Educating for a Video Game Culture

Download Educating for a Video Game Culture PDF Online Free

Author :
Publisher :
ISBN 13 : 9789287190161
Total Pages : 62 pages
Book Rating : 4.1/5 (91 download)

DOWNLOAD NOW!


Book Synopsis Educating for a Video Game Culture by : Council of Europe

Download or read book Educating for a Video Game Culture written by Council of Europe and published by . This book was released on 2021-05 with total page 62 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games: a complex medium whose popularity is growing extremely rapidly, posing new challenges in the education of children and young peopleChildren, teenagers and young people today live in a world profoundly influenced by technology and digital media. It has become almost impossible not to come into contact with mobile phones, tablets, laptops, console games and other forms of technology, whether for educational or entertainment purposes. Video games are an important aspect of this digital landscape and in recent years they have grown very rapidly in terms of popularity, relevance and complexity. Video games are fun, engaging and designed to capture players' attention. These factors bring new opportunities but also new challenges for the education of children and young people.This volume of the Digital Citizenship Education series aims to make teachers and parents - indeed all adults with an educational role - aware of the complexity of this medium as well as the potential risks and opportunities that come with it. This publication also aims to provide readers with some useful strategies to help them choose the most appropriate video games and to engage in meaningful dialogue with stakeholders.Promoting a video game culture means generating a pedagogical reflection around video games: thinking about them as a cultural tool able to offer opportunities, not only to have fun, but also to think, learn and develop as a person. It also means considering the video game worthy of being the object of study and of an accurate and careful analysis of its characteristics, its mechanics and its language

Educating for a video game culture

Download Educating for a video game culture PDF Online Free

Author :
Publisher : Council of Europe
ISBN 13 : 928719064X
Total Pages : 62 pages
Book Rating : 4.2/5 (871 download)

DOWNLOAD NOW!


Book Synopsis Educating for a video game culture by : Council of Europe

Download or read book Educating for a video game culture written by Council of Europe and published by Council of Europe. This book was released on 2021-05-21 with total page 62 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games: a complex medium whose popularity is growing extremely rapidly, posing new challenges in the education of children and young people Children, teenagers and young people today live in a world profoundly influenced by technology and digital media. It has become almost impossible not to come into contact with mobile phones, tablets, laptops, console games and other forms of technology, whether for educational or entertainment purposes. Video games are an important aspect of this digital landscape and in recent years they have grown very rapidly in terms of popularity, relevance and complexity. Video games are fun, engaging and designed to capture players’ attention. These factors bring new opportunities but also new challenges for the education of children and young people. This volume of the Digital Citizenship Education series aims to make teachers and parents – indeed all adults with an educational role – aware of the complexity of this medium as well as the potential risks and opportunities that come with it. This publication also aims to provide readers with some useful strategies to help them choose the most appropriate video games and to engage in meaningful dialogue with stakeholders. Promoting a video game culture means generating a pedagogical reflection around video games: thinking about them as a cultural tool able to offer opportunities, not only to have fun, but also to think, learn and develop as a person. It also means considering the video game worthy of being the object of study and of an accurate and careful analysis of its characteristics, its mechanics and its language.

Video Games as Culture

Download Video Games as Culture PDF Online Free

Author :
Publisher : Routledge
ISBN 13 : 1317223926
Total Pages : 198 pages
Book Rating : 4.3/5 (172 download)

DOWNLOAD NOW!


Book Synopsis Video Games as Culture by : Daniel Muriel

Download or read book Video Games as Culture written by Daniel Muriel and published by Routledge. This book was released on 2018-03-14 with total page 198 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.

Future Gaming

Download Future Gaming PDF Online Free

Author :
Publisher : MIT Press
ISBN 13 : 1906897557
Total Pages : 162 pages
Book Rating : 4.9/5 (68 download)

DOWNLOAD NOW!


