Cases on the Societal Effects of Persuasive Games

Cases on the Societal Effects of Persuasive Games
Author: Ruggiero, Dana
Publsiher: IGI Global
Total Pages: 387
Release: 2014-06-30
Genre: Technology & Engineering
ISBN: 9781466662070

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"This book investigates the connection between multimedia technologies and game-based learning for an improved understanding of the impact and effectiveness of serious games in modern societies, offering examples from the fields of education, business, healthcare, and more"--Provided by publisher.

Wiring the Streets Surfing the Square

Wiring the Streets  Surfing the Square
Author: Timothy Jachna
Publsiher: Springer Nature
Total Pages: 238
Release: 2021-03-18
Genre: Science
ISBN: 9783030666729

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This book investigates the production of public space in contemporary urban contexts as conditioned by the suffusion of urban life with digital technologies. A “social production of technology” approach is taken to frame the digitally-mediated city as a communal social and cultural project. Acknowledging the multivalent and shifting nature of public space and the heterogeneity of the urban actors who form it, the “agency” of these different actors in appropriating digital technologies takes center stage. The dynamics of negotiations between regimes of control and impulses towards freedom and experimentation, the entanglement of the spatial commons and the digital commons, changes in the notions of what constitutes membership in a public or counterpublic, and evolving relationships between the various individuals and groups who share and constitute public space, are all revealed in different actors’ appropriation of digital technologies in the formation of public spaces and the conducting of public life in cities. The book is divided into two sections. Drawing on classic and contemporary scholars on public space, and on digital culture, Section I explores the implications of the convergence of these bodies of knowledge and lenses of critique and examination on the present urban condition, establishing a conceptual foundation upon which public space discourse is brought to bear on an interrogation of the “wired” or “mediated” city. Structured by the core concepts that underlie Hannah Arendt’s notion of agency in the constitution of the public sphere, Section II is devoted to discussing, and demonstrating through myriad concrete examples, how different “affordances” of digital technologies are implicated in the production of public space and in the interplay between urban governance and control, urban life and citizenship, and urban commodification. The topics in this book are of broad and current international relevance, and will appeal to scholars and students in architecture, urbanism, design, sociology, and digital culture.

Impact of Organizational Trauma on Workplace Behavior and Performance

Impact of Organizational Trauma on Workplace Behavior and Performance
Author: Háša, Stanislav,Brunet-Thornton, Richard
Publsiher: IGI Global
Total Pages: 413
Release: 2017-01-06
Genre: Business & Economics
ISBN: 9781522520221

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There are many different types and causes of trauma in the workplace which can impact employee behavior and performance. Thus, it is imperative for managers to discover new ways to combat these issues and work toward a more harmonious working environment for all. Impact of Organizational Trauma on Workplace Behavior and Performance is a comprehensive examination of the multiple types of workplace traumas and the solutions which will heal these challenges to increase overall organizational culture and success. Highlighting extensive coverage of relevant topics such as downsizing, change management, trauma exposure, and organizational leadership, this publication is ideal for practitioners, professionals, managers, and researchers seeking innovative perspectives on organizational traumas in the workforce.

Persuasive Games

Persuasive Games
Author: Ian Bogost
Publsiher: MIT Press
Total Pages: 463
Release: 2010-08-13
Genre: Games & Activities
ISBN: 9780262261944

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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.

Video Game Influences on Aggression Cognition and Attention

Video Game Influences on Aggression  Cognition  and Attention
Author: Christopher J. Ferguson
Publsiher: Springer
Total Pages: 203
Release: 2018-08-21
Genre: Psychology
ISBN: 9783319954950

