Sociology as Method

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Publisher : BRILL
ISBN 13 : 908790813X
Total Pages : 316 pages
Book Rating : 4.0/5 (879 download)

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Book Synopsis Sociology as Method by : Paul Dowling

Download or read book Sociology as Method written by Paul Dowling and published by BRILL. This book was released on 2009-01-01 with total page 316 pages. Available in PDF, EPUB and Kindle. Book excerpt: Dowling is using the term, forensics, to refer to approaches to research that claim to uncover truths about the world that are somehow independent of the means of their uncovering. For some time, now, such approaches have been widely regarded as naïve, but it is not clear that the implications of this recognition have always been adequately or appropriately taken into account. In attempting to do just that, Dowling presents a mature exposition of his organisational language, social activity method (SAM) in dialogue with a wide range of cultural settings, texts and technologies. SAM has been developed over a period of some twenty years via the transaction between a fundamental, theoretical principle and empirical data. This principle asserts that the sociocultural is to be understood in terms of strategic, autopoietic action directed at the formation, maintenance and destabilising of alliances and oppositions and the alliances and oppositions that are themselves emergent upon such action. This anti-forensic constructive description understands data texts, not as products of generative structures that lie behind them, but as instances of the organisational language, SAM, that will, ultimately, describe them and that is, in a sense, in front of them. Dowling describes himself as a theory engineer. The productivity of this work is in its potential to generate principled and articulated descriptions of empirical settings and texts, new ways of looking at them, not to direct, but to interrogate other practices relating to these settings and texts, to ask questions that would otherwise be left unasked. The origins of SAM lie in the analysis of mathematics education texts in the late 1980s and early 1990s and one of the chapters in this volume is again concerned with mathematics (and science) education in the first part of the twenty-first century. Other settings that come under scrutiny include classrooms, film, art, literature, knowledge in various domains, the internet, and so forth. The book also includes fundamental engagement with forensics, in particular, the work of and work inspired by Basil Bernstein. Paul Dowling is Professor of Education at the Institute of Education, University of London. Before joining the Institute in 1987, he had taught mathematics in secondary schools in and around London. His other publications include The Sociology of Mathematics Education: Mathematical Myths/Pedagogic Texts (1998, Falmer Press) and Doing Research/Reading Research: Re-interrogating education (with Andrew Brown, Routledge, 1998 and 2009).

Video Games and the Mind

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Publisher : McFarland
ISBN 13 : 1476626278
Total Pages : 225 pages
Book Rating : 4.4/5 (766 download)

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Book Synopsis Video Games and the Mind by : Bernard Perron

Download or read book Video Games and the Mind written by Bernard Perron and published by McFarland. This book was released on 2016-07-19 with total page 225 pages. Available in PDF, EPUB and Kindle. Book excerpt: Can a video game make you cry? Why do you relate to the characters and how do you engage with the storyworlds they inhabit? How is your body engaged in play? How are your actions guided by sociocultural norms and experiences? Questions like these address a core aspect of digital gaming--the video game experience itself--and are of interest to many game scholars and designers. With psychological theories of cognition, affect and emotion as reference points, this collection of new essays offers various perspectives on how players think and feel about video games and how game design and analysis can build on these processes.

Understanding Video Games

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Publisher : Routledge
ISBN 13 : 0429777043
Total Pages : 414 pages
Book Rating : 4.4/5 (297 download)

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Book Synopsis Understanding Video Games by : Simon Egenfeldt-Nielsen

Download or read book Understanding Video Games written by Simon Egenfeldt-Nielsen and published by Routledge. This book was released on 2019-09-11 with total page 414 pages. Available in PDF, EPUB and Kindle. Book excerpt: From Pong to virtual reality, Understanding Video Games, 4th Edition, takes video game studies into the next decade of the twenty-first century, highlighting changes in the area, including mobile, social, and casual gaming. In this new edition of the pioneering text, students learn to assess the major theories used to analyze games, such as ludology and narratology, and gain familiarity with the commercial and organizational aspects of the game industry. Drawing from historical and contemporary examples, the student-friendly text also explores the aesthetics of games, evaluates the cultural position of video games, and considers the potential effects of both violent and "serious" games. Extensively illustrated and featuring discussion questions, a glossary of key terms, and a detailed video game history timeline, this new edition is an indispensable resource for students, scholars, and teachers interested in examining the ways video games continue to reshape entertainment and society.

