Ethics And Game Design Teaching Values Through Play
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Ethics and Game Design Teaching Values through Play
Author | : Schrier, Karen,Gibson, David |
Publsiher | : IGI Global |
Total Pages | : 396 |
Release | : 2010-02-28 |
Genre | : Education |
ISBN | : 9781615208463 |
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"This book addressing an emerging field of study, ethics and gamesand answers how we can better design and use games to foster ethical thinking and discourse in classrooms"--Provided by publisher.
Ethics and Game Design
Author | : Anonim |
Publsiher | : Unknown |
Total Pages | : 329 |
Release | : 2010 |
Genre | : Electronic books |
ISBN | : OCLC:556969592 |
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This book challenges scholars and researchers to answer questions such as: How can game design be improved to foster ethical thinking and discourse? What are the theories and methodologies that will help us understand, model, and assess ethical thinking in games? How do we use games in classrooms and informal educational settings to support moral development? This publication approaches such questions from a multidisciplinary perspective with the ultimate goal of inspiring further interdisciplinary dialogue and research in order to continue building the ethics and games community--Provided by publisher.
Learning Education Games Volume 3 100 Games to Use in the Classroom Beyond
Author | : Karen Schrier |
Publsiher | : Lulu.com |
Total Pages | : 584 |
Release | : 2019-11-18 |
Genre | : Education |
ISBN | : 9780359984015 |
Download Learning Education Games Volume 3 100 Games to Use in the Classroom Beyond Book in PDF, Epub and Kindle
Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.
Location Based Mobile Games
Author | : Davide Spallazzo,Ilaria Mariani |
Publsiher | : Springer |
Total Pages | : 98 |
Release | : 2018-02-21 |
Genre | : Computers |
ISBN | : 9783319752563 |
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This book approaches Location Based Mobile Games from a design perspective, investigating the peculiar traits that make them compelling contemporary practices and challenging fields of investigation. Relying on an interdisciplinary theoretical background and empirical studies, it delves into LBMGs’ intertwining theoretical assumptions and describes their translation into practice. The authors examine these games from different perspectives, exploring how they can impact the way we look at our surroundings, their influence on our social dimension, their ability to translate a wide range of information into a game experience, and the negotiations they activate by intertwining two realities. Each issue is addressed from a twofold perspective: that of the designers who craft the games, and that of the users who interpret the designers’ choices and take part in the game experience. In so doing, the book covers the relationship between processes of designing and playing, investigating games that communicate through meaningful interactions, share perspectives as forms of narratives, and integrate physicality and surroundings in the play activity. The reasoning advanced throughout the chapters will benefit researchers, designers and entrepreneurs in the field, as it provides a novel perspective on LBMGs, seeks to increase designers’ awareness of often-neglected issues, and suggests interpretations and practices that can impact how commercial games are designed.
Gender Considerations and Influence in the Digital Media and Gaming Industry
Author | : Prescott, Julie |
Publsiher | : IGI Global |
Total Pages | : 357 |
Release | : 2014-06-30 |
Genre | : Social Science |
ISBN | : 9781466661431 |
Download Gender Considerations and Influence in the Digital Media and Gaming Industry Book in PDF, Epub and Kindle
Occupational segregation is an important issue and can be detrimental to women. There is a strong need for more women in science, engineering, and information technology, which are traditionally male dominated fields. Female representation in the computer gaming industry is a potential way to increase the presence of women in other computer-related fields. Gender Considerations and Influence in the Digital Media and Gaming Industry provides a collection of high-quality empirical studies and personal experiences of women working in male-dominated fields with a particular focus on the media and gaming industries. Providing insight on best methods for attracting and retaining women in these fields, this volume is a valuable reference for executives and members of professional bodies who wish to encourage women in their career progression.
Gender Divide and the Computer Game Industry
Author | : Prescott, Julie |
Publsiher | : IGI Global |
Total Pages | : 321 |
Release | : 2013-09-30 |
Genre | : Social Science |
ISBN | : 9781466645356 |
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"This book takes a look at the games industry from a gendered perspective and highlights the variety of ways in which women remain underrepresented in this industry"--Provided by publisher.
Values at Play in Digital Games
Author | : Mary Flanagan,Helen Nissenbaum |
Publsiher | : MIT Press |
Total Pages | : 222 |
Release | : 2016-09-02 |
Genre | : Computers |
ISBN | : 9780262529976 |
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A theoretical and practical guide to integrating human values into the conception and design of digital games, with examples from Call of Duty, Journey, World of Warcraft, and more. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at Play can also serve as a guide to designers who seek to implement values in the conception and design of their games. After developing a theoretical foundation for their proposal, Flanagan and Nissenbaum provide detailed examinations of selected games, demonstrating the many ways in which values are embedded in them. They introduce the Values at Play heuristic, a systematic approach for incorporating values into the game design process. Interspersed among the book's chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved.
Designing Games for Ethics Models Techniques and Frameworks
Author | : Schrier, Karen,Gibson, David |
Publsiher | : IGI Global |
Total Pages | : 406 |
Release | : 2010-12-31 |
Genre | : Games & Activities |
ISBN | : 9781609601225 |
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"This book brings together the diverse and growing community of voices on ethics in gaming and begins to define the field, identify its primary challenges and questions, and establish the current state of the discipline"--Provided by publisher.