A Multimodal Approach to Video Games and the Player Experience

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Author :
Publisher : Routledge
ISBN 13 : 135118475X
Total Pages : 241 pages
Book Rating : 4.3/5 (511 download)

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Book Synopsis A Multimodal Approach to Video Games and the Player Experience by : Weimin Toh

Download or read book A Multimodal Approach to Video Games and the Player Experience written by Weimin Toh and published by Routledge. This book was released on 2018-10-10 with total page 241 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume puts forth an original theoretical framework, the ludonarrative model, for studying video games which foregrounds the empirical study of the player experience. The book provides a comprehensive introduction to and description of the model, which draws on theoretical frameworks from multimodal discourse analysis, game studies, and social semiotics, and its development out of participant observation and qualitative interviews from the empirical study of a group of players. The volume then applies this approach to shed light on how players’ experiences in a game influence how they understand and make use of game components in order to progress its narrative. The book concludes with a frame by frame analysis of a popular game to demonstrate the model’s principles in action and its subsequent broader applicability to analyzing video game interaction and design. Offering a new way forward for video game research, this volume is key reading for students and scholars in multimodality, discourse analysis, game studies, interactive storytelling, and new media.

Game Frame

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Publisher : Simon and Schuster
ISBN 13 : 1451611072
Total Pages : 226 pages
Book Rating : 4.4/5 (516 download)

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Book Synopsis Game Frame by : Aaron Dignan

Download or read book Game Frame written by Aaron Dignan and published by Simon and Schuster. This book was released on 2011-03-08 with total page 226 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ever wonder why teens can spend entire weekends playing video games but struggle with just one hour of homework? Why we’re addicted to certain websites and steal glances at our smartphones under the dinner table? Or why some people are able to find joy in difficult or repetitive jobs while others burn out? It’s not the experiences themselves but the way they’re structured that matters. All our lives we’ve been told that games are distractions—playful pastimes, but unrelated to success. In Game Frame, Aaron Dignan shows us that the opposite is true: games produce peak learning conditions and accelerated achievement. Here, the crucial connection between the games we love to play and the everyday tasks, goals, and dreams we have trouble realizing is illuminated. Aaron Dignan is the thirty-something founder of a successful digital strategy firm that studies the transformative power of technology in culture. He and his peers were raised on a steady diet of games and gadgets, ultimately priming them to challenge the status quo of the modern workplace. What they learned from games goes deeper than hand-eye coordination; instead, this generation intrinsically understands the value of adding the elements of games into everyday life. Game Frame is the first prescriptive explanation of what games mean to us, the human psychology behind their magnetic pull, and how we can use the lessons they teach as a framework to achieve our potential in business and beyond. Games are a powerful way to influence and change behavior in any setting. Here, Dignan outlines why games and play are such important trends in culture today, and how our technology, from our iPhones to our hybrid cars, primes us to be instinctive players. Game Frame tackles the challenging task of defining games and the mechanics that make games work from several perspectives, then explores these ideas through the lens of neuroscience. Finally, Dignan provides practical tips for using basic game mechanics in a variety of settings, such as motivating employees at work or encouraging children at home, giving readers the tools to develop their own games to solve problems in their everyday lives. Illuminated throughout with a series of real-world examples and hypothetical scenarios, Game Frame promises a crash course in game design and behavioral psychology that will leave the reader—and, by extension, the world itself—more productive. Revolutionary, visionary, practical, and time-tested, Game Frame will change the way you approach life.

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.

