Public Health

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Publisher : Anthem Press
ISBN 13 : 1785273256
Total Pages : 146 pages
Book Rating : 4.7/5 (852 download)

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Book Synopsis Cities, Climate Change, and Public Health by : Ella Jisun Kim

Download or read book Cities, Climate Change, and Public Health written by Ella Jisun Kim and published by Anthem Press. This book was released on 2020-04-20 with total page 146 pages. Available in PDF, EPUB and Kindle. Book excerpt: To date, climate adaptation has mostly focused on protecting physical assets from potentially catastrophic climatic changes. While the lack of human vulnerability and equity components in adaptation plans and policies has been critiqued by many, this has not yet led to climate adaptation planning and policymaking processes that situates people’s health and well-being front and center. This book examines how cities can use a public health frame of climate change to boost people’s understanding of and concern about climate change and increase policy support for climate adaptation efforts at the local level. In addition, it aims to strengthen our understanding of different tools cities can use to operationalize a focus on the health implications of climate change, enhance collective decision-making capacities, and, ultimately, build human resilience to climate change.

Intermedial Ecocriticism

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Publisher : Lexington Books
ISBN 13 : 1793653275
Total Pages : 213 pages
Book Rating : 4.7/5 (936 download)

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Book Synopsis Intermedial Ecocriticism by : Jørgen Bruhn

Download or read book Intermedial Ecocriticism written by Jørgen Bruhn and published by Lexington Books. This book was released on 2023-12-11 with total page 213 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the first book that combines intermedial studies with ecocriticism in order to critically reflect upon the risks and possibilities of representing the climate crisis in several different media and art forms.

The SAGE Handbook of the Digital Media Economy

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Publisher : SAGE
ISBN 13 : 152976212X
Total Pages : 642 pages
Book Rating : 4.5/5 (297 download)

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Book Synopsis The SAGE Handbook of the Digital Media Economy by : Terry Flew

Download or read book The SAGE Handbook of the Digital Media Economy written by Terry Flew and published by SAGE. This book was released on 2022-09-23 with total page 642 pages. Available in PDF, EPUB and Kindle. Book excerpt: Debates about the digital media economy are at the heart of media and communication studies. An increasingly digitalised and datafied media environment has implications for every aspect of the field, from ownership and production, to distribution and consumption. The SAGE Handbook of the Digital Media Economy offers students, researchers and policy-makers a multidisciplinary overview of contemporary scholarship relating to the intersection of the digital economy and the media, cultural, and creative industries. It provides an overview of the major areas of debate, and conceptual and methodological frameworks, through chapters written by leading scholars from a range of disciplinary perspective. PART 1: Key Concepts PART 2: Methodological Approaches PART 3: Media Industries of the Digital Economy PART 4: Geographies of the Digital Economy PART 5: Law, Governance and Policy

Playful Materialities

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Publisher : transcript Verlag
ISBN 13 : 3839462002
Total Pages : 405 pages
Book Rating : 4.8/5 (394 download)

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Book Synopsis Playful Materialities by : Benjamin Beil

Download or read book Playful Materialities written by Benjamin Beil and published by transcript Verlag. This book was released on 2022-08-31 with total page 405 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization.

Playing Nature

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Publisher : U of Minnesota Press
ISBN 13 : 145296226X
Total Pages : 281 pages
Book Rating : 4.4/5 (529 download)

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Book Synopsis Playing Nature by : Alenda Y. Chang

Download or read book Playing Nature written by Alenda Y. Chang and published by U of Minnesota Press. This book was released on 2019-12-31 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: A potent new book examines the overlap between our ecological crisis and video games Video games may be fun and immersive diversions from daily life, but can they go beyond the realm of entertainment to do something serious—like help us save the planet? As one of the signature issues of the twenty-first century, ecological deterioration is seemingly everywhere, but it is rarely considered via the realm of interactive digital play. In Playing Nature, Alenda Y. Chang offers groundbreaking methods for exploring this vital overlap. Arguing that games need to be understood as part of a cultural response to the growing ecological crisis, Playing Nature seeds conversations around key environmental science concepts and terms. Chang suggests several ways to rethink existing game taxonomies and theories of agency while revealing surprising fundamental similarities between game play and scientific work. Gracefully reconciling new media theory with environmental criticism, Playing Nature examines an exciting range of games and related art forms, including historical and contemporary analog and digital games, alternate- and augmented-reality games, museum exhibitions, film, and science fiction. Chang puts her surprising ideas into conversation with leading media studies and environmental humanities scholars like Alexander Galloway, Donna Haraway, and Ursula Heise, ultimately exploring manifold ecological futures—not all of them dystopian.

The Routledge Handbook of Ecomedia Studies

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Publisher : Taylor & Francis
ISBN 13 : 1000955605
Total Pages : 561 pages
Book Rating : 4.0/5 (9 download)

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Book Synopsis The Routledge Handbook of Ecomedia Studies by : Antonio López

Download or read book The Routledge Handbook of Ecomedia Studies written by Antonio López and published by Taylor & Francis. This book was released on 2023-08-23 with total page 561 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Routledge Handbook of Ecomedia Studies gathers leading work by critical scholars in this burgeoning field. Redressing the lack of environmental perspectives in the study of media, ecomedia studies asserts that media are in and about the environment, and environments are socially and materially mediated. The book gives form to this new area of study and brings together diverse scholarly contributions to explore and give definition to the field. The Handbook highlights five critical areas of ecomedia scholarship: ecomedia theory, ecomateriality, political ecology, ecocultures, and eco-affects. Within these areas, authors navigate a range of different topics including infrastructures, supply and manufacturing chains, energy, e-waste, labor, ecofeminism, African and Indigenous ecomedia, environmental justice, environmental media governance, ecopolitical satire, and digital ecologies. The result is a holistic volume that provides an in-depth and comprehensive overview of the current state of the field, as well as future developments. This volume will be an essential resource for students, educators, and scholars of media studies, cultural studies, film, environmental communication, political ecology, science and technology studies, and the environmental humanities.

Red Dead Redemption

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Publisher : University of Oklahoma Press
ISBN 13 : 0806192593
Total Pages : 240 pages
Book Rating : 4.8/5 (61 download)

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Book Synopsis Red Dead Redemption by : John Wills

Download or read book Red Dead Redemption written by John Wills and published by University of Oklahoma Press. This book was released on 2023-03-30 with total page 240 pages. Available in PDF, EPUB and Kindle. Book excerpt: While the Western was dying a slow death across the cultural landscape, it was blazing back to life as a video game in the early twenty-first century. Rockstar Games’ Red Dead franchise, beginning with Red Dead Revolver in 2004, has grown into one of the most critically acclaimed video game franchises of the twenty-first century. Red Dead Redemption: History, Myth, and Violence in the Video Game West offers a critical, interdisciplinary look at this cultural phenomenon at the intersection of game studies and American history. Drawing on game studies, western history, American studies, and cultural studies, the authors train a wide-ranging, deeply informed analytic perspective on the Red Dead franchise—from its earliest incarnation to the latest, Red Dead Redemption 2 (2018). Their intersecting chapters put the series in the context of American history, culture, and contemporary media, with inquiries into issues of authenticity, realism, the meaning of play and commercial promotion, and the relationship between the game and the wider cultural iterations of the classic Western. The contributors also delve into the role the series’ development has played in recent debates around working conditions in the gaming industry and gaming culture. In its redeployment and reinvention of the Western’s myth and memes, the Red Dead franchise speaks to broader aspects of American culture—the hold of the frontier myth and the “Wild West” over the popular imagination, the role of gun culture in society, depictions of gender and ethnicity in mass media, and the increasing allure of digital escapism—all of which come in for scrutiny here, making this volume a vital, sweeping, and deeply revealing cultural intervention.

Changing Seasonality

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Publisher : Walter de Gruyter GmbH & Co KG
ISBN 13 : 3111245594
Total Pages : 268 pages
Book Rating : 4.1/5 (112 download)

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Book Synopsis Changing Seasonality by : Scott Bremer

Download or read book Changing Seasonality written by Scott Bremer and published by Walter de Gruyter GmbH & Co KG. This book was released on 2024-01-29 with total page 268 pages. Available in PDF, EPUB and Kindle. Book excerpt: Communities worldwide are critically re-examining their seasonal cultures and calendars. As cultural frameworks, seasons have long patterned community life and provided repertoires for living by annual rhythms. In a chaotic world, the seasons - winter, the monsoon and so on - can feel like stable cultural landmarks for reckoning time and orienting our communities. Seasons are rooted in our pasts and reproduced in our present. They act as schemes for synchronising community activities and professional practices, and as symbol systems for interpreting what happens in the world. But on closer inspection, seasons can be unstable and unreliable. Their meanings can change over time. Seasonal cultures evolve with environments and communities' worldviews, values, technologies and practices, affecting how people perceive seasonal patterns and behave accordingly. Calendars are contested, especially now. Communities today find themselves in a moment of accelerated and intersecting changes - from climate to social, political, and technological - that are destabilizing seasonal cultures. How they reorient themselves to shifting patterns may affect whether seasonal rhythms serve as resources, or lead people down maladaptive pathways. A focus on seasonal cultures builds on multi-disciplinary work. The social sciences, from anthropology to sociology, have long studied how seasons order people's sense of time, social life, relationship to the environment, and politics. In the humanities, seasons play an important role in literature, art, archaeology and history. This book advances scholarship in these fields, and enriches it with extrascientific insights from practice, to open up exiting new directions in climate adaptation.

