Games in Everyday Life

Games in Everyday Life
Author: Nathan Hulsey
Publsiher: Emerald Group Publishing
Total Pages: 245
Release: 2019-11-25
Genre: Social Science
ISBN: 9781838679392

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In this book, Nathan Hulsey explores the links between game design, surveillance, computation, and the emerging technologies that impact our everyday lives at home, at work, and with our family and friends.

Rock Paper Scissors

Rock  Paper  Scissors
Author: Len Fisher
Publsiher: Basic Books
Total Pages: 288
Release: 2008-11-04
Genre: Science
ISBN: 9780786726936

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Praised by Entertainment Weekly as “the man who put the fizz into physics,” Dr. Len Fisher turns his attention to the science of cooperation in his lively and thought-provoking book. Fisher shows how the modern science of game theory has helped biologists to understand the evolution of cooperation in nature, and investigates how we might apply those lessons to our own society. In a series of experiments that take him from the polite confines of an English dinner party to crowded supermarkets, congested Indian roads, and the wilds of outback Australia, not to mention baseball strategies and the intricacies of quantum mechanics, Fisher sheds light on the problem of global cooperation. The outcomes are sometimes hilarious, sometimes alarming, but always revealing. A witty romp through a serious science, Rock, Paper, Scissors will both teach and delight anyone interested in what it what it takes to get people to work together.

Games in Everyday Life

Games in Everyday Life
Author: Nathan Hulsey
Publsiher: Emerald Group Publishing
Total Pages: 224
Release: 2019-11-25
Genre: Social Science
ISBN: 9781838679378

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In this book, Nathan Hulsey explores the links between game design, surveillance, computation, and the emerging technologies that impact our everyday lives at home, at work, and with our family and friends.

Gaming Culture s in India

Gaming Culture s  in India
Author: Aditya Deshbandhu
Publsiher: Taylor & Francis
Total Pages: 189
Release: 2020-05-13
Genre: Games & Activities
ISBN: 9781000082265

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This volume critically analyzes the multiple lives of the "gamer" in India. It explores the "everyday" of the gaming life from the player’s perspective, not just to understand how the games are consumed but also to analyze how the gamer influences the products’ many (virtual) lives. Using an intensive ethnographic approach and in-depth interviews, this volume situates the practice of gaming under a broader umbrella of digital leisure activities and foregrounds the proliferation of gaming as a new media form and cultural artifact; critically questions the term gamer and the many debates surrounding the gamer tag to expand on how the gaming identity is constructed and expressed; details participants’ gaming habits, practices and contexts from a cultural perspective and analyzes the participants’ responses to emerging industry trends, reflections on playing practices and their relationships to friends, communities and networks in gaming spaces; and examines the offline and online spaces of gaming as sites of contestation between developers of games and the players. A holistic study covering one of the largest video game bases in the world, this volume will be of great interest to scholars and researchers of cultural studies, media and communication studies and science and technology studies, as well as be of great appeal to the general reader.

From Video Games to Real Life

From Video Games to Real Life
Author: Mary L. Gazdik
Publsiher: Bloomsbury Publishing USA
Total Pages: 129
Release: 2016-09-19
Genre: Language Arts & Disciplines
ISBN: 9781440843792

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This guide shows youth librarians how to use the appeal of Minecraft—a game that many young learners are intensely passionate about—to create engaging library programs that encourage creativity and build STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning through library programs. Minecraft is more than "just a video game"; it's a powerful tool that librarians and other educators can use to engage students and spark legitimate learning experiences. This book shows you how to use Minecraft as a vehicle to promote learning and creativity, supplying specific, easy-to-replicate programs, ideas, and instructions for hands-on activities. By connecting the game to the maker movement and building off the game's popularity, you'll be able to use Minecraft to promote STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning. The book ties Minecraft to maker activities, learning in the library, three-dimensional printing, literary activities, crafting, and more. The activities in this book will also enable you to help children ages 8–14 to expand their key 21st-century skills, such as collaboration, trial and error, and discovery.

Games and Sport in Everyday Life

Games and Sport in Everyday Life
Author: Robert S. Perinbanayagam
Publsiher: Routledge
Total Pages: 294
Release: 2015-11-17
Genre: Social Science
ISBN: 9781317259381

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"This is a powerful, richly nuanced, evocative work; a stunning and brilliantly innovative pedagogical intervention. It provides ground zero-the starting place for the next generation of theorists who study the self, narrative theory, and the place of games and sport in everyday life. A stunning accomplishment by one of America's major social theorists." Norman K. Denzin, University of Illinois at Urbana-Champaign Games of many kinds have been played in all cultures throughout human history. This wide-ranging book explores the social and psychological processes involved in the playing of games. One player (or team) seeks to outwit another by undertaking various physical and communicative moves-not unlike conversations. Games have well-formed "narrative" structures, analogous to myths, that are enacted by each participant to give play to his/her self and its attendant emotions. These plays of the self enable each agent to seek adventures and heroic moments. Going beyond the mythmaking and catharsis that may be achieved by individuals, the author shows how games have been devised and played in particular societies and eras as means of promoting specific ideologies of a society, even social ideals such as utopias.

Real Games

Real Games
Author: Mia Consalvo,Christopher A. Paul
Publsiher: MIT Press
Total Pages: 219
Release: 2019-10-01
Genre: Games & Activities
ISBN: 9780262042604

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How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them. In videogame criticism, the worst insult might be “That's not a real game!” For example, “That's not a real game, it's on Facebook!” and “That's not a real game, it's a walking simulator!” But how do people judge what is a real game and what is not—what features establish a game's gameness? In this engaging book, Mia Consalvo and Christopher Paul examine the debates about the realness or not-realness of videogames and find that these discussions shape what games get made and who is invited to play them. Consalvo and Paul look at three main areas often viewed as determining a game's legitimacy: the game's pedigree (its developer), the content of the game itself, and the game's payment structure. They find, among other things, that even developers with a track record are viewed with suspicion if their games are on suspect platforms. They investigate game elements that are potentially troublesome for a game's gameness, including genres, visual aesthetics, platform, and perceived difficulty. And they explore payment models, particularly free-to-play—held by some to be a marker of illegitimacy. Finally, they examine the debate around such so-called walking simulators as Dear Esther and Gone Home. And finally, they consider what purpose is served by labeling certain games “real."

The Game of Life

The Game of Life
Author: Florence Scovel Shinn
Publsiher: BEYOND BOOKS HUB
Total Pages: 3
Release: 2024-02-12
Genre: Electronic Book
ISBN: 9182736450XXX

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The Game of Life by Florence Scovel Shinn is a transformative guide to understanding and playing the game of life with spiritual insight and practical wisdom. Originally published in the early 20th century, this classic work combines metaphysical principles with real-life anecdotes to provide readers with a comprehensive approach to living a life of purpose and fulfillment.