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

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

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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.

Video Games

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Publisher : Routledge
ISBN 13 : 1351299948
Total Pages : 163 pages
Book Rating : 4.3/5 (512 download)

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Book Synopsis Video Games by : Arthur Asa Berger

Download or read book Video Games written by Arthur Asa Berger and published by Routledge. This book was released on 2017-07-28 with total page 163 pages. Available in PDF, EPUB and Kindle. Book excerpt: From their inception, video games quickly became a major new arena of popular entertainment. Beginning with very primitive games, they quickly evolved into interactive animated works, many of which now approach film in terms of their visual excitement. But there are important differences, as Arthur Asa Berger makes clear in this important new work. Films are purely to be viewed, but video involves the player, moving from empathy to immersion, from being spectators to being actively involved in texts. Berger, a renowned scholar of popular culture, explores the cultural significance of the expanding popularity and sophistication of video games and considers the biological and psychoanalytic aspects of this phenomenon.Berger begins by tracing the evolution of video games from simple games like Pong to new, powerfully involving and complex ones like Myst and Half-Life. He notes how this evolution has built the video industry, which includes the hardware (game-playing consoles) and the software (the games themselves), to revenues comparable to the American film industry.

Trigger Happy

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Publisher : Arcade Publishing
ISBN 13 : 9781559705981
Total Pages : 268 pages
Book Rating : 4.7/5 (59 download)

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Book Synopsis Trigger Happy by : Steven Poole

Download or read book Trigger Happy written by Steven Poole and published by Arcade Publishing. This book was released on 2004 with total page 268 pages. Available in PDF, EPUB and Kindle. Book excerpt: Examines the history and phenomenal success of video games, and argues that the popular games are on the way to becoming a legitimate art form, much in the same way movies did a century earlier.

Perceiving Play

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Publisher : Peter Lang
ISBN 13 : 9780820497006
Total Pages : 188 pages
Book Rating : 4.4/5 (97 download)

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Book Synopsis Perceiving Play by : Torill Elvira Mortensen

Download or read book Perceiving Play written by Torill Elvira Mortensen and published by Peter Lang. This book was released on 2009 with total page 188 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Computer games are increasingly prevalent, and cause both curiosity and concern in the general public, so understanding these games and play is important. Game researchers need to work quickly to document, report, and analyse the effect on our modern society as an increasing amount of people make new and drastically different choices in how they spend their time. Perceiving Play: The Art and Study of Computer Games looks at the directions and findings of this research, and examines how game research integrates the studies of social science, ethnography, textual analysis and criticism, economy, law, and technology." --Book Jacket.

Handbook of Computer Game Studies

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Author :
Publisher : MIT Press
ISBN 13 : 0262516586
Total Pages : 471 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Handbook of Computer Game Studies by : Joost Raessens

Download or read book Handbook of Computer Game Studies written by Joost Raessens and published by MIT Press. This book was released on 2011-08-19 with total page 471 pages. Available in PDF, EPUB and Kindle. Book excerpt: A broad treatment of computer and video games from a wide range of perspectives, including cognitive science and artificial intelligence, psychology, history, film and theater, cultural studies, and philosophy. New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others. Part I considers the "prehistory" of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer's point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture.

Changing the Rules of the Game

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Publisher : Springer
ISBN 13 : 1137318414
Total Pages : 176 pages
Book Rating : 4.1/5 (373 download)

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Book Synopsis Changing the Rules of the Game by : S. Hotho

Download or read book Changing the Rules of the Game written by S. Hotho and published by Springer. This book was released on 2013-10-24 with total page 176 pages. Available in PDF, EPUB and Kindle. Book excerpt: The computer games industry is one of the most vibrant industries today whose potential for growth seems inexhaustible. This book adopts a multi-disciplinary approach and captures emerging trends as well as the issues and challenges faced by businesses, their managers and their workforce in the games industry.

