Author: Katie Salen Tekinbas
Publisher: MIT Press
ISBN: 026269364X
Category : Games & Activities
Languages : en
Pages : 289
Book Description
An exploration of games as systems in which young people participate as gamers, producers, and learners. In the many studies of games and young people's use of them, little has been written about an overall “ecology” of gaming, game design and play—mapping the ways that all the various elements, from coding to social practices to aesthetics, coexist in the game world. This volume looks at games as systems in which young users participate, as gamers, producers, and learners. The Ecology of Games (edited by Rules of Play author Katie Salen) aims to expand upon and add nuance to the debate over the value of games—which so far has been vociferous but overly polemical and surprisingly shallow. Game play is credited with fostering new forms of social organization and new ways of thinking and interacting; the contributors work to situate this within a dynamic media ecology that has the participatory nature of gaming at its core. They look at the ways in which youth are empowered through their participation in the creation, uptake, and revision of games; emergent gaming literacies, including modding, world-building, and learning how to navigate a complex system; and how games act as points of departure for other forms of knowledge, literacy, and social organization. Contributors Ian Bogost, Anna Everett, James Paul Gee, Mizuko Ito, Barry Joseph, Laurie McCarthy, Jane McGonigal, Cory Ondrejka, Amit Pitaru, Tom Satwicz, Kurt Squire, Reed Stevens, S. Craig Watkins
Playing Nature
Author: Alenda Y. Chang
Publisher: U of Minnesota Press
ISBN: 145296226X
Category : Games & Activities
Languages : en
Pages : 293
Book Description
A potent new book examines the overlap between our ecological crisis and video games Video games may be fun and immersive diversions from daily life, but can they go beyond the realm of entertainment to do something serious—like help us save the planet? As one of the signature issues of the twenty-first century, ecological deterioration is seemingly everywhere, but it is rarely considered via the realm of interactive digital play. In Playing Nature, Alenda Y. Chang offers groundbreaking methods for exploring this vital overlap. Arguing that games need to be understood as part of a cultural response to the growing ecological crisis, Playing Nature seeds conversations around key environmental science concepts and terms. Chang suggests several ways to rethink existing game taxonomies and theories of agency while revealing surprising fundamental similarities between game play and scientific work. Gracefully reconciling new media theory with environmental criticism, Playing Nature examines an exciting range of games and related art forms, including historical and contemporary analog and digital games, alternate- and augmented-reality games, museum exhibitions, film, and science fiction. Chang puts her surprising ideas into conversation with leading media studies and environmental humanities scholars like Alexander Galloway, Donna Haraway, and Ursula Heise, ultimately exploring manifold ecological futures—not all of them dystopian.
Publisher: U of Minnesota Press
ISBN: 145296226X
Category : Games & Activities
Languages : en
Pages : 293
Book Description
A potent new book examines the overlap between our ecological crisis and video games Video games may be fun and immersive diversions from daily life, but can they go beyond the realm of entertainment to do something serious—like help us save the planet? As one of the signature issues of the twenty-first century, ecological deterioration is seemingly everywhere, but it is rarely considered via the realm of interactive digital play. In Playing Nature, Alenda Y. Chang offers groundbreaking methods for exploring this vital overlap. Arguing that games need to be understood as part of a cultural response to the growing ecological crisis, Playing Nature seeds conversations around key environmental science concepts and terms. Chang suggests several ways to rethink existing game taxonomies and theories of agency while revealing surprising fundamental similarities between game play and scientific work. Gracefully reconciling new media theory with environmental criticism, Playing Nature examines an exciting range of games and related art forms, including historical and contemporary analog and digital games, alternate- and augmented-reality games, museum exhibitions, film, and science fiction. Chang puts her surprising ideas into conversation with leading media studies and environmental humanities scholars like Alexander Galloway, Donna Haraway, and Ursula Heise, ultimately exploring manifold ecological futures—not all of them dystopian.
The Ecology of Games
Author: Katie Salen Tekinbaş
Publisher: MIT Press
ISBN: 0262195755
Category : Education
Languages : en
Pages : 10
Book Description
An exploration of games as systems in which young people participate as gamers, producers, and learners.In the many studies of games and young people's use of them, little has been written about an overall "ecology" of gaming, game design and play--mapping the ways that all the various elements, from coding to social practices to aesthetics, coexist in the game world. This volume looks at games as systems in which young users participate, as gamers, producers, and learners. The Ecology of Games (edited by Rules of Play author Katie Salen) aims to expand upon and add nuance to the debate over the value of games--which so far has been vociferous but overly polemical and surprisingly shallow. Game play is credited with fostering new forms of social organization and new ways of thinking and interacting; the contributors work to situate this within a dynamic media ecology that has the participatory nature of gaming at its core. They look at the ways in which youth are empowered through their participation in the creation, uptake, and revision of games; emergent gaming literacies, including modding, world-building, and learning how to navigate a complex system; and how games act as points of departure for other forms of knowledge, literacy, and social organization.ContributorsIan Bogost, Anna Everett, James Paul Gee, Mizuko Ito, Barry Joseph, Laurie McCarthy, Jane McGonigal, Cory Ondrejka, Amit Pitaru, Tom Satwicz, Kurt Squire, Reed Stevens, S. Craig Watkins
Publisher: MIT Press
ISBN: 0262195755
Category : Education
Languages : en
Pages : 10
Book Description
An exploration of games as systems in which young people participate as gamers, producers, and learners.In the many studies of games and young people's use of them, little has been written about an overall "ecology" of gaming, game design and play--mapping the ways that all the various elements, from coding to social practices to aesthetics, coexist in the game world. This volume looks at games as systems in which young users participate, as gamers, producers, and learners. The Ecology of Games (edited by Rules of Play author Katie Salen) aims to expand upon and add nuance to the debate over the value of games--which so far has been vociferous but overly polemical and surprisingly shallow. Game play is credited with fostering new forms of social organization and new ways of thinking and interacting; the contributors work to situate this within a dynamic media ecology that has the participatory nature of gaming at its core. They look at the ways in which youth are empowered through their participation in the creation, uptake, and revision of games; emergent gaming literacies, including modding, world-building, and learning how to navigate a complex system; and how games act as points of departure for other forms of knowledge, literacy, and social organization.ContributorsIan Bogost, Anna Everett, James Paul Gee, Mizuko Ito, Barry Joseph, Laurie McCarthy, Jane McGonigal, Cory Ondrejka, Amit Pitaru, Tom Satwicz, Kurt Squire, Reed Stevens, S. Craig Watkins
Games of Life
Author: Karl Sigmund
Publisher: Penguin Mass Market
ISBN: 9780140242096
Category : Science
Languages : en
Pages : 244
Book Description
This book takes us on a tour through the games and computer simulations that are helping us to understand ecology, evolution and behaviour.
Publisher: Penguin Mass Market
ISBN: 9780140242096
Category : Science
Languages : en
Pages : 244
Book Description
This book takes us on a tour through the games and computer simulations that are helping us to understand ecology, evolution and behaviour.
Games and Play in the Creative, Smart and Ecological City
Author: Dale Leorke
Publisher: Routledge
ISBN: 1000217787
Category : Architecture
Languages : en
Pages : 242
Book Description
This book explores what games and play can tell us about contemporary processes of urbanization and examines how the dynamics of gaming can help us understand the interurban competition that underpins the entrepreneurialism of the smart and creative city. Games and Play in the Creative, Smart and Ecological City is a collection of chapters written by an interdisciplinary group of scholars from game studies, media studies, play studies, architecture, landscape architecture and urban planning. It situates the historical evolution of play and games in the urban landscape and outlines the scope of the various ways games and play contribute to the city’s economy, cultural life and environmental concerns. In connecting games and play more concretely to urban discourses and design strategies, this book urges scholars to consider their growing contribution to three overarching sets of discourses that dominate urban planning and policy today: the creative and cultural economies of cities; the smart and playable city; and ecological cities. This interdisciplinary work will be of great interest to students and scholars of game studies, play studies, landscape architecture (and allied design fields), urban geography, and art history. Chapter 3 of this book is freely available as a downloadable Open Access PDF under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license available at http://www.taylorfrancis.com/books/e/9781003007760
Publisher: Routledge
ISBN: 1000217787
Category : Architecture
Languages : en
Pages : 242
Book Description
This book explores what games and play can tell us about contemporary processes of urbanization and examines how the dynamics of gaming can help us understand the interurban competition that underpins the entrepreneurialism of the smart and creative city. Games and Play in the Creative, Smart and Ecological City is a collection of chapters written by an interdisciplinary group of scholars from game studies, media studies, play studies, architecture, landscape architecture and urban planning. It situates the historical evolution of play and games in the urban landscape and outlines the scope of the various ways games and play contribute to the city’s economy, cultural life and environmental concerns. In connecting games and play more concretely to urban discourses and design strategies, this book urges scholars to consider their growing contribution to three overarching sets of discourses that dominate urban planning and policy today: the creative and cultural economies of cities; the smart and playable city; and ecological cities. This interdisciplinary work will be of great interest to students and scholars of game studies, play studies, landscape architecture (and allied design fields), urban geography, and art history. Chapter 3 of this book is freely available as a downloadable Open Access PDF under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license available at http://www.taylorfrancis.com/books/e/9781003007760
Games At Work
Author: Mauricio Goldstein
Publisher: John Wiley & Sons
ISBN: 0470262001
Category : Business & Economics
Languages : en
Pages : 254
Book Description
AS LONG AS PEOPLE HAVE WORKED together, they have engaged in political games. Motivated by short-term gains promotions, funding for a project, budget increases, status with the boss people misuse their time and energy. Today, when many organizations are fighting for their lives and scarce resources there is increased stress and anxiety, and employees are engaging in games more intensely than ever before. Organizational experts Mauricio Goldstein and Philip Read argue that office games those manipulative behaviors that distract employees from achieving their mission are both conscious and unconscious. They can and should be effectively minimized. In Games at Work, the authors offer tools to diagnose the most common games that people play and outline a three-step process to effectively deal with them. Some of the games they explore include: GOTCHA: identifying and communicating others' mistakes in an effort to win points from higher-ups GOSSIP: engaging in the classic rumor mill to gain political advantage SANDBAGGING: purposely low-balling sales forecasts as a negotiating ploy GRAY ZONE: deliberately fostering ambiguity or lack of clarity about who should do what to avoid accountability Filled with real-world, entertaining examples of games in action, Games at Work is an invaluable resource for managers and all professionals who want to substitute straight talk for games in their organizations and boost productivity, commitment, innovation, and ultimately the bottom line.
Publisher: John Wiley & Sons
ISBN: 0470262001
Category : Business & Economics
Languages : en
Pages : 254
Book Description
AS LONG AS PEOPLE HAVE WORKED together, they have engaged in political games. Motivated by short-term gains promotions, funding for a project, budget increases, status with the boss people misuse their time and energy. Today, when many organizations are fighting for their lives and scarce resources there is increased stress and anxiety, and employees are engaging in games more intensely than ever before. Organizational experts Mauricio Goldstein and Philip Read argue that office games those manipulative behaviors that distract employees from achieving their mission are both conscious and unconscious. They can and should be effectively minimized. In Games at Work, the authors offer tools to diagnose the most common games that people play and outline a three-step process to effectively deal with them. Some of the games they explore include: GOTCHA: identifying and communicating others' mistakes in an effort to win points from higher-ups GOSSIP: engaging in the classic rumor mill to gain political advantage SANDBAGGING: purposely low-balling sales forecasts as a negotiating ploy GRAY ZONE: deliberately fostering ambiguity or lack of clarity about who should do what to avoid accountability Filled with real-world, entertaining examples of games in action, Games at Work is an invaluable resource for managers and all professionals who want to substitute straight talk for games in their organizations and boost productivity, commitment, innovation, and ultimately the bottom line.
Understanding Game Scoring
Author: Mack Enns
Publisher: CRC Press
ISBN: 1000473643
Category : Computers
Languages : en
Pages : 187
Book Description
Understanding Game Scoring explores the unique collaboration between gameplay and composition that defines musical scoring for video games. Using an array of case studies reaching back into the canon of classic video games, this book illuminates the musical flexibility, user interactivity and sound programming that make game scoring so different from traditional modes of composition. Mack Enns explores the collaboration between game scorers and players to produce the final score for a game, through case studies of the Nintendo Entertainment System sound hardware configuration, and game scores, including the canonic scores for Super Mario Bros. (1985) and The Legend of Zelda (1986). This book is recommended reading for students and researchers interested in the composition and production of video game scores, as well as those interested in ludo-musicology.
Publisher: CRC Press
ISBN: 1000473643
Category : Computers
Languages : en
Pages : 187
Book Description
Understanding Game Scoring explores the unique collaboration between gameplay and composition that defines musical scoring for video games. Using an array of case studies reaching back into the canon of classic video games, this book illuminates the musical flexibility, user interactivity and sound programming that make game scoring so different from traditional modes of composition. Mack Enns explores the collaboration between game scorers and players to produce the final score for a game, through case studies of the Nintendo Entertainment System sound hardware configuration, and game scores, including the canonic scores for Super Mario Bros. (1985) and The Legend of Zelda (1986). This book is recommended reading for students and researchers interested in the composition and production of video game scores, as well as those interested in ludo-musicology.
What Is a Game?
Author: Gaines S. Hubbell
Publisher: McFarland
ISBN: 147666837X
Category : Games & Activities
Languages : en
Pages : 292
Book Description
What is a videogame? What makes a videogame "good"? If a game is supposed to be fun, can it be fun without a good story? If another is supposed to be an accurate simulation, does it still need to be entertaining? With the ever-expanding explosion of new videogames and new developments in the gaming world, questions about videogame criticism are becoming more complex. The differing definitions that players and critics use to decide what a game is and what makes a game successful, often lead to different ideas of how games succeed or fail. This collection of new essays puts on display the variety and ambiguity of videogames. Each essay is a work of game criticism that takes a different approach to defining the game and analyzing it. Through analysis and critical methods, these essays discuss whether a game is defined by its rules, its narrative, its technology, or by the activity of playing it, and the tensions between these definitions. With essays on Overwatch, Dark Souls 3, Far Cry 4, Farmville and more, this collection attempts to show the complex changes, challenges and advances to game criticism in the era of videogames.
Publisher: McFarland
ISBN: 147666837X
Category : Games & Activities
Languages : en
Pages : 292
Book Description
What is a videogame? What makes a videogame "good"? If a game is supposed to be fun, can it be fun without a good story? If another is supposed to be an accurate simulation, does it still need to be entertaining? With the ever-expanding explosion of new videogames and new developments in the gaming world, questions about videogame criticism are becoming more complex. The differing definitions that players and critics use to decide what a game is and what makes a game successful, often lead to different ideas of how games succeed or fail. This collection of new essays puts on display the variety and ambiguity of videogames. Each essay is a work of game criticism that takes a different approach to defining the game and analyzing it. Through analysis and critical methods, these essays discuss whether a game is defined by its rules, its narrative, its technology, or by the activity of playing it, and the tensions between these definitions. With essays on Overwatch, Dark Souls 3, Far Cry 4, Farmville and more, this collection attempts to show the complex changes, challenges and advances to game criticism in the era of videogames.
The Ecology of Learning
Author: John Blewitt
Publisher: Taylor & Francis
ISBN: 1136535993
Category : Business & Economics
Languages : en
Pages : 258
Book Description
Your house is flooded by 'unseasonal' heavy rain. What do you learn from this experience? Do you shrug your shoulders and call your insurer? Or do you choose to learn about climate change, switch to renewable energy and lobby politicians? In this insightful book, John Blewitt explores the possibilities for developing a sustainable society through 'lifelong learning' that is, learning that happens in everyday environments and activities as diverse as shopping, community, 'edutainment', information and communication technology, the internet, broadcasting, people's experience of place and space, green building, social networks and consumer culture. Drawing on a range of sociological, anthropological and educational studies as well as new research, The Ecology of Learning is ideal for educators, teachers, corporate trainers and consultants working to integrate environmental education, sustainability and innovation in non-traditional learning situations. The coverage is extensive, with an accessible but informed engagement with both theory and practice and a wide range of examples. Throughout, the voices, stories and experiences of many people are used to illustrate the ways people may reshape our understanding of learning and sustainability.
