Computer Gaming
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Progress in Computer Gaming and Esports Neurocognitive and Motor Perspectives
Author | : Mark J. Campbell,David Putrino,Cornelia Frank,Adam Joseph Toth |
Publsiher | : Frontiers Media SA |
Total Pages | : 117 |
Release | : 2021-06-16 |
Genre | : Science |
ISBN | : 9782889668816 |
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Careers In Computer Gaming EasyRead Super Large 20pt Edition
Author | : Anonim |
Publsiher | : ReadHowYouWant.com |
Total Pages | : 105 |
Release | : 2024 |
Genre | : Electronic Book |
ISBN | : 9781427091185 |
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Careers In Computer Gaming EasyRead Super Large 24pt Edition
Author | : Anonim |
Publsiher | : ReadHowYouWant.com |
Total Pages | : 133 |
Release | : 2024 |
Genre | : Electronic Book |
ISBN | : 9781427091192 |
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Handbook of Computer Game Studies
Author | : Joost Raessens,Jeffrey Goldstein |
Publsiher | : MIT Press |
Total Pages | : 471 |
Release | : 2011-08-19 |
Genre | : Computers |
ISBN | : 9780262516587 |
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A broad treatment of computer and video games from a wide range of perspectives, including cognitive science and artificial intelligence, psychology, history, film and theater, cultural studies, and philosophy. New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others. Part I considers the "prehistory" of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer's point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture.
Cultures of Computer Game Concerns
Author | : Estrid Sörensen |
Publsiher | : transcript Verlag |
Total Pages | : 359 |
Release | : 2018-05-31 |
Genre | : Social Science |
ISBN | : 9783839439340 |
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The same computer games are played by youths all over the world, and worldwide games become matters of concern in relation to children: worries rise about addiction, violence, education, time, and economy. Yet, these concerns vary depending upon where they are situated: in families, legal contexts, industry or science. They also play out differently across countries and cultures. This situated nature of computer game concerns is generally neglected. Not in this book: It gives a detailed mosaic of the complex and multiple everyday realities of computer game concerns in relation to children, as they are variably situated throughout society and across cultures.
Learning Science Through Computer Games and Simulations
Author | : National Research Council,Division of Behavioral and Social Sciences and Education,Board on Science Education,Committee on Science Learning: Computer Games, Simulations, and Education |
Publsiher | : National Academies Press |
Total Pages | : 174 |
Release | : 2011-05-12 |
Genre | : Education |
ISBN | : 9780309185233 |
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At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.
Computer Games and Technical Communication
Author | : Jennifer deWinter,Ryan M. Moeller |
Publsiher | : Routledge |
Total Pages | : 334 |
Release | : 2016-05-23 |
Genre | : Language Arts & Disciplines |
ISBN | : 9781317162612 |
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Taking as its point of departure the fundamental observation that games are both technical and symbolic, this collection investigates the multiple intersections between the study of computer games and the discipline of technical and professional writing. Divided into five parts, Computer Games and Technical Communication engages with questions related to workplace communities and gamic simulations; industry documentation; manuals, gameplay, and ethics; training, testing, and number crunching; and the work of games and gamifying work. In that computer games rely on a complex combination of written, verbal, visual, algorithmic, audio, and kinesthetic means to convey information, technical and professional writing scholars are uniquely poised to investigate the intersection between the technical and symbolic aspects of the computer game complex. The contributors to this volume bring to bear the analytic tools of the field to interpret the roles of communication, production, and consumption in this increasingly ubiquitous technical and symbolic medium.
Transforming Gaming and Computer Simulation Technologies across Industries
Author | : Dubbels, Brock |
Publsiher | : IGI Global |
Total Pages | : 297 |
Release | : 2016-11-23 |
Genre | : Computers |
ISBN | : 9781522518181 |
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In recent years, digital technologies have become more ubiquitous and integrated into everyday life. While once reserved mostly for personal uses, video games and similar innovations are now implemented across a variety of fields. Transforming Gaming and Computer Simulation Technologies across Industries is a pivotal reference source for the latest research on emerging simulation technologies and gaming innovations to enhance industry performance and dependency. Featuring extensive coverage across a range of relevant perspectives and topics, such as user research, player identification, and multi-user virtual environments, this book is ideally designed for engineers, professionals, practitioners, upper-level students, and academics seeking current research on gaming and computer simulation technologies across different industries.