Book Synopsis Future Gaming by : Paolo Ruffino

Download or read book Future Gaming written by Paolo Ruffino and published by MIT Press. This book was released on 2018-05-04 with total page 162 pages. Available in PDF, EPUB and Kindle. Book excerpt: A sophisticated critical take on contemporary game culture that reconsiders the boundaries between gamers and games. This book is not about the future of video games. It is not an attempt to predict the moods of the market, the changing profile of gamers, the benevolence or malevolence of the medium. This book is about those predictions. It is about the ways in which the past, present, and future notions of games are narrated and negotiated by a small group of producers, journalists, and gamers, and about how invested these narrators are in telling the story of tomorrow. This new title from Goldsmiths Press by Paolo Ruffino suggests the story could be told another way. Considering game culture, from the gamification of self-improvement to GamerGate's sexism and violence, Ruffino lays out an alternative, creative mode of thinking about the medium: a sophisticated critical take that blurs the distinctions among studying, playing, making, and living with video games. Offering a series of stories that provide alternative narratives of digital gaming, Ruffino aims to encourage all of us who study and play (with) games to raise ethical questions, both about our own role in shaping the objects of research, and about our involvement in the discourses we produce as gamers and scholars. For researchers and students seeking a fresh approach to game studies, and for anyone with an interest in breaking open the current locked-box discourse, Future Gaming offers a radical lens with which to view the future.

Video Games and Learning

Download Video Games and Learning PDF Online Free

Author :
Publisher : Teachers College Press
ISBN 13 : 9780807751985
Total Pages : 0 pages
Book Rating : 4.7/5 (519 download)

DOWNLOAD NOW!


Book Synopsis Video Games and Learning by : Kurt Squire

Download or read book Video Games and Learning written by Kurt Squire and published by Teachers College Press. This book was released on 2011-07-09 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the “gamer generation”? This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analyses of games, game culture, and educational game design. Building on more than 10 years of research, Kurt Squire tells the story of the emerging field of immersive, digitally mediated learning environments (or games) and outlines the future of education. Featuring engaging stories from the author’s experiences as a game researcher, this book: Explores the intersections between commercial game design for entertainment and design-based research conducted in schools. Highlights the importance of social interactions around games at home, at school, and in online communities. Engages readers with a user-friendly presentation, including personal narratives, sidebars, screenshots, and annotations. Offers a forward-looking vision of the changing audience for educational video games.

Serious Games in Education

Download Serious Games in Education PDF Online Free

Author :
Publisher : Aarhus Universitetsforlag
ISBN 13 : 8771242597
Total Pages : 203 pages
Book Rating : 4.7/5 (712 download)

DOWNLOAD NOW!


Book Synopsis Serious Games in Education by : Simon Egenfeldt-Nielsen

Download or read book Serious Games in Education written by Simon Egenfeldt-Nielsen and published by Aarhus Universitetsforlag. This book was released on 2011-12-31 with total page 203 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the global culture of education, game-based learning needs to be an integrated part of formal education, and not just an 'exotic spice' for many educators, as it is today. The critical role of the educator as a facilitator, gatekeeper and enabler of serious games is often downplayed. Therefore a comparison across regions is needed so that we do not limit the potential of transferring best practice, research results and the development of games across borders. This book deals with three key questions: How are serious games understood and designed? How do they establish themselves in learning and education locally? And, how can games as a learning culture be explored in a global perspective?

Playing the Field

Download Playing the Field PDF Online Free

Author :
Publisher : Walter de Gruyter GmbH & Co KG
ISBN 13 : 3110659409
Total Pages : 296 pages
Book Rating : 4.1/5 (16 download)

DOWNLOAD NOW!


