Ethics and Game Design: Teaching Values through Play

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Publisher : IGI Global
ISBN 13 : 1615208461
Total Pages : 396 pages
Book Rating : 4.6/5 (152 download)

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Book Synopsis Ethics and Game Design: Teaching Values through Play by : Schrier, Karen

Download or read book Ethics and Game Design: Teaching Values through Play written by Schrier, Karen and published by IGI Global. This book was released on 2010-02-28 with total page 396 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book addressing an emerging field of study, ethics and gamesand answers how we can better design and use games to foster ethical thinking and discourse in classrooms"--Provided by publisher.

Ethics and Game Design

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Publisher :
ISBN 13 :
Total Pages : 329 pages
Book Rating : 4.:/5 (556 download)

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Book Synopsis Ethics and Game Design by :

Download or read book Ethics and Game Design written by and published by . This book was released on 2010 with total page 329 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book challenges scholars and researchers to answer questions such as: How can game design be improved to foster ethical thinking and discourse? What are the theories and methodologies that will help us understand, model, and assess ethical thinking in games? How do we use games in classrooms and informal educational settings to support moral development? This publication approaches such questions from a multidisciplinary perspective with the ultimate goal of inspiring further interdisciplinary dialogue and research in order to continue building the ethics and games community--Provided by publisher.

Location-Based Mobile Games

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Publisher : Springer
ISBN 13 : 3319752561
Total Pages : 98 pages
Book Rating : 4.3/5 (197 download)

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Book Synopsis Location-Based Mobile Games by : Davide Spallazzo

Download or read book Location-Based Mobile Games written by Davide Spallazzo and published by Springer. This book was released on 2018-02-21 with total page 98 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book approaches Location Based Mobile Games from a design perspective, investigating the peculiar traits that make them compelling contemporary practices and challenging fields of investigation. Relying on an interdisciplinary theoretical background and empirical studies, it delves into LBMGs’ intertwining theoretical assumptions and describes their translation into practice. The authors examine these games from different perspectives, exploring how they can impact the way we look at our surroundings, their influence on our social dimension, their ability to translate a wide range of information into a game experience, and the negotiations they activate by intertwining two realities. Each issue is addressed from a twofold perspective: that of the designers who craft the games, and that of the users who interpret the designers’ choices and take part in the game experience. In so doing, the book covers the relationship between processes of designing and playing, investigating games that communicate through meaningful interactions, share perspectives as forms of narratives, and integrate physicality and surroundings in the play activity. The reasoning advanced throughout the chapters will benefit researchers, designers and entrepreneurs in the field, as it provides a novel perspective on LBMGs, seeks to increase designers’ awareness of often-neglected issues, and suggests interpretations and practices that can impact how commercial games are designed.

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

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

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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.

Gender Divide and the Computer Game Industry

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Publisher : IGI Global
ISBN 13 : 1466645350
Total Pages : 321 pages
Book Rating : 4.4/5 (666 download)

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Book Synopsis Gender Divide and the Computer Game Industry by : Prescott, Julie

Download or read book Gender Divide and the Computer Game Industry written by Prescott, Julie and published by IGI Global. This book was released on 2013-09-30 with total page 321 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book takes a look at the games industry from a gendered perspective and highlights the variety of ways in which women remain underrepresented in this industry"--Provided by publisher.

Gender Considerations and Influence in the Digital Media and Gaming Industry

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Publisher : IGI Global
ISBN 13 : 1466661437
Total Pages : 357 pages
Book Rating : 4.4/5 (666 download)

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Book Synopsis Gender Considerations and Influence in the Digital Media and Gaming Industry by : Prescott, Julie

Download or read book Gender Considerations and Influence in the Digital Media and Gaming Industry written by Prescott, Julie and published by IGI Global. This book was released on 2014-06-30 with total page 357 pages. Available in PDF, EPUB and Kindle. Book excerpt: Occupational segregation is an important issue and can be detrimental to women. There is a strong need for more women in science, engineering, and information technology, which are traditionally male dominated fields. Female representation in the computer gaming industry is a potential way to increase the presence of women in other computer-related fields. Gender Considerations and Influence in the Digital Media and Gaming Industry provides a collection of high-quality empirical studies and personal experiences of women working in male-dominated fields with a particular focus on the media and gaming industries. Providing insight on best methods for attracting and retaining women in these fields, this volume is a valuable reference for executives and members of professional bodies who wish to encourage women in their career progression.

Designing Games for Ethics: Models, Techniques and Frameworks

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Publisher : IGI Global
ISBN 13 : 160960122X
Total Pages : 406 pages
Book Rating : 4.6/5 (96 download)

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Book Synopsis Designing Games for Ethics: Models, Techniques and Frameworks by : Schrier, Karen

Download or read book Designing Games for Ethics: Models, Techniques and Frameworks written by Schrier, Karen and published by IGI Global. This book was released on 2010-12-31 with total page 406 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book brings together the diverse and growing community of voices on ethics in gaming and begins to define the field, identify its primary challenges and questions, and establish the current state of the discipline"--Provided by publisher.

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.

