Dungeons Dragons and Digital Denizens

Dungeons  Dragons  and Digital Denizens
Author: Gerald A. Voorhees,Joshua Call,Katie Whitlock
Publsiher: Bloomsbury Publishing USA
Total Pages: 387
Release: 2012-02-16
Genre: Social Science
ISBN: 9781441141088

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Dungeons, Dragons, and Digital Denizens is a collection of scholarly essays that seeks to represent the far-reaching scope and implications of digital role-playing games as both cultural and academic artifacts. As a genre, digital role playing games have undergone constant and radical revision, pushing not only multiple boundaries of game development, but also the playing strategies and experiences of players. Divided into three distinct sections, this premiere volume captures the distinctiveness of different game types, the forms of play they engender and their social and cultural implications. Contributors examine a range of games, from classics like Final Fantasy to blockbusters like World of Warcraft to obscure genre bending titles like Lux Pain. Working from a broad range of disciplines such as ecocritism, rhetoric, performance, gender, and communication, these essays yield insights that enrich the field of game studies and further illuminate the cultural, psychological and philosophical implications of a society that increasingly produces, plays and discourses about role playing games.

Human Rights and Ethics Concepts Methodologies Tools and Applications

Human Rights and Ethics  Concepts  Methodologies  Tools  and Applications
Author: Management Association, Information Resources
Publsiher: IGI Global
Total Pages: 2160
Release: 2014-09-30
Genre: Political Science
ISBN: 9781466664340

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In today’s increasingly interconnected and global society, the protection of basic liberties is an important consideration in public policy and international relations. Profitable social interactions can begin only when a foundation of trust has been laid between two parties. Human Rights and Ethics: Concepts, Methodologies, Tools, and Applications considers some of the most important issues in the ethics of human interaction, whether in business, politics, or science and technology. Covering issues such as cybercrime, bioethics, medical care, and corporate leadership, this four-volume reference work will serve as a crucial resource for leaders, innovators, educators, and other personnel living and working in the modern world.

Identity and Leadership in Virtual Communities Establishing Credibility and Influence

Identity and Leadership in Virtual Communities  Establishing Credibility and Influence
Author: Hickey, Dona J.
Publsiher: IGI Global
Total Pages: 321
Release: 2014-02-28
Genre: Social Science
ISBN: 9781466651517

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The presence and ubiquity of the internet continues to transform the way in which we identify ourselves and others both online and offline. The development of virtual communities permits users to create an online identity to interact with and influence one another in ways that vary greatly from face-to-face interaction. Identity and Leadership in Virtual Communities: Establishing Credibility and Influence explores the notion of establishing an identity online, managing it like a brand, and using it with particular members of a community. Bringing together a range of voices exemplifying how participants in online communities influence one another, this book serves as an essential reference for academicians, researchers, students, and professionals, including bloggers, software designers, and entrepreneurs seeking to build and manage their engagement online.

Playing with the Past

Playing with the Past
Author: Matthew Wilhelm Kapell,Andrew B.R. Elliott
Publsiher: Bloomsbury Publishing USA
Total Pages: 401
Release: 2013-10-24
Genre: Social Science
ISBN: 9781623563875

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Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future. What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialist's perspective to conquer 'primitive' tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself.

Being Dragonborn

Being Dragonborn
Author: Mike Piero,Marc A. Ouellette
Publsiher: McFarland
Total Pages: 237
Release: 2021-06-25
Genre: Games & Activities
ISBN: 9781476677842

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The Elder Scrolls V: Skyrim is one of the bestselling and most influential video games of the past decade. From the return of world-threatening dragons to an ongoing civil war, the province of Skyrim is rich with adventure, lore, magic, history, and stunning vistas. Beyond its visual spectacle alone, Skyrim is an exemplary gameworld that reproduces out-of-game realities, controversies, and histories for its players. Being Dragonborn, then, comes to signify a host of ethical and ideological choices for the player, both inside and outside the gameworld. These essays show how playing Skyrim, in many ways, is akin to "playing" 21st century America with its various crises, conflicts, divisions, and inequalities. Topics covered include racial inequality and white supremacy, gender construction and misogyny, the politics of modding, rhetorics of gameplay, and narrative features.

BioWare s Mass Effect

BioWare s Mass Effect
Author: Jerome Winter
Publsiher: Springer Nature
Total Pages: 99
Release: 2022-11-24
Genre: Social Science
ISBN: 9783031188763

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The videogame series Mass Effect is a remarkable rarity not only for being an original science-fictional franchise of recent vintage that has risen to such prominent commercial and critical success in popular culture but also for pushing the canonical boundaries of how science fiction as a genre will be experienced and understood in the future. This book analyzes the significance of the game for an understanding of the evolving SF genre and articulates an explanatory framework to limn its landmark reception in videogame history. This book both synthesizes the burgeoning body of scholarship on Mass Effect for a readership unfamiliar with either the game or the critical conversation on its salient importance, while simultaneously, for readers already invested in the science-fiction and videogame scholarship, mounting an extended inquiry as to why Mass Effect has served as such a representative milestone in videogame and genre history. The book should appeal to veteran science-fiction and videogame scholars and students as well as a wide variety of fans, consumers, gamers, and general readers.

Bridging Literacies with Videogames

Bridging Literacies with Videogames
Author: Hannah R. Gerber,Sandra Schamroth Abrams
Publsiher: Springer
Total Pages: 227
Release: 2014-09-23
Genre: Education
ISBN: 9789462096684

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Bridging Literacies with Videogames provides an international perspective of literacy practices, gaming culture, and traditional schooling. Featuring studies from Australia, Colombia, South Korea, Canada, and the United States, this edited volume addresses learning in primary, secondary, and tertiary environments with topics related to: • re-creating worlds and texts • massive multiplayer second language learning • videogames and classroom learning These diverse topics will provide scholars, teachers, and curriculum developers with empirical support for bringing videogames into classroom spaces to foster meaning making. Bridging Literacies with Videogames is an essential text for undergraduates, graduates, and faculty interested in contemporizing learning with the medium of the videogame.

Teach Like a Gamer

Teach Like a Gamer
Author: Carly Finseth
Publsiher: McFarland
Total Pages: 217
Release: 2018-05-25
Genre: Games & Activities
ISBN: 9781476670546

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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.