Video Games and Creativity

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Author :
Publisher : Academic Press
ISBN 13 : 0128017058
Total Pages : 330 pages
Book Rating : 4.1/5 (28 download)

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Book Synopsis Video Games and Creativity by :

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

Gaming and Cognition: Theories and Practice from the Learning Sciences

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Author :
Publisher : IGI Global
ISBN 13 : 161520718X
Total Pages : 431 pages
Book Rating : 4.6/5 (152 download)

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Book Synopsis Gaming and Cognition: Theories and Practice from the Learning Sciences by : Van Eck, Richard

Download or read book Gaming and Cognition: Theories and Practice from the Learning Sciences written by Van Eck, Richard and published by IGI Global. This book was released on 2010-05-31 with total page 431 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book applies the principles of research in the study of human cognition to games, with chapters representing 15 different disciplines in the learning sciences (psychology, serious game design, educational technology, applied linguistics, instructional design, eLearning, computer engineering, educational psychology, cognitive science, digital media, human-computer interaction, artificial intelligence, computer science, anthropology, education)"--Provided by publisher.

Simulation for Participatory Education

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Publisher : Springer Nature
ISBN 13 : 3031210115
Total Pages : 476 pages
Book Rating : 4.0/5 (312 download)

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Book Synopsis Simulation for Participatory Education by : M. Laura Angelini

Download or read book Simulation for Participatory Education written by M. Laura Angelini and published by Springer Nature. This book was released on 2023-09-30 with total page 476 pages. Available in PDF, EPUB and Kindle. Book excerpt: This textbook explores the use of simulation within the context of education and internationalization. Simulation is broken down into its phases and these elements are discussed by experts, most of whom have long tradition in the application of simulation. Simulation is treated with references to the specific needs of practitioners, educators and researchers in initiating and developing simulation in different fields of study, with specific reference to teacher education. This volume focuses on presenting simulation as a means to facilitating students’ openness to complexity and development of intercultural skills through virtual exchange. Thus, it provides educators and researchers with a conceptual and practical resource that tackles the critical role of cognitive and metacognitive complexity in the education of future global professionals through intercultural pedagogy. By tracing the roots of simulation and outlining a framework to support professional learning through experiential-based research, this textbook will prove invaluable for teacher trainers, practitioners and researchers interested in simulation.

New Perspectives in Game Studies

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Publisher : Masarykova univerzita
ISBN 13 : 8021080450
Total Pages : 128 pages
Book Rating : 4.0/5 (21 download)

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Book Synopsis New Perspectives in Game Studies by : Tomáš Bártek

Download or read book New Perspectives in Game Studies written by Tomáš Bártek and published by Masarykova univerzita. This book was released on 2015-01-01 with total page 128 pages. Available in PDF, EPUB and Kindle. Book excerpt: Sborník shrnuje příspěvky z první výroční konference Central and Eastern European Game Studies, konané v Brně ve dnech 10.–11. října 2014. Příspěvky zaměřené na výzkum digitálních her zahrnují témata od historie k teorii, od empirických studií k aplikovanému výzkumu. Značná část příspěvků se váže k regionu střední a východní Evropy.

HCI International 2018 – Posters' Extended Abstracts

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Publisher : Springer
ISBN 13 : 331992270X
Total Pages : 487 pages
Book Rating : 4.3/5 (199 download)

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Book Synopsis HCI International 2018 – Posters' Extended Abstracts by : Constantine Stephanidis

Download or read book HCI International 2018 – Posters' Extended Abstracts written by Constantine Stephanidis and published by Springer. This book was released on 2018-06-28 with total page 487 pages. Available in PDF, EPUB and Kindle. Book excerpt: The three-volume set CCIS 850, CCIS 851, and CCIS 852 contains the extended abstracts of the posters presented during the 20th International Conference on Human-Computer Interaction, HCI 2018, which took place in Las Vegas, Nevada, in July 2018. The total of 1171 papers and 160 posters included in the 30 HCII 2018 proceedings volumes was carefully reviewed and selected from 4346 submissions. The 207 papers presented in these three volumes are organized in topical sections as follows: Part I: interaction and information; images and visualizations; design, usability and user experience; psychological, cognitive and neurocognitive issues in HCI; social media and analytics. Part II: design for all, assistive and rehabilitation technologies; aging and HCI; virtual and augmented reality; emotions, anxiety, stress and well-being. Part III: learning and interaction; interacting with cultural heritage; HCI in commerce and business; interacting and driving; smart cities and smart environments. The chapter 'Information at Hand – Using Wearable Devices to Display Task Information in the Context of Industry 4.0' is open access under a CC BY 4.0 license via link.springer.com.