Emotions, Technology, and Digital Games

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Publisher : Academic Press
ISBN 13 : 0128018402
Total Pages : 364 pages
Book Rating : 4.1/5 (28 download)

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Book Synopsis Emotions, Technology, and Digital Games by :

Download or read book Emotions, Technology, and Digital Games written by and published by Academic Press. This book was released on 2015-09-25 with total page 364 pages. Available in PDF, EPUB and Kindle. Book excerpt: Emotions, Technology, and Digital Games explores the need for people to experience enjoyment, excitement, anxiety, anger, frustration, and many other emotions. The book provides essential information on why it is necessary to have a greater understanding of the power these emotions have on players, and how they affect players during, and after, a game. This book takes this understanding and shows how it can be used in practical ways, including the design of video games for teaching and learning, creating tools to measure social and emotional development of children, determining how empathy-related thought processes affect ethical decision-making, and examining how the fictional world of game play can influence and shape real-life experiences. Details how games affect emotions—both during and after play Describes how we can manage a player’s affective reactions Applies the emotional affect to making games more immersive Examines game-based learning and education Identifies which components of online games support socio-emotional development Discusses the impact of game-based emotions beyond the context of games

Design, User Experience, and Usability. Design for Contemporary Interactive Environments

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Publisher : Springer Nature
ISBN 13 : 3030497607
Total Pages : 744 pages
Book Rating : 4.0/5 (34 download)

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Book Synopsis Design, User Experience, and Usability. Design for Contemporary Interactive Environments by : Aaron Marcus

Download or read book Design, User Experience, and Usability. Design for Contemporary Interactive Environments written by Aaron Marcus and published by Springer Nature. This book was released on 2020-07-10 with total page 744 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 9th International Conference on Design, User Experience, and Usability, DUXU 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020, in Copenhagen, Denmark, in July 2020. The conference was held virtually due to the COVID-19 pandemic. From a total of 6326 submissions, a total of 1439 papers and 238 posters has been accepted for publication in the HCII 2020 proceedings. The 50 papers included in this volume were organized in topical sections on interactions in intelligent and IoT environments, usability aspects of handheld and mobile devices, designing games and immersive experiences, and UX studies in automotive and transport.

Proceedings of the 7th European Conference on Management Leadership and Governance

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Publisher : Academic Conferences Limited
ISBN 13 : 1908272171
Total Pages : 564 pages
Book Rating : 4.9/5 (82 download)

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Book Synopsis Proceedings of the 7th European Conference on Management Leadership and Governance by : Charles Despres

Download or read book Proceedings of the 7th European Conference on Management Leadership and Governance written by Charles Despres and published by Academic Conferences Limited. This book was released on 2011-06-10 with total page 564 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Supporting Multiculturalism and Gender Diversity in University Settings

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Publisher : IGI Global
ISBN 13 : 1466683228
Total Pages : 270 pages
Book Rating : 4.4/5 (666 download)

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Book Synopsis Supporting Multiculturalism and Gender Diversity in University Settings by : Zhou, Molly Y.

Download or read book Supporting Multiculturalism and Gender Diversity in University Settings written by Zhou, Molly Y. and published by IGI Global. This book was released on 2015-03-31 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt: Despite modern technology and the focus on international business striving to make the world a smaller place, many organizations still struggle with the need for diversity and multiculturalism. This issue is also present in academia, as women of color and those previously perceived to be in the ethnic minority continue the journey to become the educators and leaders that universities need. Supporting Multiculturalism and Gender Diversity in University Settings examines the experiences of some of these female leaders and what they learned in their rise through education and academia. Highlighting stories of feminism, race, and what it means to use these life lessons in the classroom, this book is a valuable resource for higher education administrators, policymakers, and women professionals everywhere.

Encyclopedia of the Sciences of Learning

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Publisher : Springer Science & Business Media
ISBN 13 : 1441914277
Total Pages : 3643 pages
Book Rating : 4.4/5 (419 download)

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Book Synopsis Encyclopedia of the Sciences of Learning by : Norbert M. Seel

Download or read book Encyclopedia of the Sciences of Learning written by Norbert M. Seel and published by Springer Science & Business Media. This book was released on 2011-10-05 with total page 3643 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over the past century, educational psychologists and researchers have posited many theories to explain how individuals learn, i.e. how they acquire, organize and deploy knowledge and skills. The 20th century can be considered the century of psychology on learning and related fields of interest (such as motivation, cognition, metacognition etc.) and it is fascinating to see the various mainstreams of learning, remembered and forgotten over the 20th century and note that basic assumptions of early theories survived several paradigm shifts of psychology and epistemology. Beyond folk psychology and its naïve theories of learning, psychological learning theories can be grouped into some basic categories, such as behaviorist learning theories, connectionist learning theories, cognitive learning theories, constructivist learning theories, and social learning theories. Learning theories are not limited to psychology and related fields of interest but rather we can find the topic of learning in various disciplines, such as philosophy and epistemology, education, information science, biology, and – as a result of the emergence of computer technologies – especially also in the field of computer sciences and artificial intelligence. As a consequence, machine learning struck a chord in the 1980s and became an important field of the learning sciences in general. As the learning sciences became more specialized and complex, the various fields of interest were widely spread and separated from each other; as a consequence, even presently, there is no comprehensive overview of the sciences of learning or the central theoretical concepts and vocabulary on which researchers rely. The Encyclopedia of the Sciences of Learning provides an up-to-date, broad and authoritative coverage of the specific terms mostly used in the sciences of learning and its related fields, including relevant areas of instruction, pedagogy, cognitive sciences, and especially machine learning and knowledge engineering. This modern compendium will be an indispensable source of information for scientists, educators, engineers, and technical staff active in all fields of learning. More specifically, the Encyclopedia provides fast access to the most relevant theoretical terms provides up-to-date, broad and authoritative coverage of the most important theories within the various fields of the learning sciences and adjacent sciences and communication technologies; supplies clear and precise explanations of the theoretical terms, cross-references to related entries and up-to-date references to important research and publications. The Encyclopedia also contains biographical entries of individuals who have substantially contributed to the sciences of learning; the entries are written by a distinguished panel of researchers in the various fields of the learning sciences.