Structure and Randomness

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Publisher : American Mathematical Soc.
ISBN 13 : 9780821886281
Total Pages : 316 pages
Book Rating : 4.8/5 (862 download)

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Book Synopsis Structure and Randomness by : Terence Tao

Download or read book Structure and Randomness written by Terence Tao and published by American Mathematical Soc.. This book was released on with total page 316 pages. Available in PDF, EPUB and Kindle. Book excerpt: "In 2007, Terry Tao began a mathematical blog, as an outgrowth of his own website at UCLA. This book is based on a selection of articles from the first year of that blog. These articles discuss a wide range of mathematics and its applications, ranging from expository articles on quantum mechanics, Einstein's equation E = mc[superscript 2], or compressed sensing, to open problems in analysis, combinatorics, geometry, number theory, and algebra, to lecture series on random matrices, Fourier analysis, or the dichotomy between structure and randomness that is present in many subfields of mathematics, to more philosophical discussions on such topics as the interplay between finitary and infinitary in analysis. Some selected commentary from readers of the blog has also been included at the end of each article.

Tomb Raiders and Space Invaders

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Publisher :
ISBN 13 : 9780755695546
Total Pages : 264 pages
Book Rating : 4.6/5 (955 download)

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Book Synopsis Tomb Raiders and Space Invaders by : Geoff King

Download or read book Tomb Raiders and Space Invaders written by Geoff King and published by . This book was released on 2006 with total page 264 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book focuses on key formal aspects of video games and the experiences and pleasures offered by the activities they require of the player. A wide range of games are considered, from first-person shooters to third-person action-adventures, strategy, sports-related and role-playing games. Lively and accessible in style, this book is written for both an academic readership and the wider audience of gamers and those interested in popular culture.

Women in Popular Culture [2 volumes]

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Publisher : Bloomsbury Publishing USA
ISBN 13 :
Total Pages : 642 pages
Book Rating : 4.2/5 (161 download)

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Book Synopsis Women in Popular Culture [2 volumes] by : Laura L. Finley

Download or read book Women in Popular Culture [2 volumes] written by Laura L. Finley and published by Bloomsbury Publishing USA. This book was released on 2023-03-24 with total page 642 pages. Available in PDF, EPUB and Kindle. Book excerpt: Including more than 300 alphabetically listed entries, this 2-volume set presents a timely and detailed overview of some of the most significant contributions women have made to American popular culture from the silent film era to the present day. The lives and accomplishments of women from various aspects of popular culture are examined, including women from film, television, music, fashion, and literature. In addition to profiles, the encyclopedia also includes chapters that provide a historical review of gender, domesticity, marriage, work, and inclusivity in popular culture as well as a chronology of key achievements. This reference work is an ideal introduction to the roles women have played, both in the spotlight and behind it, throughout the history of popular culture in America. From the stars of Hollywood's Golden Age to the chart toppers of the 2020s, author Laura L. Finley documents how attitudes towards these icons have evolved and how their influence has shifted throughout time. The entries and essays also address such timely topics as feminism, the #MeToo movement, and the gender pay gap.

Woke Gaming

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Publisher : University of Washington Press
ISBN 13 : 0295744197
Total Pages : 321 pages
Book Rating : 4.2/5 (957 download)

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Book Synopsis Woke Gaming by : Kishonna L. Gray

Download or read book Woke Gaming written by Kishonna L. Gray and published by University of Washington Press. This book was released on 2018-11-13 with total page 321 pages. Available in PDF, EPUB and Kindle. Book excerpt: From #Gamergate to the 2016 election, to the daily experiences of marginalized perspectives, gaming is entangled with mainstream cultures of systematic exploitation and oppression. Whether visible in the persistent color line that shapes the production, dissemination, and legitimization of dominant stereotypes within the industry itself, or in the dehumanizing representations often found within game spaces, many video games perpetuate injustice and mirror the inequities and violence that permeate society as a whole. Drawing from groundbreaking research on counter and oppositional gaming and from popular games such as World of Warcraft and Tomb Raider, Woke Gaming examines resistance to problematic spaces of violence, discrimination, and microaggressions in gaming culture. The contributors of these essays seek to identify strategies to detox gaming culture and orient players and gamers toward progressive ends. From Anna Anthropy’s Keep Me Occupied to Momo Pixel’s Hair Nah, video games can reveal the power and potential for marginalized communities to resist, and otherwise challenge dehumanizing representations inside and outside of game spaces. In a moment of #MeToo, #BlackLivesMatter, and efforts to transform current political realities, Woke Gaming illustrates the power and potential of video games to foster change and become a catalyst for social justice.