Research Anthology on Developments in Gamification and Game-Based Learning

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Author :
Publisher : IGI Global
ISBN 13 : 1668437112
Total Pages : 1971 pages
Book Rating : 4.6/5 (684 download)

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Book Synopsis Research Anthology on Developments in Gamification and Game-Based Learning by : Management Association, Information Resources

Download or read book Research Anthology on Developments in Gamification and Game-Based Learning written by Management Association, Information Resources and published by IGI Global. This book was released on 2021-11-26 with total page 1971 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

The Oxford Handbook of Digital Technologies and Mental Health

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Publisher : Oxford University Press
ISBN 13 : 0190670029
Total Pages : 517 pages
Book Rating : 4.1/5 (96 download)

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Book Synopsis The Oxford Handbook of Digital Technologies and Mental Health by : Marc N. Potenza

Download or read book The Oxford Handbook of Digital Technologies and Mental Health written by Marc N. Potenza and published by Oxford University Press. This book was released on 2020-10-01 with total page 517 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital technology use, whether on smartphones, tablets, laptops, or other devices, is prevalent across cultures. Certain types and patterns of digital technology use have been associated with mental health concerns, but these technologies also have the potential to improve mental health through the gathering of information, by targeting interventions, and through delivery of care to remote areas. The Oxford Handbook of Digital Technologies and Mental Health provides a comprehensive and authoritative review of the relationships between mental health and digital technology use, including how such technologies may be harnessed to improve mental health. Understanding the positive and negative correlates of the use of digital technologies has significant personal and public health implications, and as such this volume explores in unparalleled depth the historical and cultural contexts in which technology use has evolved; conceptual issues surrounding digital technologies; potential positive and potential negative impacts of such use; treatment, assessment, and legal considerations around digital technologies and mental health; technology use in specific populations; the use of digital technologies to treat psychosocial disorders; and the treatment of problematic internet use and gaming. With chapters contributed by leading scientists from around the world, this Handbook will be of interest to those in medical and university settings, students and clinicians, and policymakers.

Gamification: Concepts, Methodologies, Tools, and Applications

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Author :
Publisher : IGI Global
ISBN 13 : 1466682019
Total Pages : 2250 pages
Book Rating : 4.4/5 (666 download)

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Book Synopsis Gamification: Concepts, Methodologies, Tools, and Applications by : Management Association, Information Resources

Download or read book Gamification: Concepts, Methodologies, Tools, and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2015-03-31 with total page 2250 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.

The Gamer's Brain

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Author :
Publisher : CRC Press
ISBN 13 : 1351650769
Total Pages : 383 pages
Book Rating : 4.3/5 (516 download)

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Book Synopsis The Gamer's Brain by : Celia Hodent

Download or read book The Gamer's Brain written by Celia Hodent and published by CRC Press. This book was released on 2017-08-10 with total page 383 pages. Available in PDF, EPUB and Kindle. Book excerpt: Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.

Games and Learning Alliance

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Publisher : Springer
ISBN 13 : 3030115488
Total Pages : 457 pages
Book Rating : 4.0/5 (31 download)

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Book Synopsis Games and Learning Alliance by : Manuel Gentile

Download or read book Games and Learning Alliance written by Manuel Gentile and published by Springer. This book was released on 2019-01-31 with total page 457 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 7th International Conference on Games and Learning Alliance, GALA 2018, held in Palermo, Italy, in December 2018.The 38 revised regular papers presented together with 9 poster papers were carefully reviewed and selected from 68 submissions. The papers cover the following topics: games for skills training; game design; methods and tools; gamification and innovative game approaches.

Handbook of Game-Based Learning

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Author :
Publisher : MIT Press
ISBN 13 : 0262043386
Total Pages : 601 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Handbook of Game-Based Learning by : Jan L. Plass

Download or read book Handbook of Game-Based Learning written by Jan L. Plass and published by MIT Press. This book was released on 2020-02-04 with total page 601 pages. Available in PDF, EPUB and Kindle. Book excerpt: A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan

Methods for Studying Video Games and Religion

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Author :
Publisher : Routledge
ISBN 13 : 1315518317
Total Pages : 319 pages
Book Rating : 4.3/5 (155 download)

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Book Synopsis Methods for Studying Video Games and Religion by : Vít Šisler

Download or read book Methods for Studying Video Games and Religion written by Vít Šisler and published by Routledge. This book was released on 2017-11-28 with total page 319 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game studies has been an understudied area within the emerging field of digital media and religion. Video games can reflect, reject, or reconfigure traditionally held religious ideas and often serve as sources for the production of religious practices and ideas. This collection of essays presents a broad range of influential methodological approaches that illuminate how and why video games shape the construction of religious beliefs and practices, and also situates such research within the wider discourse on how digital media intersect with the religious worlds of the 21st century. Each chapter discusses a particular method and its theoretical background, summarizes existing research, and provides a practical case study that demonstrates how the method specifically contributes to the wider study of video games and religion. Featuring contributions from leading and emerging scholars of religion and digital gaming, this book will be an invaluable resource for scholars in the areas of digital culture, new media, religious studies, and game studies across a wide range of disciplines.

Augmented Cognition

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Author :
Publisher : Springer Nature
ISBN 13 : 3031350170
Total Pages : 502 pages
Book Rating : 4.0/5 (313 download)

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Book Synopsis Augmented Cognition by : Dylan D. Schmorrow

Download or read book Augmented Cognition written by Dylan D. Schmorrow and published by Springer Nature. This book was released on 2023-07-08 with total page 502 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of 17th International Conference, AC 2023, held as part of the 25th International Conference, HCI International 2023, which was held virtually in Copenhagen, Denmark in July 2023. The total of 1578 papers and 396 posters included in the HCII 2023 proceedings was carefully reviewed and selected from 7472 submissions. The AC 2023 conference focuses on topics related to Brain-Computer Interfaces and neurotechnology; neuroergonomics, physiological measurements, and human performance; evolving theory and practice of AC; Augmented and Virtual Reality for AC; as well as understanding human cognition and performance in IT security.

Art in Action

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Author :
Publisher : Jessica Kingsley Publishers
ISBN 13 : 0857002708
Total Pages : 244 pages
Book Rating : 4.8/5 (57 download)

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Book Synopsis Art in Action by : Ellen G. Levine

Download or read book Art in Action written by Ellen G. Levine and published by Jessica Kingsley Publishers. This book was released on 2011-08-15 with total page 244 pages. Available in PDF, EPUB and Kindle. Book excerpt: The field of expressive arts is closely tied to the work of therapeutic change. As well as being beneficial for the individual or small group, expressive arts therapy has the potential for a much wider impact, to inspire social action and bring about social change. The book's contributors explore the transformative power of the arts therapies in areas stricken by conflict, political unrest, poverty or natural disaster and discuss how and why expressive arts works. They look at the ways it can be used to engage community consciousness and improve social conditions whilst taking into account the issues that arise within different contexts and populations. Leading expressive arts therapy practitioners give inspiring accounts of their work, from using poetry as a tool in trauma intervention with Iraqi survivors of war and torture, to setting up storytelling workshops to aid the integration of Ethiopian Jewish immigrants in Israel. Offering visionary perspectives on the role of the arts in inspiring change at the community or social level, this is essential reading for students and practitioners of creative and expressive arts therapies, as well as psychotherapists, counsellors, artists and others working to effect social change.