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Gaming the Stage

Gaming the Stage PDF Author: Gina Bloom
Publisher: University of Michigan Press
ISBN: 0472053817
Category : Games & Activities
Languages : en
Pages : 305

Book Description
Illuminates the fascinating, intertwined histories of games and the Early Modern theater

Gaming the Stage

Gaming the Stage PDF Author: Gina Bloom
Publisher: University of Michigan Press
ISBN: 0472053817
Category : Games & Activities
Languages : en
Pages : 305

Book Description
Illuminates the fascinating, intertwined histories of games and the Early Modern theater

Gaming Globally

Gaming Globally PDF Author: N. Huntemann
Publisher: Springer
ISBN: 1137006331
Category : Sports & Recreation
Languages : en
Pages : 272

Book Description
Video games are inherently transnational by virtue of industrial, textual, and player practices. The contributors touch upon nations not usually examined by game studies - including the former Czechoslovakia, Turkey, India, and Brazil - and also add new perspectives to the global hubs of China, Singapore, Australia, Japan, and the United States.

Learning by Playing

Learning by Playing PDF Author: Fran Blumberg
Publisher: Oxford University Press, USA
ISBN: 019989664X
Category : Education
Languages : en
Pages : 386

Book Description
There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.

The Novice

The Novice PDF Author: Taran Matharu
Publisher: Feiwel & Friends
ISBN: 1250067138
Category : Young Adult Fiction
Languages : en
Pages : 366

Book Description
He can summon demons. But can he win a war? Fletcher is working as a blacksmith's apprentice when he discovers he has the rare ability to summon demons from another world. Chased from his village for a crime he did not commit, Fletcher must travel with his demon, Ignatius, to an academy for adepts, where the gifted are taught the art of summoning. Along with nobles and commoners, Fletcher endures grueling lessons that will prepare him to serve as a Battlemage in the Empire's war against the savage Orcs. But sinister forces infect new friendships and rivalries grow. With no one but Ignatius by his side, Fletcher must decide where his loyalties lie. The fate of the Empire is in his hands.

Gaming the Stage

Gaming the Stage PDF Author: Gina Bloom
Publisher: University of Michigan Press
ISBN: 0472123912
Category : Performing Arts
Languages : en
Pages : 305

Book Description
Rich connections between gaming and theater stretch back to the 16th and 17th centuries, when England's first commercial theaters appeared right next door to gaming houses and blood-sport arenas. In the first book-length exploration of gaming in the early modern period, Gina Bloom shows that theaters succeeded in London's new entertainment marketplace largely because watching a play and playing a game were similar experiences. Audiences did not just see a play; they were encouraged to play the play, and knowledge of gaming helped them become better theatergoers. Examining dramas written for these theaters alongside evidence of analog games popular then and today, Bloom argues for games as theatrical media and theater as an interactive gaming technology. Gaming the Stage also introduces a new archive for game studies: scenes of onstage gaming, which appear at climactic moments in dramatic literature. Bloom reveals plays to be systems of information for theater spectators: games of withholding, divulging, speculating, and wagering on knowledge. Her book breaks new ground through examinations of plays such as The Tempest, Arden of Faversham, A Woman Killed with Kindness, and A Game at Chess; the histories of familiar games such as cards, backgammon, and chess; less familiar ones, like Game of the Goose; and even a mixed-reality theater videogame.

Gaming live!.

Gaming live!. PDF Author:
Publisher:
ISBN: 9781484494561
Category :
Languages : en
Pages : 127

Book Description
More gamers than ever are watching others play games rather than playing the games themselves. Gaming Live will provide a complete guide to live streaming and gaming, taking advantage of the huge audiences across all live streaming platforms.

Camila the Video Star

Camila the Video Star PDF Author: Alicia Salazar
Publisher: Picture Window Books
ISBN: 1515891844
Category : Juvenile Fiction
Languages : en
Pages : 33

Book Description
Includes glossary, glossary of Spanish words, activities, and discussion questions.

