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Missions For Thoughtful Gamers
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Book Synopsis Missions for Thoughtful Gamers by : Andrew Cutting
Download or read book Missions for Thoughtful Gamers written by Andrew Cutting and published by Lulu.com. This book was released on 2011 with total page 205 pages. Available in PDF, EPUB and Kindle. Book excerpt: Who am I? How do I live a good life? What is reality? Such perennial questions may seem remote from the pleasures of playing videogames for entertainment and fantasy. Yet gamers too, in the midst of having fun, are potentially embarked upon a quest for understanding and for meaning. Missions for Thoughtful Gamers presents a sequence of 40 challenges, ranging from thought experiments to design exercises, each one inviting players to become more creatively curious and self-aware.
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.
Download or read book Games written by C. Thi Nguyen and published by . This book was released on 2020 with total page 253 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games are a unique art form. They do not just tell stories, nor are they simply conceptual art. They are the art form that works in the medium of agency. Game designers tell us who to be in games and what to care about; they designate the player's in-game abilities and motivations. In other words, designers create alternate agencies, and players submerge themselves in those agencies. Games let us explore alternate forms of agency. The fact that we play games demonstrates something remarkable about the nature of our own agency: we are capable of incredible fluidity with our own motivations and rationality. This volume presents a new theory of games which insists on games' unique value in human life. C. Thi Nguyen argues that games are an integral part of how we become mature, free people. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. We can pursue goals, not for their own value, but for the sake of the struggle. Playing games involves a motivational inversion from normal life, and the fact that we can engage in this motivational inversion lets us use games to experience forms of agency we might never have developed on our own. Games, then, are a special medium for communication. They are the technology that allows us to write down and transmit forms of agency. Thus, the body of games forms a "library of agency" which we can use to help develop our freedom and autonomy. Nguyen also presents a new theory of the aesthetics of games. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. They are unlike traditional artworks in that they are designed to sculpt activities - and to promote their players' aesthetic appreciation of their own activity.
Book Synopsis Why Do Linguistics? by : Fiona English
Download or read book Why Do Linguistics? written by Fiona English and published by Bloomsbury Publishing. This book was released on 2023-05-18 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: What do we need to know about language and why do we need to know it? Providing the essential tools with which to analyse and talk about language, this book demonstrates the relevance of linguistics to our understanding of the world around us. This second edition includes: - Discussion of key areas of contemporary interest, such as neo-pronouns, translanguaging, and communication in the digital arena -Two brand new chapters exploring language and identity, and language and social media - A range of new and international examples - New and updated references and suggested readings - Tasks to aid learning at the end of each chapter - A glossary of key terms. Introducing a set of practical tools for language analysis and using numerous examples of authentic communicative activity, such as overheard conversations, social media posts, advertisements and public announcements, Why Do Linguistics? explores language and language use from a social, intercultural and multilingual perspective, showing how this kind of analysis works and what it can tell us about social interaction. Also accompanied by a new companion website featuring audio, video and other supportive resources for students and teachers, this book will help you to become an informed, active noticer of language.
Download or read book Gaming SEL written by Matthew Farber and published by Peter Lang Us. This book was released on 2021 with total page 204 pages. Available in PDF, EPUB and Kindle. Book excerpt: In an engaging and readable tone, Farber explores key research about games and SEL. Teachers, game designers, and experts from CASEL, the Fred Rogers Center, Greater Good in Education, iThrive Games, Minecraft Education, UNESCO MGIEP, Harvard's EASEL Lab, and more share advice.