The Arts of LARP

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Publisher : McFarland
ISBN 13 : 1476617309
Total Pages : 224 pages
Book Rating : 4.4/5 (766 download)

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Book Synopsis The Arts of LARP by : David Simkins

Download or read book The Arts of LARP written by David Simkins and published by McFarland. This book was released on 2014-12-24 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: This ethnography of a live-action role play (LARP) community examines the structure of play, how new participants are introduced and apprenticed into the culture, player expectations and motivations, and games as they are designed and as they are performed. The main focus is on LARP’s affordance for learning across a variety of disciplines and interests. The book is intended for LARP participants, academics interested in play or in collaborative development, those interested in new uses of familiar learning environments, and game developers with an interest in creating games with highly interactive narratives and co-creative play experiences in which the role of designer and player is blurred.

Clash of Realities 2015/16

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Publisher : transcript Verlag
ISBN 13 : 3839440319
Total Pages : 639 pages
Book Rating : 4.8/5 (394 download)

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Book Synopsis Clash of Realities 2015/16 by : Clash of Realities

Download or read book Clash of Realities 2015/16 written by Clash of Realities and published by transcript Verlag. This book was released on 2017-10-31 with total page 639 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital games as transmedia works of art - Games as social environments - The aesthetics of play - Digital games in pedagogy - Cineludic aesthetics - Ethics in games - these were some of the important and fascinating topics addressed during the international research conference "Clash of Realities" in 2015 and 2016 by more than a hundred international speakers, academics as well as artists. This volume represents the best contributions - by, inter alia, Janet H. Murray, David OReilly, Eric Zimmerman, Thomas Elsaesser, Lorenz Engell, Susana Tosca, Miguel Sicart, Frans Mäyrä, and Mark J.P. Wolf.

Embedding Culture into Video Games and Game Design

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Publisher : CRC Press
ISBN 13 : 1000931358
Total Pages : 200 pages
Book Rating : 4.0/5 (9 download)

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Book Synopsis Embedding Culture into Video Games and Game Design by : Rhett Loban

Download or read book Embedding Culture into Video Games and Game Design written by Rhett Loban and published by CRC Press. This book was released on 2023-09-04 with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book will help game designers and those interested in games thoughtfully embed culture into video games and the game design process. This book raises the issue of how some cultures and communities are misrepresented in various video games. In response to this problem, designers can bring cultural considerations and practices into the centre focus of the game design process. The book advocates that designers put different measures in place to better prevent misrepresentations and engage with deeper understandings of culture to build culturally richer and more meaningful game worlds. The book uses the Torres Strait Virtual Reality project as a primary example, in addition to other game projects, to explore cultural representation in game design. Torres Strait culture is also explored and discussed more broadly throughout the book. No prior knowledge of culture studies is needed, and the book deals with higher level game design with little reference to the technical elements of game development. This unique and timely book will appeal to those interested in the implications of cultural depictions in video games and opportunities to generate deeper cultural representations through the game design process.

Engaging Consumers through Branded Entertainment and Convergent Media

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Publisher : IGI Global
ISBN 13 : 1466683430
Total Pages : 354 pages
Book Rating : 4.4/5 (666 download)

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Book Synopsis Engaging Consumers through Branded Entertainment and Convergent Media by : Parreno, Jose Marti

Download or read book Engaging Consumers through Branded Entertainment and Convergent Media written by Parreno, Jose Marti and published by IGI Global. This book was released on 2015-04-30 with total page 354 pages. Available in PDF, EPUB and Kindle. Book excerpt: Branded entertainment is gaining popularity within marketing communications strategies. Blurring the lines between advertisements and editorial content, branded marketing provides advertisers and consumers with highly engaging media content that benefits them both. Engaging Consumers through Branded Entertainment and Convergent Media provides an interdisciplinary approach to connecting with the consumer through branding strategies in the entertainment and media fields. Featuring information regarding emergent research and techniques, this publication is a critical reference source for academics, university teachers, researchers and post-graduate students, as well as universities, advertising agencies, marketing directors, brand managers, and professionals interested in the usage and benefits of branded entertainment.