The Videogame Industry Does Not Exist

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Publisher : MIT Press
ISBN 13 : 0262374145
Total Pages : 267 pages
Book Rating : 4.2/5 (623 download)

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Book Synopsis The Videogame Industry Does Not Exist by : Brendan Keogh

Download or read book The Videogame Industry Does Not Exist written by Brendan Keogh and published by MIT Press. This book was released on 2023-04-18 with total page 267 pages. Available in PDF, EPUB and Kindle. Book excerpt: The precarious reality of videogame production beyond the corporate blockbuster studios of North America. The videogame industry, we're invariably told, is a multibillion-dollar, high-tech business conducted by large corporations in certain North American, European, and East Asian cities. But most videogames today, in fact, are made by small clusters of people working on shoestring budgets, relying on existing, freely available software platforms, and hoping, often in vain, to rise to stardom—in short, people working like artists. Aiming squarely at this disconnect between perception and reality, The Videogame Industry Does Not Exist presents a much more accurate and nuanced picture of how the vast majority of videogame-makers work—a picture that reveals the diverse and precarious communities, identities, and approaches that make videogame production a significant cultural practice. Drawing on insights provided by over 400 game developers across Australia, North America, Europe, and Southeast Asia, Brendan Keogh develops a new framework for understanding videogame production as a cultural field in all its complexity. Part-time hobbyists, aspirational students, client-facing contractors, struggling independents, artist collectives, and tightly knit local scenes—all have a place within this model. But proponents of non-commercial game making don't exist in isolation; Keogh shows how they and their commercial counterparts are deeply interconnected and codependent in the field of videogame production. A cultural intervention, The Videogame Industry Does Not Exist challenges core assumptions about videogame production—ideas about creativity, professionalism, labor, diversity, education, globalization, and community. Its in-depth, complex portrayal suggests new ways of seeing, and engaging in, the videogame industry that really does exist.

Values at Play in Digital Games

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Publisher : MIT Press
ISBN 13 : 0262529971
Total Pages : 222 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Values at Play in Digital Games by : Mary Flanagan

Download or read book Values at Play in Digital Games written by Mary Flanagan and published by MIT Press. This book was released on 2016-09-02 with total page 222 pages. Available in PDF, EPUB and Kindle. Book excerpt: A theoretical and practical guide to integrating human values into the conception and design of digital games, with examples from Call of Duty, Journey, World of Warcraft, and more. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at Play can also serve as a guide to designers who seek to implement values in the conception and design of their games. After developing a theoretical foundation for their proposal, Flanagan and Nissenbaum provide detailed examinations of selected games, demonstrating the many ways in which values are embedded in them. They introduce the Values at Play heuristic, a systematic approach for incorporating values into the game design process. Interspersed among the book's chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved.

How Bad Are Bananas?

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Publisher : Greystone Books
ISBN 13 : 1553658329
Total Pages : 256 pages
Book Rating : 4.5/5 (536 download)

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Book Synopsis How Bad Are Bananas? by : Mike Berners-Lee

Download or read book How Bad Are Bananas? written by Mike Berners-Lee and published by Greystone Books. This book was released on 2011-04-01 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: Part green-lifestyle guide, part popular science, How Bad Are Bananas? is the first book to provide the information we need to make carbon-savvy purchases and informed lifestyle choices and to build carbon considerations into our everyday thinking. The book puts our decisions into perspective with entries for the big things (the World Cup, volcanic eruptions, the Iraq war) as well as the small (email, ironing, a glass of beer). And it covers the range from birth (the carbon footprint of having a child) to death (the carbon impact of cremation). Packed full of surprises — a plastic bag has the smallest footprint of any item listed, while a block of cheese is bad news — the book continuously informs, delights, and engages the reader. Solidly researched and referenced, the easily digestible figures, statistics, charts, and graphs (including a section on the carbon footprint of various foods) will encourage discussion and help people to make up their own minds about their consumer choices.