Play at Work

Play at Work PDF Author: Adam L. Penenberg
Publisher: Penguin
ISBN: 1101623020
Category : Business & Economics
Languages : en
Pages : 259

Book Description
Do games hold the secret to better productivity? If you’ve ever found yourself engrossed in Angry Birds, Call of Duty, or a plain old crossword puzzle when you should have been doing something more productive, you know how easily games hold our attention. Hardcore gamers have spent the equivalent of 5.93 million years playing World of Warcraft while the world collectively devotes about 5 million hours per day to Angry Birds. A colossal waste of time? Perhaps. But what if we could tap into all the energy, engagement, and brainpower that people are already expending and use it for more creative and valuable pursuits? Harnessing the power of games sounds like a New-Age fantasy, or at least a fad that’s only for hip start-ups run by millennials in Silicon Valley. But according to Adam L. Penenberg, the use of smart game design in the workplace and beyond is taking hold in every sector of the economy, and the companies that apply it are witnessing unprecedented results. “Gamification” isn’t just for consumers chasing reward points anymore. It’s transforming, well, just about everything. Penenberg explores how, by understanding the way successful games are designed, we can apply them to become more efficient, come up with new ideas, and achieve even the most daunting goals. He shows how game mechanics are being applied to make employees happier and more motivated, improve worker safety, create better products, and improve customer service. For example, Microsoft has transformed an essential but mind-numbing task—debugging software—into a game by having employees compete and collaborate to find more glitches in less time. Meanwhile, Local Motors, an independent automaker based in Arizona, crowdsources designs from car enthusiasts all over the world by having them compete for money and recognition within the community. As a result, the company was able to bring a cutting-edge vehicle to market in less time and at far less cost than the Big Three automakers. These are just two examples of companies that have tapped the characteristics that make games so addictive and satisfying. Penenberg also takes us inside organizations that have introduced play at work to train surgeons, aid in physical therapy, translate the Internet, solve vexing scientific riddles, and digitize books from the nineteenth century. Drawing on the latest brain science as well as his firsthand reporting from these cutting-edge companies, Penenberg offers a powerful solution for businesses and organizations of all stripes and sizes.

Using Video Games to Level Up Collaboration for Students

Using Video Games to Level Up Collaboration for Students PDF Author: Matthew Harrison
Publisher: Taylor & Francis
ISBN: 1000588920
Category : Education
Languages : en
Pages : 173

Book Description
Using Video Games to Level Up Collaboration for Students provides a research-informed, systematic approach for using cooperative multiplayer video games as tools for teaching collaborative social skills and building social connections. Video games have become an ingrained part of our culture, and many teachers, school leaders and allied health professionals are exploring ways to harness digital games–based learning in their schools and settings. At the same time, collaborative skills and social inclusion have never been more important for our children and young adults. Taking a practical approach to supporting a range of learners, this book provides a three-stage system that guides professionals with all levels of gaming experience through skill instruction, supported play and guided reflection. A range of scaffolds and resources support the implementation of this program in primary and secondary classrooms and private clinics. Complementing this intervention design are a set of principles of game design that assist in the selection of games for use with this program, which assists with the selection of existing games or the design of future games for use with this program. Whether you are a novice or an experienced gamer, Level Up Collaboration provides educators with an innovative approach to ensuring that children and young adults can develop the collaborative social skills essential for thriving in their communities. By using an area of interest and strength for many individuals experiencing challenges with developing friendships and collaborative social skills, this intervention program will help your school or setting to level up social outcomes for all participants.

A Kingdom for a Stage

A Kingdom for a Stage PDF Author: Heidi Heilig
Publisher: HarperCollins
ISBN: 0062651994
Category : Young Adult Fiction
Languages : en
Pages : 333

Book Description
Caught in a war between the rebels and the invading colonizers, Jetta must make an impossible choice—save her people or protect her sanity. The second book in Heidi Heilig’s acclaimed Shadow Players trilogy blends traditional storytelling with ephemera to weave an enthralling fantasy that fans of Leigh Bardugo and Sabaa Tahir will sink into. Jetta is a wanted criminal. The army wants her for treason against the crown, for the sabotage of Hell’s Court temple, and for the murder of General Legarde. They also want her for the power in her blood—the magic that captures wandering spirits to give life to puppets, to rocks, to paper . . . to weapons. They’re willing to trade the elixir that treats Jetta’s madness for the use of her blood. The rebels want her, too, to help them reclaim their country. Jetta may be the one who can tip the scales in this war. But Jetta fears using her power will make her too much like Le Trépas, the terrifying and tyrannical necromancer who once held all Chakrana under his thumb—and who is Jetta’s biological father. She’s already raised her brother from the dead, after all. And scared off Leo, the only person who saw her as she truly is. With Le Trépas at large and a clash between the army and the rebels becoming inevitable, Jetta will have to decide if saving her country is worth sacrificing her soul. Acclaimed author Heidi Heilig creates a rich world inspired by Southeast Asian cultures and French colonialism. Told from Jetta’s first-person point-of-view, as well as with chapters written as play scripts and ephemera such as songs, maps, and letters, A Kingdom for a Stage is a vivid, fast-paced journey that weaves magic, simmering romance, and the deep bonds of family with the high stakes of epic adventure. It will thrill fans of Stephanie Garber and Renée Ahdieh.