Download or read book Missions written by Howard Benjamin Grose and published by . This book was released on 1927 with total page 760 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book This Gaming Life written by Jim Rossignol and published by University of Michigan Press. This book was released on 2008-05-29 with total page 225 pages. Available in PDF, EPUB and Kindle. Book excerpt: "In May 2000 I was fired from my job as a reporter on a finance newsletter because of an obsession with a video game. It was the best thing that ever happened to me.” So begins this story of personal redemption through the unlikely medium of electronic games. Quake, World of Warcraft, Eve Online, and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist. Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol’s encounters in three cities: London, Seoul, and Reykjavik. From his days as a Quake genius in London’s increasingly corporate gaming culture; to Korea, where gaming is a high-stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives. Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the “serious” educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences. “We need more writers like Jim Rossignol, writers who are intimately familiar with gaming, conversant in the latest research surrounding games, and able to write cogently and interestingly about the experience of playing as well as the deeper significance of games.” —Chris Baker, Wired “This Gaming Life is a fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, Rossignol takes us beyond the media hype and into the lives of real people whose lives have been changed by gaming. The results may surprise you.” —Raph Koster, game designer and author of A Theory of Fun for Game Design “Is obsessive video gaming a character flaw? In This Gaming Life, Jim Rossignol answers with an emphatic ‘no,’ and offers a passionate and engaging defense of what is too often considered a ‘bad habit’ or ‘guilty pleasure.’” —Joshua Davis, author of The Underdog “This is a wonderfully literate look at gaming cultures, which you don't have to be a gamer to enjoy. The Korea section blew my mind.” —John Seabrook, New Yorker staff writer and author of Flash of Genius and Other True Stories of Invention digitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. Visit the website at www.digitalculture.org.
Download or read book Extra Lives written by Tom Bissell and published by Vintage. This book was released on 2011-06-14 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games. In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the dominant popular art form of our time.
Download or read book Video Games and Creativity written by and published by Academic Press. This book was released on 2015-08-03 with total page 330 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as: - Can video games be used to develop or enhance creativity? - Is there a place for video games in the classroom? - What types of creativity are needed to develop video games? While video games can be sources of entertainment, the role of video games in the classroom has emerged as an important component of improving the education system. The research and development of game-based learning has revealed the power of using games to teach and promote learning. In parallel, the role and importance of creativity in everyday life has been identified as a requisite skill for success. - Summarizes research relating to creativity and video games - Incorporates creativity research on both game design and game play - Discusses physical design, game mechanics, coding, and more - Investigates how video games may encourage creative problem solving - Highlights applications of video games for educational purposes
Download or read book Mission Field written by and published by . This book was released on 1871 with total page 392 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book War Games written by Philip Hammond and published by Bloomsbury Publishing USA. This book was released on 2019-12-12 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: Many of today's most commercially successful videogames, from Call of Duty to Company of Heroes, are war-themed titles that play out in what are framed as authentic real-world settings inspired by recent news headlines or drawn from history. While such games are marketed as authentic representations of war, they often provide a selective form of realism that eschews problematic, yet salient aspects of war. In addition, changes in the way Western states wage and frame actual wars makes contemporary conflicts increasingly resemble videogames when perceived from the vantage point of Western audiences. This interdisciplinary volume brings together scholars from games studies, media and cultural studies, politics and international relations, and related fields to examine the complex relationships between military-themed videogames and real-world conflict, and to consider how videogames might deal with history, memory, and conflict in alternative ways. It asks: What is the role of videogames in the formation and negotiation of cultural memory of past wars? How do game narratives and designs position the gaming subject in relation to history, war and militarism? And how far do critical, anti-war/peace games offer an alternative or challenge to mainstream commercial titles?