Education for Democracy 2.0

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Publisher : Critical Media Literacies
ISBN 13 : 9789004448483
Total Pages : 398 pages
Book Rating : 4.4/5 (484 download)

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Book Synopsis Education for Democracy 2.0 by : Michael Hoechsmann

Download or read book Education for Democracy 2.0 written by Michael Hoechsmann and published by Critical Media Literacies. This book was released on 2021 with total page 398 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This diverse and global collection of scholars, educators, and activists presents a panorama of perspectives on media education and democracy in a digital age. Drawing upon projects in both the formal and non-formal education spheres, the authors contribute towards conceptualizing, developing, cultivating, building and elaborating a more respectful, robust and critically-engaged democracy. Given the challenges our world faces, it may seem that small projects, programs and initiatives offer just a salve to broader social and political dynamics but these are the types of contestatory spaces, openings and initiatives that enable participatory democracy. This book provides a space for experimentation and dialogue, and a platform for projects and initiatives that challenge or supplement the learning offered by traditional forms of education. The Foreword is written by Divina Frau-Meigs (Sorbonne Nouvelle, Paris) and the Postscript by Roberto Apirici and David García Marín (UNED, Madrid). Contributors are: Roberto Aparici, Adelina Calvo Salvador, Paul R. Carr, Colin Chasi, Sandra L. Cuervo Sanchez, Laura D'Olimpio, Milena Droumeva, Elia Fernández-Diaz, Ellen Field, Michael Forsman, Divina Frau-Meigs, Aquilina Fueyo, David García-Marín, Tania Goitandia Moore, José Gutiérrez-Pérez, Ignacio Haya Salmón, Bruno Salvador Hernández Levi, Michael Hoechsmann, Jennifer Jenson, Maria Korpijaakko, Sirkku Kotilainen, Emil Marmol, María Dolores Olvera-Lobo, Tania Ouariachi, Mari Pienimäki, Anna Renfors, Ylva Rodney-Gumede, Carlos Rodríguez-Hoyos, Mar Rodríguez-Romero, Tafadzwa Rugoho, Juha Suoranta, Gina Thésée, Robyn M. Tierney, Robert C. Williams and María Luisa Zorrilla Abascal"--

Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches

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Publisher : IGI Global
ISBN 13 : 1609604962
Total Pages : 1462 pages
Book Rating : 4.6/5 (96 download)

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Book Synopsis Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches by : Felicia, Patrick

Download or read book Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches written by Felicia, Patrick and published by IGI Global. This book was released on 2011-04-30 with total page 1462 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design"--Provided by publisher.

Digital Games and Language Learning

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Publisher : Bloomsbury Publishing
ISBN 13 : 1350133019
Total Pages : 288 pages
Book Rating : 4.3/5 (51 download)

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Book Synopsis Digital Games and Language Learning by : Mark Peterson

Download or read book Digital Games and Language Learning written by Mark Peterson and published by Bloomsbury Publishing. This book was released on 2021-03-25 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt: Due to the rapid development of gaming technologies in recent years, there has been a surge of interest in the role that digital games can play in foreign and second language learning. Bringing together innovative research from an international team of contributors, this book provides a comprehensive overview of the use of digital games in computer-assisted language learning (CALL). The book firstly lays the theoretical foundations and outlines various rationales for using digital games, incorporating contemporary theories of second language acquisition. It also explores the development and impact of digital games designed specifically for language learning, giving due consideration to design principles, pedagogical requirements and student health. Chapters then draw on case studies from Europe and Japan to analyse in-game interaction, attitudes and participation in both institutional and out-of-classroom settings. Seamlessly combining theory with practical application, this book outlines recent developments in the field and the direction of future research, and is a valuable resource for instructors, researchers and practitioners who are designing games or looking to use them in their classrooms.

Game After

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Publisher : MIT Press
ISBN 13 : 0262019981
Total Pages : 371 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Game After by : Raiford Guins

Download or read book Game After written by Raiford Guins and published by MIT Press. This book was released on 2014-01-24 with total page 371 pages. Available in PDF, EPUB and Kindle. Book excerpt: A cultural study of video game afterlife, whether as emulation or artifact, in an archival box or at the bottom of a landfill. We purchase video games to play them, not to save them. What happens to video games when they are out of date, broken, nonfunctional, or obsolete? Should a game be considered an “ex-game” if it exists only as emulation, as an artifact in museum displays, in an archival box, or at the bottom of a landfill? In Game After, Raiford Guins focuses on video games not as hermetically sealed within time capsules of the past but on their material remains: how and where video games persist in the present. Guins meticulously investigates the complex life cycles of video games, to show how their meanings, uses, and values shift in an afterlife of disposal, ruins and remains, museums, archives, and private collections. Guins looks closely at video games as museum objects, discussing the recontextualization of the Pong and Brown Box prototypes and engaging with curatorial and archival practices across a range of cultural institutions; aging coin-op arcade cabinets; the documentation role of game cartridge artwork and packaging; the journey of a game from flawed product to trash to memorialized relic, as seen in the history of Atari's infamous E.T. The Extra-Terrestrial; and conservation, restoration, and re-creation stories told by experts including Van Burnham, Gene Lewin, and Peter Takacs. The afterlife of video games—whether behind glass in display cases or recreated as an iPad app—offers a new way to explore the diverse topography of game history.