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The Player's Power to Change the Game

The Player's Power to Change the Game PDF Author: Anne-Marie Schleiner
Publisher: Amsterdam University Press
ISBN: 9048525640
Category : Art
Languages : en
Pages : 163

Book Description
In recent decades, what could be considered a gamification of the world has occurred, as the ties between games and activism, games and war, and games and the city grow ever stronger. In this book, Anne-Marie Schleiner explores a concept she calls 'ludic mutation', a transformative process in which the player, who is expected to engage in the preprogramed interactions of the game and accept its imposed subjective constraints, seizes back some of the power otherwise lost to the game itself. Crucially, this power grab is also relevant beyond the game because players then see the external world as material to be reconfigured, an approach with important ramifications for everything from social activism to contemporary warfare.

The Player's Power to Change the Game

The Player's Power to Change the Game PDF Author: Anne-Marie Schleiner
Publisher: Amsterdam University Press
ISBN: 9048525640
Category : Art
Languages : en
Pages : 163

Book Description
In recent decades, what could be considered a gamification of the world has occurred, as the ties between games and activism, games and war, and games and the city grow ever stronger. In this book, Anne-Marie Schleiner explores a concept she calls 'ludic mutation', a transformative process in which the player, who is expected to engage in the preprogramed interactions of the game and accept its imposed subjective constraints, seizes back some of the power otherwise lost to the game itself. Crucially, this power grab is also relevant beyond the game because players then see the external world as material to be reconfigured, an approach with important ramifications for everything from social activism to contemporary warfare.

Ludic Mutation

Ludic Mutation PDF Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 175

Book Description
"In recent decades we observe a closer relation between games and activism, between games and war, between games and the city, in other words, a gamification of certain regions of the world. What is the power of the game over life? Often the game imposes a kind of subjectification. The game's rules demand reflexive acts from the player. The player engages with the game's pre-programmed interactions, losing minutes and hours to the fascination of overcoming the challenge. And yet players also design and play their own games, thereby seizing back some of that which was lost to the game's digital regime. My underlying research question of this project concerns this power grab from the game. I understand these acts as player-driven transformation of an existing game into another, as a transformative process I will refer to as ludic mutation. The remaker of games sees the world not as a given, fixed place composed of static objects, but as play material, to be tweaked, hacked, altered, and reconfigured. Over the course of this writing, I investigate these player-driven changes to the game at varied scales and points of intervention, across gaming culture, in unique online communities of players, among artists, activists, and situated within the city-both in the digital game city and the augmented city. Players modify and evolve game structures and genres, taking back the authorial reins of game-making from a risk-averse commercial game industry. Artists conduct chaotic aesthetic hacks of the game's programmatic engine, reducing military-themed shooters and car races to abstract surges of colour and noise. Gamemakers with critical agendas simulate the world's problems in miniature toy worlds [...] Even in the midst of an informatic tightening of population control, users of technical gadgets hold the power to change the game."--P. vi.

Power Play

Power Play PDF Author: Asi Burak
Publisher: Macmillan + ORM
ISBN: 1250089344
Category : Education
Languages : en
Pages : 237

Book Description
The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception--from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement's most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer-Prize winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.

WOLFPACK

WOLFPACK PDF Author: Abby Wambach
Publisher: Celadon Books
ISBN: 1250217695
Category : Social Science
Languages : en
Pages : 224

Book Description
Based on her inspiring, viral 2018 commencement speech to Barnard College’s graduates in New York City, New York Times bestselling author, two-time Olympic gold medalist and FIFA World Cup champion Abby Wambach delivers her empowering rally cry for women to unleash their individual power, unite with their pack, and emerge victorious together. Abby Wambach became a champion because of her incredible talent as a soccer player. She became an icon because of her remarkable wisdom as a leader. As the co-captain of the 2015 Women’s World Cup Champion Team, she created a culture not just of excellence, but of honor, commitment, resilience, and sisterhood. She helped transform a group of individual women into one of the most successful, powerful and united Wolfpacks of all time. In her retirement, Abby’s ready to do the same for her new team: All Women Everywhere. In Wolfpack, Abby’s message to women is: We have never been Little Red Riding Hood. We Are the Wolves. We must wander off the path and blaze a new one: together. She insists that women must let go of old rules of leadership that neither include or serve them. She’s created a new set of Wolfpack rules to help women unleash their individual power, unite with their Wolfpack, and change the landscape of their lives and world: from the family room to the board room to the White House. · Make failure your fuel: Transform failure to wisdom and power. · Lead from the bench: Lead from wherever you are. · Champion each other: Claim each woman’s victory as your own. · Demand the effing ball: Don’t ask permission: take what you’ve earned. In Abby’s vision, we are not Little Red Riding Hoods, staying on the path because we’re told to. We are the wolves, fighting for a better tomorrow for ourselves, our pack, and all the future wolves who will come after us.