Book Synopsis Playing the Field by : Sascha Pöhlmann

Download or read book Playing the Field written by Sascha Pöhlmann and published by Walter de Gruyter GmbH & Co KG. This book was released on 2019-08-19 with total page 296 pages. Available in PDF, EPUB and Kindle. Book excerpt: American Studies has only gradually turned its attention to video games in the twenty-first century, even though the medium has grown into a cultural industry that is arguably the most important force in American and global popular culture today. There is an urgent need for a substantial theoretical reflection on how the field and its object of study relate to each other. This anthology, the first of its kind, seeks to address this need by asking a dialectic question: first, how may American Studies apply its highly diverse theoretical and methodological tools to the analysis of video games, and second, how are these theories and methods in turn affected by the games? The eighteen essays offer exemplary approaches to video games from the perspective of American cultural and historical studies as they consider a broad variety of topics: the US-American games industry, Puritan rhetoric, cultural geography, mobility and race, urbanity and space, digital sports, ludic textuality, survival horror and the eighteenth-century novel, gamer culture and neoliberalism, terrorism and agency, algorithm culture, glitches, theme parks, historical guilt, visual art, sonic meaning-making, and nonverbal gameplay.

Video Games and Learning

Download Video Games and Learning PDF Online Free

Author :
Publisher : Teachers College Press
ISBN 13 : 9780807751992
Total Pages : 0 pages
Book Rating : 4.7/5 (519 download)

DOWNLOAD NOW!


Book Synopsis Video Games and Learning by : Kurt Squire

Download or read book Video Games and Learning written by Kurt Squire and published by Teachers College Press. This book was released on 2011-07-09 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the “gamer generation”? This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analyses of games, game culture, and educational game design. Building on more than 10 years of research, Kurt Squire tells the story of the emerging field of immersive, digitally mediated learning environments (or games) and outlines the future of education. Featuring engaging stories from the author’s experiences as a game researcher, this book: Explores the intersections between commercial game design for entertainment and design-based research conducted in schools. Highlights the importance of social interactions around games at home, at school, and in online communities. Engages readers with a user-friendly presentation, including personal narratives, sidebars, screenshots, and annotations. Offers a forward-looking vision of the changing audience for educational video games.

Game Cultures: Computer Games As New Media

Download Game Cultures: Computer Games As New Media PDF Online Free

Author :
Publisher : McGraw-Hill Education (UK)
ISBN 13 : 033521357X
Total Pages : 183 pages
Book Rating : 4.3/5 (352 download)

DOWNLOAD NOW!


Book Synopsis Game Cultures: Computer Games As New Media by : Dovey, Jon

Download or read book Game Cultures: Computer Games As New Media written by Dovey, Jon and published by McGraw-Hill Education (UK). This book was released on 2006-05-01 with total page 183 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computer interaction and cyberculture.

Computer Games and New Media Cultures

Download Computer Games and New Media Cultures PDF Online Free

Author :
Publisher : Springer Science & Business Media
ISBN 13 : 9400727771
Total Pages : 694 pages
Book Rating : 4.4/5 (7 download)

DOWNLOAD NOW!


Book Synopsis Computer Games and New Media Cultures by : Johannes Fromme

Download or read book Computer Games and New Media Cultures written by Johannes Fromme and published by Springer Science & Business Media. This book was released on 2012-06-14 with total page 694 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.

Power Play

Download Power Play PDF Online Free

Author :
Publisher : Macmillan + ORM
ISBN 13 : 1250089344
Total Pages : 237 pages
Book Rating : 4.2/5 (5 download)

DOWNLOAD NOW!


Book Synopsis Power Play by : Asi Burak

Download or read book Power Play written by Asi Burak and published by Macmillan + ORM. This book was released on 2017-01-31 with total page 237 pages. Available in PDF, EPUB and Kindle. Book excerpt: The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception--from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement's most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer-Prize winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.

An Introduction to Game Studies

Download An Introduction to Game Studies PDF Online Free

Author :
Publisher : SAGE
ISBN 13 : 1473902924
Total Pages : 415 pages
Book Rating : 4.4/5 (739 download)

DOWNLOAD NOW!


Book Synopsis An Introduction to Game Studies by : Frans Mäyrä

Download or read book An Introduction to Game Studies written by Frans Mäyrä and published by SAGE. This book was released on 2008-02-18 with total page 415 pages. Available in PDF, EPUB and Kindle. Book excerpt: An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as ′game′ and play′ - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as ′culture′ and subculture - Analyse the relationship between technology and interactivity and between ′game′ and ′reality′ - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.