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This book addresses the ongoing scientific debates regarding video games and their effects on players. The book features opposing perspectives and offers point and counterpoint exchanges in which researchers on both sides of a specific topic make their best case for their findings and analysis. Chapters cover both positive and negative effects of video games on players’ behavior and cognition, from contributing to violence and alienation to promoting therapeutic outcomes for types of cognitive dysfunction. The contrasting viewpoints model presents respectful scientific debate, encourages open dialogue, and allows readers to come to informed conclusions. Key questions addressed include: · Do violent video games promote violence? · Does video game addiction exist? · Should parents limit children’s use of interactive media? · Do action video games promote visual attention? · Does sexist content in video games promote misogyny in real life? · Can video games slow the progress of dementia? · Are video games socially isolating? Video Game Influences on Aggression, Cognition, and Attention is a must-have resource for researchers, clinicians and professionals as well as graduate students in developmental psychology, social work, educational policy and politics, criminology/criminal justice, child and school psychology, sociology, media law, and other related disciplines.

Encyclopedia of Information Science and Technology Fourth Edition

Encyclopedia of Information Science and Technology  Fourth Edition
Author: Khosrow-Pour, D.B.A., Mehdi
Publsiher: IGI Global
Total Pages: 8104
Release: 2017-06-20
Genre: Computers
ISBN: 9781522522560

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In recent years, our world has experienced a profound shift and progression in available computing and knowledge sharing innovations. These emerging advancements have developed at a rapid pace, disseminating into and affecting numerous aspects of contemporary society. This has created a pivotal need for an innovative compendium encompassing the latest trends, concepts, and issues surrounding this relevant discipline area. During the past 15 years, the Encyclopedia of Information Science and Technology has become recognized as one of the landmark sources of the latest knowledge and discoveries in this discipline. The Encyclopedia of Information Science and Technology, Fourth Edition is a 10-volume set which includes 705 original and previously unpublished research articles covering a full range of perspectives, applications, and techniques contributed by thousands of experts and researchers from around the globe. This authoritative encyclopedia is an all-encompassing, well-established reference source that is ideally designed to disseminate the most forward-thinking and diverse research findings. With critical perspectives on the impact of information science management and new technologies in modern settings, including but not limited to computer science, education, healthcare, government, engineering, business, and natural and physical sciences, it is a pivotal and relevant source of knowledge that will benefit every professional within the field of information science and technology and is an invaluable addition to every academic and corporate library.

Advanced Methodologies and Technologies in Media and Communications

Advanced Methodologies and Technologies in Media and Communications
Author: Khosrow-Pour, D.B.A., Mehdi
Publsiher: IGI Global
Total Pages: 752
Release: 2018-10-19
Genre: Business & Economics
ISBN: 9781522576020

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Media and communication advancements allow individuals across the globe to connect in the blink of an eye. Individuals can share information and collaborate on new projects like never before while also remaining informed on global issues through ever-improving media outlets and technologies. Advanced Methodologies and Technologies in Media and Communications provides emerging research on the modern effects of media on cultures, individuals, and groups. While highlighting a range of topics such as social media use and marketing, media influence, and communication technology, this book explores how these advancements shape and further the global society. This book is an important resource for media researchers and professionals, academics, students, and communications experts seeking new information on the effective use of modern technology in communication applications.

Applied Cyberpsychology

Applied Cyberpsychology
Author: A. Attrill,C. Fullwood
Publsiher: Springer
Total Pages: 266
Release: 2016-04-29
Genre: Social Science
ISBN: 9781137517036

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Cyberpsychology is an emerging area of psychological study that aims to understand and explain all facets of online behaviour. This book brings together overviews from a number of leading authorities in the field, to suggest how academic theory and research can be applied to a variety of online behaviours. Both positive and negative behaviours are considered, including topics as diverse as parenting the online child, age-related internet usage and cultural considerations in online interactions. Psychological research can no longer view online and offline worlds as different entities, but must consider online behaviours as equally distinct as offline activities. This is especially apparent when looking at online dating, the role that social networks play in organisations and online consumer behaviours, and in a consideration of the role that psychological research plays in underpinning the multi-billion pound gaming industry. Focusing on these personal applications of the Internet, insight is also offered into the role that theory and research plays in training military personnel as well as the use of psychometric testing to select and retain employees.