Archaeogaming

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Publisher : Berghahn Books
ISBN 13 : 1785338749
Total Pages : 236 pages
Book Rating : 4.7/5 (853 download)

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Book Synopsis Archaeogaming by : Andrew Reinhard

Download or read book Archaeogaming written by Andrew Reinhard and published by Berghahn Books. This book was released on 2018-06-18 with total page 236 pages. Available in PDF, EPUB and Kindle. Book excerpt: A general introduction to archeogaming describing the intersection of archaeology and video games and applying archaeological method and theory into understanding game-spaces. “[T]he author’s clarity of style makes it accessible to all readers, with or without an archaeological background. Moreover, his personal anecdotes and gameplay experiences with different game titles, from which his ideas often develop, make it very enjoyable reading.”—Antiquity Video games exemplify contemporary material objects, resources, and spaces that people use to define their culture. Video games also serve as archaeological sites in the traditional sense as a place, in which evidence of past activity is preserved and has been, or may be, investigated using the discipline of archaeology, and which represents a part of the archaeological record. From the introduction: Archaeogaming, broadly defined, is the archaeology both in and of digital games... As will be described in the following chapters, digital games are archaeological sites, landscapes, and artifacts, and the game-spaces held within those media can also be understood archaeologically as digital built environments containing their own material culture... Archaeogaming does not limit its study to those video games that are set in the past or that are treated as “historical games,” nor does it focus solely on the exploration and analysis of ruins or of other built environments that appear in the world of the game. Any video game—from Pac-Man to Super Meat Boy—can be studied archaeologically.

Introduction to Game Analysis

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Publisher : Routledge
ISBN 13 : 1134474202
Total Pages : 243 pages
Book Rating : 4.1/5 (344 download)

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Book Synopsis Introduction to Game Analysis by : Clara Fernández-Vara

Download or read book Introduction to Game Analysis written by Clara Fernández-Vara and published by Routledge. This book was released on 2014-07-17 with total page 243 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game analysis allows us to understand games better, providing insight into the player-game relationship, the construction of the game, and its sociocultural relevance. As the field of game studies grows, videogame writing is evolving from the mere evaluation of gameplay, graphics, sound, and replayablity, to more reflective writing that manages to convey the complexity of a game and the way it is played in a cultural context. Introduction to Game Analysis serves as an accessible guide to analyzing games using strategies borrowed from textual analysis. Clara Fernández-Vara’s concise primer provides instruction on the basic building blocks of game analysis—examination of context, content and reception, and formal qualities—as well as the vocabulary necessary for talking about videogames' distinguishing characteristics. Examples are drawn from a range of games, both digital and non-digital—from Bioshock and World of Warcraft to Monopoly—and the book provides a variety of exercises and sample analyses, as well as a comprehensive ludography and glossary.

Playing with Videogames

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Publisher : Routledge
ISBN 13 : 1134173016
Total Pages : 225 pages
Book Rating : 4.1/5 (341 download)

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Book Synopsis Playing with Videogames by : James Newman

Download or read book Playing with Videogames written by James Newman and published by Routledge. This book was released on 2008-08-18 with total page 225 pages. Available in PDF, EPUB and Kindle. Book excerpt: Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this most important of digital media forms and yet which remain largely invisible within existing studies. James Newman details the rich array of activities that surround game-playing, charting the vibrant and productive practices of the vast number of videogame players and the extensive 'shadow' economy of walkthroughs, FAQs, art, narratives, online discussion boards and fan games, as well as the cultures of cheating, copying and piracy that have emerged. Playing with Videogames offers the reader a comprehensive understanding of the meanings of videogames and videogaming within the contemporary media environment.

Working Women on Screen

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Publisher : Springer Nature
ISBN 13 : 3031495764
Total Pages : 337 pages
Book Rating : 4.0/5 (314 download)

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Book Synopsis Working Women on Screen by : Ellie Tomsett

Download or read book Working Women on Screen written by Ellie Tomsett and published by Springer Nature. This book was released on with total page 337 pages. Available in PDF, EPUB and Kindle. Book excerpt: