Games and Ethics

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

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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.

Computer Games in the EFL Classroom

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Publisher : Anchor Academic Publishing (aap_verlag)
ISBN 13 : 3954895684
Total Pages : 122 pages
Book Rating : 4.9/5 (548 download)

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Book Synopsis Computer Games in the EFL Classroom by : Marie Schneider

Download or read book Computer Games in the EFL Classroom written by Marie Schneider and published by Anchor Academic Publishing (aap_verlag). This book was released on 2014-02-01 with total page 122 pages. Available in PDF, EPUB and Kindle. Book excerpt: Fact is that commercial computer games play an extensive role in young people's lives, today. According to a recent study, 62 % of German teenagers play computer games at least once a week. This development led many researchers, school leaders and teachers to the question in how far games can be used to engage young people and support their learning inside the classroom. These considerations have been supported by various studies, showing that computer games can enhance various cognitive skills such as the ability of concentration, stamina, tactical aptness, anticipatory thinking, orientation in virtual spaces, and deductive reasoning. Since then, few research projects have launched which examine digital game based learning (i.e. the learning with the help of computer games), both on a theoretical and empirical level. This study approaches the subject of digital game based learning in the EFL classroom from three different angles: Firstly, a scientific perspective will be adopted. The principles of the design and construction of games and game worlds will be examined. Secondly, the subject of the psychological effects of games on the player will be broached. Thirdly and as the main point, the didactic potential of computer games will be explored in detail. The author presents ways of integrating games into teaching units, and further, the abilities and competences that can be enhanced by the use of digital games. Moreover, particular challenges and problems will be identified that arise when the use of a digital game in class is planned.

Zur Relevanz von Computerspielen für Kinder und Jugendliche

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Publisher :
ISBN 13 :
Total Pages : 234 pages
Book Rating : 4.:/5 (249 download)

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Book Synopsis Zur Relevanz von Computerspielen für Kinder und Jugendliche by : Thore Friemann

Download or read book Zur Relevanz von Computerspielen für Kinder und Jugendliche written by Thore Friemann and published by . This book was released on 1999 with total page 234 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Cultures of Computer Game Concerns

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Publisher : transcript Verlag
ISBN 13 : 3839439345
Total Pages : 359 pages
Book Rating : 4.8/5 (394 download)

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Book Synopsis Cultures of Computer Game Concerns by : Estrid Sörensen

Download or read book Cultures of Computer Game Concerns written by Estrid Sörensen and published by transcript Verlag. This book was released on 2018-05-31 with total page 359 pages. Available in PDF, EPUB and Kindle. Book excerpt: The same computer games are played by youths all over the world, and worldwide games become matters of concern in relation to children: worries rise about addiction, violence, education, time, and economy. Yet, these concerns vary depending upon where they are situated: in families, legal contexts, industry or science. They also play out differently across countries and cultures. This situated nature of computer game concerns is generally neglected. Not in this book: It gives a detailed mosaic of the complex and multiple everyday realities of computer game concerns in relation to children, as they are variably situated throughout society and across cultures.

Game Face

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Publisher :
ISBN 13 :
Total Pages : 612 pages
Book Rating : 4.F/5 ( download)

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Book Synopsis Game Face by :

Download or read book Game Face written by and published by . This book was released on 2007 with total page 612 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Handbook of Research on Effective Electronic Gaming in Education

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Publisher : IGI Global
ISBN 13 : 1599048116
Total Pages : 1762 pages
Book Rating : 4.5/5 (99 download)

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Book Synopsis Handbook of Research on Effective Electronic Gaming in Education by : Ferdig, Richard E.

Download or read book Handbook of Research on Effective Electronic Gaming in Education written by Ferdig, Richard E. and published by IGI Global. This book was released on 2008-07-31 with total page 1762 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.

