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Gaming Lives in the Twenty-First Century

Author : G. Hawisher
Publisher : Springer
Page : 275 pages
File Size : 18,67 MB
Release : 2016-06-07
Category : Psychology
ISBN : 0230601766

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This volume examines the claim that computer games can provide better literacy and learning environments than schools. Using case-studies in the US at the beginning of the twenty-first century and the words and observations of individual gamers, the book offers historical and cultural analyses of their literacy development, practices and values.

Gaming Lives in the Twenty-First Century

Author : G. Hawisher
Publisher : Palgrave Macmillan
Page : 273 pages
File Size : 26,54 MB
Release : 2007-06-06
Category : Psychology
ISBN : 9781403972200

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This volume examines the claim that computer games can provide better literacy and learning environments than schools. Using case-studies in the US at the beginning of the twenty-first century and the words and observations of individual gamers, the book offers historical and cultural analyses of their literacy development, practices and values.

Women and Gaming

Author : J. Gee
Publisher : Springer
Page : 209 pages
File Size : 18,95 MB
Release : 2010-05-10
Category : Education
ISBN : 0230106730

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The authors argue that women gamers, too often ignored as gamers, are in many respects leading the way in this trend towards design, cultural production, new learning communities, and the combination of technical proficiency with emotional and social intelligence.

Digital Citizenship in Twenty-First-Century Young Adult Literature

Author : Megan L. Musgrave
Publisher : Springer
Page : 258 pages
File Size : 40,46 MB
Release : 2016-10-11
Category : Literary Criticism
ISBN : 1137581735

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This book is a study of the evolving relationships between literature, cyberspace, and young adults in the twenty-first century. Megan L. Musgrave explores the ways that young adult fiction is becoming a platform for a public conversation about the great benefits and terrible risks of our increasing dependence upon technology in public and private life. Drawing from theories of digital citizenship and posthuman theory, Digital Citizenship in Twenty-First Century Young Adult Literature considers how the imaginary forms of activism depicted in literature can prompt young people to shape their identities and choices as citizens in a digital culture

Extra Lives

Author : Tom Bissell
Publisher : Vintage
Page : 258 pages
File Size : 20,43 MB
Release : 2011-06-14
Category : Social Science
ISBN : 0307474313

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In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games. In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the dominant popular art form of our time.

Life at Home in the Twenty-First Century

Author : Jeanne E. Arnold
Publisher : Cotsen Institute of Archaeology Press
Page : 181 pages
File Size : 34,33 MB
Release : 2012-12-31
Category : Social Science
ISBN : 1938770900

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Winner of the 2014 John Collier Jr. Award Winner of the Jo Anne Stolaroff Cotsen Prize Life at Home in the Twenty-First Century cross-cuts the ranks of important books on social history, consumerism, contemporary culture, the meaning of material culture, domestic architecture, and household ethnoarchaeology. It is a distant cousin of Material World and Hungry Planet in content and style, but represents a blend of rigorous science and photography that these books can claim. Using archaeological approaches to human material culture, this volume offers unprecedented access to the middle-class American home through the kaleidoscopic lens of no-limits photography and many kinds of never-before acquired data about how people actually live their lives at home. Based on a rigorous, nine-year project at UCLA, this book has appeal not only to scientists but also to all people who share intense curiosity about what goes on at home in their neighborhoods. Many who read the book will see their own lives mirrored in these pages and can reflect on how other people cope with their mountains of possessions and other daily challenges. Readers abroad will be equally fascinated by the contrasts between their own kinds of materialism and the typical American experience. The book will interest a range of designers, builders, and architects as well as scholars and students who research various facets of U.S. and global consumerism, cultural history, and economic history.

Reality Is Broken

Author : Jane McGonigal
Publisher : Penguin
Page : 334 pages
File Size : 40,44 MB
Release : 2011-01-20
Category : Psychology
ISBN : 1101475498

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“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.

Teach Like a Gamer

Author : Carly Finseth
Publisher : McFarland
Page : 217 pages
File Size : 28,75 MB
Release : 2018-06-08
Category : Games & Activities
ISBN : 1476670544

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Digital role-playing games such as Rift, Diablo III, and Kingdoms of Amalur: Reckoning help players develop skills in critical thinking, problem solving, digital literacy, and lifelong learning. The author examines both the benefits and the drawbacks of role-playing games and their application to real-world teaching techniques. Readers will learn how to incorporate games-based instruction into their own classes and workplace training, as well as approaches to redesigning curriculum and programs.

Immersive Environments, Augmented Realities, and Virtual Worlds: Assessing Future Trends in Education

Author : D’Agustino, Steven
Publisher : IGI Global
Page : 331 pages
File Size : 50,76 MB
Release : 2012-12-31
Category : Education
ISBN : 1466627018

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Technology has had direct impact on education in increasing the way that society continues to learn. Applications of immersive environments, virtual worlds, and augmented reality have significant implications for how teaching and learning are achieved in contemporary education. Immersive Environments, Augmented Realities and Virtual Worlds: Assessing Future Trends in Education brings together current research and performance in trends in education. While examining cyber behavior and the use of virtual worlds, immersive technologies and augmented realities aim to improve teaching and enhancing learning.

Fun Inc

Author : Tom Chatfield
Publisher :
Page : 258 pages
File Size : 26,6 MB
Release : 2011
Category : Electronic games industry
ISBN :

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'Fun Inc.' is a window into the gaming industry, which for many of us is a foreign country, written by one of the industry's leading experts.