Reality Is Broken

Reality Is Broken PDF Author: Jane McGonigal
Publisher: Penguin
ISBN: 1101475498
Category : Psychology
Languages : en
Pages : 334

Book Description
“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.

Winning the Right Game

Winning the Right Game PDF Author: Ron Adner
Publisher: MIT Press
ISBN: 0262546000
Category : Business & Economics
Languages : en
Pages : 279

Book Description
How to succeed in an era of ecosystem-based disruption: strategies and tools for offense, defense, timing, and leadership in a changing competitive landscape. The basis of competition is changing. Are you prepared? Rivalry is shifting from well-defined industries to broader ecosystems: automobiles to mobility platforms; banking to fintech; television broadcasting to video streaming. Your competitors are coming from new directions and pursuing different goals from those of your familiar rivals. In this world, succeeding with the old rules can mean losing the new game. Winning the Right Game introduces the concepts, tools, and frameworks necessary to confront the threat of ecosystem disruption and to develop the strategies that will let your organization play ecosystem offense. To succeed in this world, you need to change your perspective on competition, growth, and leadership. In this book, strategy expert Ron Adner offers a new way of thinking, illustrating breakthrough ideas with compelling cases. How did a strategy of ecosystem defense save Wayfair and Spotify from being crushed by giants Amazon and Apple? How did Oprah Winfrey redraw industry boundaries to transition from television host to multimedia mogul? How did a shift to an alignment mindset enable Microsoft's cloud-based revival? Each was rooted in a new approach to competitors, partners, and timing that you can apply to your own organization. For today's leaders the difference between success and failure is no longer simply winning, but rather being sure that you are winning the right game.

The Player of Games

The Player of Games PDF Author: Iain M. Banks
Publisher: Orbit
ISBN: 0316095869
Category : Fiction
Languages : en
Pages : 281

Book Description
The Culture — a human/machine symbiotic society — has thrown up many great Game Players, and one of the greatest is Gurgeh Jernau Morat Gurgeh. The Player of Games. Master of every board, computer and strategy. Bored with success, Gurgeh travels to the Empire of Azad, cruel and incredibly wealthy, to try their fabulous game. . . a game so complex, so like life itself, that the winner becomes emperor. Mocked, blackmailed, almost murdered, Gurgeh accepts the game, and with it the challenge of his life — and very possibly his death. The Culture Series Consider Phlebas The Player of Games Use of Weapons The State of the Art Excession Inversions Look to Windward Matter Surface Detail The Hydrogen Sonata

The Infinite Game

The Infinite Game PDF Author: Simon Sinek
Publisher: Penguin
ISBN: 0735213526
Category : Business & Economics
Languages : en
Pages : 272

Book Description
From the New York Times bestselling author of Start With Why and Leaders Eat Last, a bold framework for leadership in today’s ever-changing world. How do we win a game that has no end? Finite games, like football or chess, have known players, fixed rules and a clear endpoint. The winners and losers are easily identified. Infinite games, games with no finish line, like business or politics, or life itself, have players who come and go. The rules of an infinite game are changeable while infinite games have no defined endpoint. There are no winners or losers—only ahead and behind. The question is, how do we play to succeed in the game we’re in? In this revelatory new book, Simon Sinek offers a framework for leading with an infinite mindset. On one hand, none of us can resist the fleeting thrills of a promotion earned or a tournament won, yet these rewards fade quickly. In pursuit of a Just Cause, we will commit to a vision of a future world so appealing that we will build it week after week, month after month, year after year. Although we do not know the exact form this world will take, working toward it gives our work and our life meaning. Leaders who embrace an infinite mindset build stronger, more innovative, more inspiring organizations. Ultimately, they are the ones who lead us into the future.

Persuasive Games

Persuasive Games PDF Author: Ian Bogost
Publisher: MIT Press
ISBN: 0262261944
Category : Games & Activities
Languages : en
Pages : 463

Book Description
An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.

Change the Game

Change the Game PDF Author: Jack Stack
Publisher: Advantage Media Group
ISBN: 9781642251296
Category :
Languages : en
Pages : 232

Book Description
Transforming Businesses, Changing Lives The goal of playing the Great Game of Business has always been to find a way to teach the have-nots how the haves make it. It's about creating and distributing wealth equitably as a way to close those gaps in wealth that plague our society. It's about changing the game. We wrote CHANGE THE GAME for those of you who continue to seek a brighter side of capitalism, one that truly transforms lives for the better. This book is about hope: no matter how grim things look, you can make them better. You don't have to wait for someone to bail you out. You have the ability to attain peace, security, and happiness. That's what we think the American dream is all about. It's our continuing belief that, through building successful organizations, we can change the world for the better. We can give people the tools to bring about positive change in our society. CHANGE THE GAME is filled with stories that demonstrate the transformative effects that happen when people embrace a system that makes work fun and rewarding for everyone who plays.