DIGAREC Lectures 2008/09

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Publisher : Universitätsverlag Potsdam
ISBN 13 : 3869560045
Total Pages : 260 pages
Book Rating : 4.8/5 (695 download)

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Book Synopsis DIGAREC Lectures 2008/09 by : Stephan Günzel

Download or read book DIGAREC Lectures 2008/09 written by Stephan Günzel and published by Universitätsverlag Potsdam. This book was released on 2009 with total page 260 pages. Available in PDF, EPUB and Kindle. Book excerpt: Der zweite Band der DIGAREC Series beinhaltet Beiträge der DIGAREC Lectures 2008/09 sowie des Wissenschaftsforums der Deutschen Gamestage 2008 und 2009. Mit Beiträgen von Oliver Castendyk (Erich Pommer Institut), Stephan Günzel mit Michael Liebe und Dieter Mersch (Universität Potsdam), Andreas Lange (Computerspielemuseum Berlin), Ingrid Möller mit Barbara Krahé (Universität Potsdam), Klaus Spieler (Institut für digitale interaktive Kultur Berlin), James Tobias (University of California, Riverside), Stefan Böhme (HBK Braunschweig), Robert Glashüttner (Wien), Sven Jöckel (Universität Erfurt) mit Leyla Dogruel (FU Berlin), Michael Mosel (Universität Marburg), Sebastian Quack (HTW Berlin), Leif Rumbke (Hamburg) und Steffen P. Walz (ETH Zürich).

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Publisher : Waxmann Verlag
ISBN 13 : 3830976542
Total Pages : 344 pages
Book Rating : 4.8/5 (39 download)

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Book Synopsis by :

Download or read book written by and published by Waxmann Verlag. This book was released on with total page 344 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Computerspiele

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Publisher :
ISBN 13 :
Total Pages : 23 pages
Book Rating : 4.:/5 (935 download)

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Book Synopsis Computerspiele by :

Download or read book Computerspiele written by and published by . This book was released on 2012 with total page 23 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Geschichte und Entwicklung von Video- und Computerspielen

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Publisher : GRIN Verlag
ISBN 13 : 3638216411
Total Pages : 24 pages
Book Rating : 4.6/5 (382 download)

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Book Synopsis Geschichte und Entwicklung von Video- und Computerspielen by : Isabelle Greibich

Download or read book Geschichte und Entwicklung von Video- und Computerspielen written by Isabelle Greibich and published by GRIN Verlag. This book was released on 2003-09-04 with total page 24 pages. Available in PDF, EPUB and Kindle. Book excerpt: Studienarbeit aus dem Jahr 2001 im Fachbereich Pädagogik - Medienpädagogik, Note: 2, Universität Trier (Fachbereich 1), Sprache: Deutsch, Abstract: Für viele Kinder und Jugendlichen gehört es heute zum Alltag, sich per Computerspiel eigene mediale und surreale Welten aufzubauen. Dies gestaltet sich insofern problematisch, dass sich der Markt ständig um gewaltverherrlichende und kriegerische Computer - und Videospiele erweitert, die gerade eine ganz besondere Faszination auf die Benutzer auszuüben scheinen. Das diese Spiele immer realistischere Züge annehmen und immer mehr an die Realität moderner Kriegsführung anknüpfen, war ein langwieriger Prozeß über Jahrzehnte hin. In Kapitel 2 geht es nun also darum, die ständigen Entwicklung und Innovationen über die Jahre hinweg zu beobachten. Dabei richtet sich mein Blick ganz besonders auf die Voraussetzungen und die Verarbeitung von Gewalt in Computerspielen im Wandel der Zeit. Durch die kontinuierliche Verbreitung des Mediums der damit einhergehenden fortschreitenden Computertechnologie Durch die fortschreitende Computertechnologie, die kontinuierliche Verbreitung des Mediums und der damit einhergehenden wechselnden Vorlieben der Benutzer kommt es zu einer Ausdifferenzierung der Computer - und Videospiele und somit zur Entstehung verschiedener Genres, die in Kapitel 3 in einer Typisierung bearbeitet werden. Was aber nun zieht so viele Jugendliche tagtäglich vor die Bildschirme? Was macht die Faszination des Computerspiels explizit die Faszination der Gewalt und des " Bösen" in solchen Spielen aus? Genau mit dieser Fragestellung beschäftigt sich das 4. Kapitel, in dem Erklärungen aufgezeigt werden, die das Prägnante und mögliche Faktoren der Faszination beschreiben. Um einen aktuellen Bezug zum derzeitigen Spielverhalten herzustellen, werde ich im 5. Kapitel auf das Counterstrike - Phänomen und die damit verbundene Multiplayerbewegung eingehen .Gleichzeitig erfolgt somit eine Konkretisierung der eben angesprochenen Ausdifferenzierung der Computer - und Videospiele.