The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom

Download The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom PDF Online Free

Author :
Publisher : Springer Nature
ISBN 13 : 303063311X
Total Pages : 339 pages
Book Rating : 4.0/5 (36 download)

DOWNLOAD NOW!


Book Synopsis The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom by : Richard Colby

Download or read book The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom written by Richard Colby and published by Springer Nature. This book was released on 2021-01-27 with total page 339 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores ethos and games while analyzing the ethical dimensions of playing, researching, and teaching games. Contributors, primarily from rhetoric and writing studies, connect instances of ethos and ethical practice with writing pedagogy, game studies, video games, gaming communities, gameworlds, and the gaming industry. The collection’s eighteen chapters investigate game-based writing classrooms, gamification, game design, player agency, and writing and gaming scholarship in order to illuminate how ethos is reputed, interpreted, and remembered in virtual gamespaces and in the gaming industry. Ethos is constructed, invented, and created in and for games, but inevitably spills out into other domains, affecting agency, ideology, and the cultures that surround game developers, players, and scholars.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

Download What Video Games Have to Teach Us About Learning and Literacy. Second Edition PDF Online Free

Author :
Publisher : Macmillan
ISBN 13 : 1466886420
Total Pages : 233 pages
Book Rating : 4.4/5 (668 download)

DOWNLOAD NOW!


Book Synopsis What Video Games Have to Teach Us About Learning and Literacy. Second Edition by : James Paul Gee

Download or read book What Video Games Have to Teach Us About Learning and Literacy. Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

Games and Ethics

Download Games and Ethics PDF Online Free

Author :
Publisher : Springer Nature
ISBN 13 : 3658281758
Total Pages : 256 pages
Book Rating : 4.6/5 (582 download)

DOWNLOAD NOW!


Book Synopsis Games and Ethics by : Maike Groen

Download or read book Games and Ethics written by Maike Groen and published by Springer Nature. This book was released on 2020-11-29 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: The number of digital gamers is increasing worldwide, but public debates about digital games commonly focus on questionable game content or problematic gaming behavior. This book offers a broader ethical perspective on digital game cultures, presenting theoretical and empirical work on the ethical dimensions of the development, production and distribution of digital games, as well as issues relating to responsible gaming and the pedagogical use of digital games. Questions of the communicative-cultural change in game cultures are linked with questions of media education and media ethics. With such a comprehensive approach, the volume promotes ethical discourse on digital game cultures.

Bridging Literacies with Videogames

Download Bridging Literacies with Videogames PDF Online Free

Author :
Publisher : Springer
ISBN 13 : 9462096686
Total Pages : 227 pages
Book Rating : 4.4/5 (62 download)

DOWNLOAD NOW!


Book Synopsis Bridging Literacies with Videogames by : Hannah R. Gerber

Download or read book Bridging Literacies with Videogames written by Hannah R. Gerber and published by Springer. This book was released on 2014-09-23 with total page 227 pages. Available in PDF, EPUB and Kindle. Book excerpt: Bridging Literacies with Videogames provides an international perspective of literacy practices, gaming culture, and traditional schooling. Featuring studies from Australia, Colombia, South Korea, Canada, and the United States, this edited volume addresses learning in primary, secondary, and tertiary environments with topics related to: • re-creating worlds and texts • massive multiplayer second language learning • videogames and classroom learning These diverse topics will provide scholars, teachers, and curriculum developers with empirical support for bringing videogames into classroom spaces to foster meaning making. Bridging Literacies with Videogames is an essential text for undergraduates, graduates, and faculty interested in contemporizing learning with the medium of the videogame.

The Video Game Debate 2

Download The Video Game Debate 2 PDF Online Free

Author :
Publisher : Routledge
ISBN 13 : 1000224287
Total Pages : 160 pages
Book Rating : 4.0/5 (2 download)

DOWNLOAD NOW!


Book Synopsis The Video Game Debate 2 by : Rachel Kowert

Download or read book The Video Game Debate 2 written by Rachel Kowert and published by Routledge. This book was released on 2020-11-29 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years. Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy. This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate.