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Childrens Virtual Play Worlds
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Author :Anne Michelle Burke Publisher :New Literacies and Digital Epistemologies ISBN 13 :9781433118265 Total Pages :0 pages Book Rating :4.1/5 (182 download)
Book Synopsis Children's Virtual Play Worlds by : Anne Michelle Burke
Download or read book Children's Virtual Play Worlds written by Anne Michelle Burke and published by New Literacies and Digital Epistemologies. This book was released on 2013 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Children's Virtual Play Worlds: Culture, Learning, and Participation provides a more reasoned account of children's play engagements in virtual worlds through a number of scholarly perspectives, exploring key concerns and issues which have come to the forefront.
Download or read book Gameworlds written by Seth Giddings and published by Bloomsbury Publishing USA. This book was released on 2014-08-28 with total page 193 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play. The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Pok�mon, Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies, games studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, and the physical environment). Building on detailed small-scale ethnographic case studies, Gameworlds is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world.
Download or read book Gameworlds written by Seth Giddings and published by Bloomsbury Publishing USA. This book was released on 2016-05-19 with total page 193 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play. The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Pokémon, Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies, games studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, and the physical environment). Building on detailed small-scale ethnographic case studies, Gameworlds is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world.
Book Synopsis Designing Virtual Worlds by : Richard A. Bartle
Download or read book Designing Virtual Worlds written by Richard A. Bartle and published by New Riders. This book was released on 2004 with total page 768 pages. Available in PDF, EPUB and Kindle. Book excerpt: This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.
Book Synopsis Digital Playgrounds by : Sara M. Grimes
Download or read book Digital Playgrounds written by Sara M. Grimes and published by University of Toronto Press. This book was released on 2021-07-30 with total page 367 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital Playgrounds explores the key developments, trends, debates, and controversies that have shaped children’s commercial digital play spaces over the past two decades. It argues that children’s online playgrounds, virtual worlds, and connected games are much more than mere sources of fun and diversion – they serve as the sites of complex negotiations of power between children, parents, developers, politicians, and other actors with a stake in determining what, how, and where children’s play unfolds. Through an innovative, transdisciplinary framework combining science and technology studies, critical communication studies, and children’s cultural studies, Digital Playgrounds focuses on the contents and contexts of actual technological artefacts as a necessary entry point for understanding the meanings and politics of children’s digital play. The discussion draws on several research studies on a wide range of digital playgrounds designed and marketed to children aged six to twelve years, revealing how various problematic tendencies prevent most digital play spaces from effectively supporting children’s culture, rights, and – ironically – play. Digital Playgrounds lays the groundwork for a critical reconsideration of how existing approaches might be used in the development of new regulation, as well as best practices for the industries involved in making children’s digital play spaces. In so doing, it argues that children’s online play spaces be reimagined as a crucial new form of public sphere in which children’s rights and digital citizenship must be prioritized.
Download or read book The World Book Encyclopedia written by and published by . This book was released on 2002 with total page 554 pages. Available in PDF, EPUB and Kindle. Book excerpt: An encyclopedia designed especially to meet the needs of elementary, junior high, and senior high school students.
Book Synopsis Virtual Literacies by : Guy Merchant
Download or read book Virtual Literacies written by Guy Merchant and published by Routledge. This book was released on 2012-12-12 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: The growth of interest in virtual worlds and other online spaces for children and young people raises important issues for literacy educators and researchers. This book is a timely and much-needed collection of current research in the area. It provides a synthesis of knowledge and understanding and will be a key resource for scholars, students and teachers, particularly those interested in digital literacies. The work presents a coherent vision of current knowledge, and some of the most engaging, empirical research being undertaken on virtual worlds and online spaces in and beyond educational institutions. It contains international studies from the UK, North America and Australasia. This is an important time for those researching virtual worlds, videogaming and Web 2.0 technologies, since there is growing professional interest in their significance in the education and development of children and young people. Whether these technologies are solely associated with informal learning or whether they should be incorporated into classroom contexts is hotly debated. This book provides a principled evaluation and appreciation of the learning, teaching and instruction that can occur in digital environments, showing children, young people and those who work with them as active agents with possibilities to navigate new paths.
Book Synopsis Exodus to the Virtual World by : Edward Castronova
Download or read book Exodus to the Virtual World written by Edward Castronova and published by St. Martin's Press. This book was released on 2007-11-27 with total page 268 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual worlds have exploded out of online game culture and now capture the attention of millions of ordinary people: husbands, wives, fathers, mothers, workers, retirees. Devoting dozens of hours each week to massively multiplayer virtual reality environments (like World of Warcraft and Second Life), these millions are the start of an exodus into the refuge of fantasy, where they experience life under a new social, political, and economic order built around fun. Given the choice between a fantasy world and the real world, how many of us would choose reality? Exodus to the Virtual World explains the growing migration into virtual reality, and how it will change the way we live--both in fantasy worlds and in the real one.
Book Synopsis Digital Playgrounds by : Sara M. Grimes
Download or read book Digital Playgrounds written by Sara M. Grimes and published by University of Toronto Press. This book was released on 2021 with total page 367 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital Playgrounds makes the argument that online games play a uniquely meaningful role in children's lives, with profound implications for children's culture, agency, and rights in the digital era.
Download or read book Connected Play written by Yasmin B. Kafai and published by . This book was released on 2013 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Law and Order in Virtual Worlds: Exploring Avatars, Their Ownership and Rights by : Adrian, Angela
Download or read book Law and Order in Virtual Worlds: Exploring Avatars, Their Ownership and Rights written by Adrian, Angela and published by IGI Global. This book was released on 2010-05-31 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book examines the legal realities which are emerging from Massively Multiplayer Online Role-playing Games (MMORPGs) or virtual worlds that demonstrate many of the traits we associate with the Earth world: interpersonal relationships, economic transactions, and organic political institutions"--Provided by publisher.
Download or read book Connected Play written by Yasmin B. Kafai and published by MIT Press. This book was released on 2013-10-11 with total page 211 pages. Available in PDF, EPUB and Kindle. Book excerpt: How kids play in virtual worlds, how it matters for their offline lives, and what this means for designing educational opportunities.
Book Synopsis Children's Learning in a Digital World by : Teena Willoughby
Download or read book Children's Learning in a Digital World written by Teena Willoughby and published by John Wiley & Sons. This book was released on 2008-04-30 with total page 320 pages. Available in PDF, EPUB and Kindle. Book excerpt: Children's Learning in a Digital World presents exciting and challenging new ideas from international scholars on the impact of computers, the Internet, and video games on children's learning. Features exciting new research which reassesses the threats posed by technology to the social, emotional, and physical development of children Examines the impact of technology in both formal and informal learning contexts, covering a range of technologies relevant to students and researchers, as well as professional educators Presents key information on the social and cultural issues that affect technology use, in addition to the impact on children’s learning Includes research from an international range of contributors
Download or read book Virtual World written by Jerina Stephy and published by The Little Booktique Hub. This book was released on with total page 214 pages. Available in PDF, EPUB and Kindle. Book excerpt: This anthology is a collection of views on "virtual world". This very title chosen not because of the hatred towards digital world on the contrary it's my anxiety. Somewhere in the future, I fear the days where virtuality exists no more as virtuality but has become so close to in achieving the essence of realness that no more it can't be differentiated from reality. Yeah... unlike that deceiving digital world, reality could be disappointing but it is the truth and nothing is more beautiful than the truth.
Book Synopsis Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments by : Yang, Harrison Hao
Download or read book Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments written by Yang, Harrison Hao and published by IGI Global. This book was released on 2011-07-31 with total page 404 pages. Available in PDF, EPUB and Kindle. Book excerpt: Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments not only presents experienced professionals with the most recent and advanced developments in the field, but it also provides clear and comprehensive information for novice readers. The handbook introduces theoretical aspects of virtual worlds, disseminates cutting-edge research, and presents first-hand practices in virtual world development and use. The balance of research, theory, and applications includes exploration of design innovations, new virtual reality technologies, virtual communities, pedagogical design, and the future of virtual worlds and environments.
Book Synopsis Video Games and American Culture by : Aaron A. Toscano
Download or read book Video Games and American Culture written by Aaron A. Toscano and published by Rowman & Littlefield. This book was released on 2019-12-12 with total page 163 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital media are immersive technologies reflecting behaviors, attitudes, and values. The engrossing, entertaining virtual worlds video games provide are important sites for 21st century research. This book moves beyond assertions that video games cause violence by analyzing the culture that produces such material. While some popular media reinforce the idea that video games lead to violence, this book uses a cultural studies lens to reveal a more complex situation. Video games do not lead to violence, sexism, and chauvinism. Rather, Toscano argues, a violent, sexist, chauvinistic culture reproduces texts that reflect these values. Although video games have a worldwide audience, this book focuses on American culture and how this multi-billion dollar industry entertains us in our leisure time (and sometimes at work), bringing us into virtual environments where we have fun learning, fighting, discovering, and acquiring bragging rights. When politicians and moral crusaders push agendas that claim video games cause a range of social ills from obesity to mass shooting, these perspectives fail to recognize that video games reproduce hegemonic American values. This book, in contrast, focuses on what these highly entertaining cultural products tell us about who we are.
Book Synopsis Learning Online with Games, Simulations, and Virtual Worlds by : Clark Aldrich
Download or read book Learning Online with Games, Simulations, and Virtual Worlds written by Clark Aldrich and published by John Wiley & Sons. This book was released on 2009-09-22 with total page 136 pages. Available in PDF, EPUB and Kindle. Book excerpt: Jossey-Bass Guides to Online Teaching and Learning Learning Online with Games, Simulations, and Virtual Worlds Strategies for Online Instruction Clark Aldrich Learning Online with Games, Simulations, and Virtual Worlds The infusion of games, simulations, and virtual worlds into online learning can be a transforming experience for both the instructor and the student. This practical guide, written by education game expert Clark Aldrich, shows faculty members and instructional designers how to identify opportunities for building games, simulations, and virtual environments into the curriculum; how to successfully incorporate these interactive environments to enhance student learning; and how to measure the learning outcomes. It also discusses how to build institutional support for using and financing more complex simulations. The book includes frameworks, tips, case studies and other real examples, and resources. Praise for Learning Online with Games, Simulations, and Virtual Worlds "Clark Aldrich provides powerful insights into the dynamic arena of games, simulations, and virtual worlds in a simultaneously entertaining and serious manner as only he can. If you are involved with educating anyone, from your own children to classrooms full of students, you need to devour this book." — Karl Kapp, assistant director, Institute for Interactive Technologies, Bloomsburg University "At a time when the technologies for e-learning are evolving faster than most people can follow, Aldrich successfully bridges the perceptual gap between virtual worlds, digital games, and educational simulations, and provides educators with all they really need to use this technology to enhance and enrich their e-learning experiences." — Katrin Becker, instructor, Department of Computer Science and Information Systems, Mount Royal College, and adjunct professor of education, University of Calgary "I consider this a must-read for anyone engaged in or contemplating using these tools in their classrooms or designing their own tools." — Rick Van Sant, professor of learning and technology, Ferris State University