"Friendly Fire" im Kinderzimmer

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Publisher :
ISBN 13 : 9783865501875
Total Pages : 155 pages
Book Rating : 4.5/5 (18 download)

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Book Synopsis "Friendly Fire" im Kinderzimmer by : Stefan Gesmann

Download or read book "Friendly Fire" im Kinderzimmer written by Stefan Gesmann and published by . This book was released on 2006 with total page 155 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Computerspiele

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Publisher :
ISBN 13 :
Total Pages : pages
Book Rating : 4.:/5 (126 download)

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Book Synopsis Computerspiele by : Lidia Grashof

Download or read book Computerspiele written by Lidia Grashof and published by . This book was released on 2017 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Siegener Periodicum zur internationalen empirischen Literaturwissenschaft

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Publisher :
ISBN 13 :
Total Pages : 374 pages
Book Rating : 4.F/5 ( download)

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Book Synopsis Siegener Periodicum zur internationalen empirischen Literaturwissenschaft by :

Download or read book Siegener Periodicum zur internationalen empirischen Literaturwissenschaft written by and published by . This book was released on 1999 with total page 374 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Computer Games and New Media Cultures

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

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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.

Digital Kids

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Publisher : Christoph Merian Verlag
ISBN 13 : 3856168230
Total Pages : 199 pages
Book Rating : 4.8/5 (561 download)

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Book Synopsis Digital Kids by : Dominik Landwehr

Download or read book Digital Kids written by Dominik Landwehr and published by Christoph Merian Verlag. This book was released on 2016-10-06 with total page 199 pages. Available in PDF, EPUB and Kindle. Book excerpt: Kinder und Jugendliche sind heute digital vernetzt und mit dem Smartphone oder Tablet unterwegs. Die Digitalisierung hat innerhalb von nur zwei Jahrzehnten eine unübersehbare Vielfalt von kreativen Werkzeugen geschaffen, sei es im Bereich Video, Audio, Computergames oder Programmierung. Wie gehen Kinder und Jugendliche im Alltag damit um? Der vierte Band von ‹Edition Digital Culture› greift die Frage auf und erzählt Geschichten von erfolgreichen Projekten im Bereich der digitalen Kreativität. Das Buch versammelt Beispiele und Fallstudien und ergänzt sie mit Überlegungen aus der Sicht der Medienpädagogik und der Medienwissenschaft. Ein umfangreicher Anhang mit Hinweisen auf weiterführende Literatur, Internetquellen und Youtube-Tutorials ergänzt die Beiträge. Today, children and young people are digitally networked and adept at using their smartphones or tablets. Within just two decades, digitization has produced an incredible diversity of creative tools, be it in the field of video, audio, computer games or programming. How do children and young people deal with this in everyday life? The fourth volume of Edition Digital Culture deals with this question and reports on successful projects in the area of digital creativity. The book contains examples and case studies, complemented by considerations from the viewpoint of media pedagogics and media science. The extensive appendix references additional literature, internet sources and YouTube tutorials.

Kinder und Computerspiele - Faszination und Folgen für Schule und Alltag

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Publisher :
ISBN 13 :
Total Pages : 182 pages
Book Rating : 4.:/5 (313 download)

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Book Synopsis Kinder und Computerspiele - Faszination und Folgen für Schule und Alltag by : Stephanie Waizmann

Download or read book Kinder und Computerspiele - Faszination und Folgen für Schule und Alltag written by Stephanie Waizmann and published by . This book was released on 1999 with total page 182 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Bibliothek in der Wissensgesellschaft

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Publisher : K.G. Saur Verlag
ISBN 13 :
Total Pages : 484 pages
Book Rating : 4.3/5 ( download)

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Book Synopsis Bibliothek in der Wissensgesellschaft by : Wolfram Henning

Download or read book Bibliothek in der Wissensgesellschaft written by Wolfram Henning and published by K.G. Saur Verlag. This book was released on 2001 with total page 484 pages. Available in PDF, EPUB and Kindle. Book excerpt: Keine ausführliche Beschreibung für "Bibliothek in der Wissensgesellschaft" verfügbar.