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Players and Their Pets

Players and Their Pets PDF Author: Mia Consalvo
Publisher: U of Minnesota Press
ISBN: 1452942250
Category : Art
Languages : en
Pages : 176

Book Description
In the world of massively multiplayer online games (MMOGs), Faunasphere was but a blip on the screen in its short public life from 2009 to 2011. Its devoted players, many of them middle-aged women, entered a world that did not build on common fantasy or science-fiction tropes. There was no evil to defeat or realms to conquer, only friendly animals to care for and pollution to fight. In Players and Their Pets, Mia Consalvo and Jason Begy argue that its very difference makes it critically important—even more so than the large, commercially successful games such as World of Warcraft that have all too often shaped game studies discourse. Consalvo and Begy demonstrate how the beta period of an MMOG can establish social norms that guide how the game is played. They also show how a game’s platform creates expectations for how the game will work and who is playing it—and what happens when those expectations clash with the reality. Even while telling the story of this particular game and its predominantly female players, however, Players and Their Pets cautions against oversimplifying players based on their gender. Faunasphere’s playerbase enjoyed diverse aspects of the game, for varied reasons. No other game studies book tracks the entire life cycle of an online game to examine how the game evolved in terms of design as well as how its player community responded to changes and events. The brief life of Faunasphere makes this possible.

Players and Their Pets

Players and Their Pets PDF Author: Mia Consalvo
Publisher: U of Minnesota Press
ISBN: 1452942250
Category : Art
Languages : en
Pages : 176

Book Description
In the world of massively multiplayer online games (MMOGs), Faunasphere was but a blip on the screen in its short public life from 2009 to 2011. Its devoted players, many of them middle-aged women, entered a world that did not build on common fantasy or science-fiction tropes. There was no evil to defeat or realms to conquer, only friendly animals to care for and pollution to fight. In Players and Their Pets, Mia Consalvo and Jason Begy argue that its very difference makes it critically important—even more so than the large, commercially successful games such as World of Warcraft that have all too often shaped game studies discourse. Consalvo and Begy demonstrate how the beta period of an MMOG can establish social norms that guide how the game is played. They also show how a game’s platform creates expectations for how the game will work and who is playing it—and what happens when those expectations clash with the reality. Even while telling the story of this particular game and its predominantly female players, however, Players and Their Pets cautions against oversimplifying players based on their gender. Faunasphere’s playerbase enjoyed diverse aspects of the game, for varied reasons. No other game studies book tracks the entire life cycle of an online game to examine how the game evolved in terms of design as well as how its player community responded to changes and events. The brief life of Faunasphere makes this possible.

Design and Use of Serious Games

Design and Use of Serious Games PDF Author: Marja Helena Kankaanranta
Publisher: Springer Science & Business Media
ISBN: 1402094965
Category : Technology & Engineering
Languages : en
Pages : 205

Book Description
During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single definition of serious games. A key question, what the concept itself means, has stayed unsolved though most have agreed on a definition that serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment. In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be entertaining, but usually they teach the user something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the serious games field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens in information societies. The field of serious games focuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism.

The Pokemon Go Phenomenon

The Pokemon Go Phenomenon PDF Author: Jamie Henthorn
Publisher: McFarland
ISBN: 1476636516
Category : Games & Activities
Languages : en
Pages : 236

Book Description
Pokemon Go is not just play--the game has had an impact on public spaces, social circles and technology, suggesting new ways of experiencing our world. This collection of new essays explores what Pokemon Go can tell us about how and why we play. Covering a range of topics from mobile hardware and classroom applications to social conflict and urban planning, the contributors approach Pokemon Go from both practical and theoretical angles, anticipating the impact play will have on our digitally augmented world.

Terms of Play

Terms of Play PDF Author: Zach Waggoner
Publisher: McFarland
ISBN: 0786469706
Category : Games & Activities
Languages : en
Pages : 245

Book Description
This edited collection of new essays is devoted to the terminology used in the fields of videogame theory and videogame studies. Videogame scholars provide theoretical critiques of existing terminology, mount arguments for the creation of new terminology, articulate terminological gaps in the current literature devoted to videogame studies, and share phenomenological studies of videogames that facilitate terminological theory.

Playful Design

Playful Design PDF Author: John Ferrara
Publisher: Rosenfeld Media
ISBN: 1933820993
Category : Computers
Languages : en
Pages : 266

Book Description
Game design is a sibling discipline to software and Web design, but they're siblings that grew up in different houses. They have much more in common than their perceived distinction typically suggests, and user experience practitioners can realize enormous benefit by exploiting the solutions that games have found to the real problems of design. This book will show you how.

Resonant Games

Resonant Games PDF Author: Eric Klopfer
Publisher: MIT Press
ISBN: 0262037807
Category : Games & Activities
Languages : en
Pages : 267

Book Description
Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives. Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade. Each of the games—which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students—has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context—most often the public school classroom, but also beyond the classroom.

Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications

Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications PDF Author: Maiga Chang
Publisher: Springer
ISBN: 3642234569
Category : Education
Languages : en
Pages : 582

Book Description
This book constitutes the refereed proceedings of the 6th International Conference on E-learning and Games, Edutainment 2011, held in Taipeh, Taiwan, in September 2011. The 42 full papers were carefully reviewed and selected from 130 submissions. The papers are organized in topical sections on: augemented and mixed reality in education; effectiveness of virtual reality for education; ubiquituous games and ubiquitous technology & learning; future classroom; e-reader and multi-touch; learning performance and achievement; learning by playing; game design and development; game-based learning/training; interactions in games; digital museum and technology, and behavior in games; educational robots and toys; e-learning platforms and tools; game engine/rendering/animations; game-assisted language learning; learning with robots and robotics education; e-portfolio and ICT-enhanced learning; game-based testing and assessment; trend, development and learning process of educational mini games; VR and edutainment.

Game Love

Game Love PDF Author: Jessica Enevold
Publisher: McFarland
ISBN: 0786496932
Category : Games & Activities
Languages : en
Pages : 284

Book Description
What does love have to do with gaming? As games have grown in complexity, they have increasingly included narratives that seek to engage players with love in a variety of ways. While media attention often focuses on violent emotions and behavior in gaming, love has always been central to the experience. We love to play games, we have titles that we love, and sometimes we love too much or love terrible games for their shortcomings. Love in gaming is rather like love in life--often complicated and frustrating but also exciting and gratifying. This collection of fresh essays explores the meaning and role of love in gaming, describing a number of ways--from coding to cosplay--in which love can be expressed in, for and around games. Investigating how gaming involves love is also key to understanding the growing importance of games and gamers as cultural markers.

The Legendary Game Player

The Legendary Game Player PDF Author: Zhuan JiaLaoLi
Publisher: Funstory
ISBN: 1648844731
Category : Fiction
Languages : en
Pages : 1165

Book Description
How could a game without an external connection work? He was going to grind monsters with 10,000 low-leveled accounts! The diaosi Li Feng who was poisoned by the computer actually had the ability to open small accounts without limit! Hot blooded Jianghu Player, WOW players, Questioning players, Conquering players and other old game players must see it!

It's Mine

It's Mine PDF Author: Steven Boykey Sidley
Publisher: Legend Press Ltd
ISBN: 191564352X
Category : Business & Economics
Languages : en
Pages : 82

Book Description
‘Crypto’, a loose term that means many things to different people, only entered the public consciousness within the last five years or so, now evident by the volume of public discussion, commentary and analysis spread across every conceivable media outlet.