Book Synopsis GTA Simulation Theory: Transcending Reality with Rockstar Games by : Daniel D. Lee
Download or read book GTA Simulation Theory: Transcending Reality with Rockstar Games written by Daniel D. Lee and published by SkyCuration Publication. This book was released on 2024-08-06 with total page 154 pages. Available in PDF, EPUB and Kindle. Book excerpt: GTA Simulation Theory: Transcending Reality with Rockstar Games by Daniel D. Lee offers a deep dive into the groundbreaking world of Grand Theft Auto, exploring how Rockstar Games has redefined the boundaries between virtual and real life. This comprehensive analysis traverses the origins of the iconic series, the evolution of open-world gaming, and the profound cultural impact of GTA. Daniel D. Lee, through meticulous research and expert insight, uncovers the design philosophies and narrative techniques that have made GTA a revolutionary force in the gaming industry. From the early controversies and triumphs of the first release to the complex storytelling and immersive environments of the latest titles, this book provides a rich exploration of GTA's multifaceted universe. Readers will gain an understanding of the technology behind the game, including AI advancements, VR potential, and the detailed realism of GTA's virtual cities. The book also delves into the ethical considerations of game design, the psychology of gaming, and the economic impact of one of the most successful franchises in history. With a detailed examination of the series' influence on popular culture, music, and cinema, GTA Simulation Theory is a must-read for gamers, industry professionals, and anyone interested in the intersection of technology, storytelling, and cultural phenomena. Published by SkyCuration, this book is an essential addition to the library of every GTA enthusiast and gaming scholar.
Download or read book We the Gamers written by Karen Schrier and published by Oxford University Press. This book was released on 2021 with total page 401 pages. Available in PDF, EPUB and Kindle. Book excerpt: Combining research-based perspectives and current examples including Minecraft and Animal Crossing : New Horizons, We the Gamers shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change.
Book Synopsis Reality Is Broken by : Jane McGonigal
Download or read book Reality Is Broken written by Jane McGonigal and published by Penguin. This book was released on 2011-01-20 with total page 334 pages. Available in PDF, EPUB and Kindle. Book excerpt: “McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.
Download or read book Home Mission Monthly written by and published by . This book was released on 1915 with total page 36 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Incarnational Mission by : Samuel Wells
Download or read book Incarnational Mission written by Samuel Wells and published by Wm. B. Eerdmans Publishing. This book was released on 2018-02-22 with total page 255 pages. Available in PDF, EPUB and Kindle. Book excerpt: A bold new way of thinking about Christian mission “With,” says Samuel Wells, “is the most important word in the Christian faith.” In this compelling follow-up to Incarnational Ministry: Being with the Church, Wells explores what it means for mission-minded Christians and churches to be with the world. Drawing on the Gospels, Acts, and personal insights gleaned from his more than two decades in ministry, Wells elaborates on the concept of being with in eight dimensions: presence, atten-tion, mystery, delight, participation, partnership, enjoyment, and glory. His vivid narratives and wise reflections will help Christian readers better understand how to be with all kinds of people outside the church, both individually and collectively. CONTENTS Prologue: Not of This Fold Introduction: The Mission of Being With 1. Being with the Lapsed 2. Being with Seekers 3. Being with Those of No Professed Faith 4. Being with Those of Other Faiths 5. Being with the Hostile 6. Being with Neighbors 7. Being with Organizations 8. Being with Institutions 9. Being with Government 10. Being with the Excluded Epilogue: Are You Hungry?
Download or read book One Mission written by Chris Fussell and published by Penguin. This book was released on 2017-06-13 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the co-author of the New York Times bestseller Team of Teams, a practical guide for leaders looking to make their organizations more interconnected and unified in the midst of sudden change. Too often, companies end up with teams stuck in their own silos, pursuing goals and metrics in isolation. Their traditional autocratic structures create stability, scalability, and predictability -- but in a world that demands rapid adaptation to a new reality, this traditional model simply doesn’t work. In Team of Teams, retired four-star General Stanley McChrystal and former Navy SEAL Chris Fussell made the case for a new organizational model combining the agility, adaptability, and cohesion of a small team with the power and resources of a giant organization. Now, in One Mission, Fussell channels all his experiences, both military and corporate, into powerful strategies for unifying isolated and distrustful teams. This practical guide will help leaders in any field implement the Team of Teams approach to tear down their silos improve collaboration, and avoid turf wars. By committing to one higher mission, organizations develop an overall capability that far exceeds the sum of their parts. From Silicon Valley software giant Intuit to a government agency on the plains of Oklahoma, organizations have used Fussell’s methods to unite their people around a single compelling vision, resulting in superior performance. One Mission will help you follow their example to a more agile and resilient future.