Publisher: Taylor & Francis
ISBN: 1136535993
Category : Business & Economics
Languages : en
Pages : 258
Book Description
Your house is flooded by 'unseasonal' heavy rain. What do you learn from this experience? Do you shrug your shoulders and call your insurer? Or do you choose to learn about climate change, switch to renewable energy and lobby politicians? In this insightful book, John Blewitt explores the possibilities for developing a sustainable society through 'lifelong learning' that is, learning that happens in everyday environments and activities as diverse as shopping, community, 'edutainment', information and communication technology, the internet, broadcasting, people's experience of place and space, green building, social networks and consumer culture. Drawing on a range of sociological, anthropological and educational studies as well as new research, The Ecology of Learning is ideal for educators, teachers, corporate trainers and consultants working to integrate environmental education, sustainability and innovation in non-traditional learning situations. The coverage is extensive, with an accessible but informed engagement with both theory and practice and a wide range of examples. Throughout, the voices, stories and experiences of many people are used to illustrate the ways people may reshape our understanding of learning and sustainability.
Video Games and Environmental Humanities
Author: Kelly I. Aliano
Publisher: Springer Nature
ISBN: 3031679806
Category :
Languages : en
Pages : 274
Book Description
Publisher: Springer Nature
ISBN: 3031679806
Category :
Languages : en
Pages : 274
Book Description
Methods of the Policy Process
Author: Christopher M. Weible
Publisher: Taylor & Francis
ISBN: 1000564606
Category : Political Science
Languages : en
Pages : 301
Book Description
The increasingly global study of policy processes faces challenges with scholars applying theories in radically different national and cultural contexts. Questions frequently arise about how to conduct policy process research comparatively and among this global community of scholars. Methods of the Policy Process is the first book to remedy this situation, not by establishing an orthodoxy or imposing upon the policy process community a rigid way of conducting research but, instead, by allowing the leading researchers in the different theoretical traditions a space to share the means by which they put their research into action. This edited volume serves as a companion volume and supplemental guide to the well-established Theories of the Policy Process, 4th Edition. Methods of the Policy Process acknowledges that growth and advancement in the study of the policy process is dependent not merely on conceptual and theoretical development, but also on developing and systematizing better methodological approaches to measurement and analysis. To maximize student engagement with the material, each chapter follows a similar framework: introduction of a given theory of the policy process, application of that theory (including best practices for research design, conceptualization, major data sources, data collection, and methodological approaches), critical assessment, future directions, and often online resources (including datasets, survey instruments, and interview and coding protocols). While the structure and focus of each chapter varies slightly according to the theoretical tradition being discussed, each chapter's central aim is to prepare readers to confidently undertake common methodological strategies themselves. Methods of the Policy Process is especially beneficial to people new to the field, including students enrolled in policy process courses, as well as those without access to formal training. For scholars experienced in applying theories, this edited volume is a helpful reference to clarify best practices in research methods.
Publisher: Taylor & Francis
ISBN: 1000564606
Category : Political Science
Languages : en
Pages : 301
Book Description
The increasingly global study of policy processes faces challenges with scholars applying theories in radically different national and cultural contexts. Questions frequently arise about how to conduct policy process research comparatively and among this global community of scholars. Methods of the Policy Process is the first book to remedy this situation, not by establishing an orthodoxy or imposing upon the policy process community a rigid way of conducting research but, instead, by allowing the leading researchers in the different theoretical traditions a space to share the means by which they put their research into action. This edited volume serves as a companion volume and supplemental guide to the well-established Theories of the Policy Process, 4th Edition. Methods of the Policy Process acknowledges that growth and advancement in the study of the policy process is dependent not merely on conceptual and theoretical development, but also on developing and systematizing better methodological approaches to measurement and analysis. To maximize student engagement with the material, each chapter follows a similar framework: introduction of a given theory of the policy process, application of that theory (including best practices for research design, conceptualization, major data sources, data collection, and methodological approaches), critical assessment, future directions, and often online resources (including datasets, survey instruments, and interview and coding protocols). While the structure and focus of each chapter varies slightly according to the theoretical tradition being discussed, each chapter's central aim is to prepare readers to confidently undertake common methodological strategies themselves. Methods of the Policy Process is especially beneficial to people new to the field, including students enrolled in policy process courses, as well as those without access to formal training. For scholars experienced in applying theories, this edited volume is a helpful reference to clarify best practices in research methods.