Games of Consequence

Games of Consequence
Author: John Dutch
Publsiher: iUniverse
Total Pages: 566
Release: 2024
Genre: Electronic Book
ISBN: 9780595216550

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Games of Consequence

Games of Consequence
Author: Anonim
Publsiher: Unknown
Total Pages: 32
Release: 2008
Genre: Electronic Book
ISBN: 0957702671

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365 Family Games and Pastimes

365 Family Games and Pastimes
Author: Martin Toseland,Simon Toseland
Publsiher: Random House
Total Pages: 274
Release: 2012-10-31
Genre: Games & Activities
ISBN: 9781448156832

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Remember Blind Man's Bluff, Pin the Tail and Murder in the Dark? Making daisy chains and collecting conkers? And when rainy afternoons meant card games and battleships? Jam-packed with games and activities for all ages, 365 Family Games and Pastimes remembers all the classics we used to love, bringing them back for the entire family to enjoy. Full of inspiration and thrifty ideas, this is an indispensible collection for birthday parties, family holidays and everyday fun.

Inference Consequence and Meaning

Inference  Consequence  and Meaning
Author: Lilia Gurova
Publsiher: Cambridge Scholars Publishing
Total Pages: 165
Release: 2012-03-15
Genre: Philosophy
ISBN: 9781443838511

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Inferentialism as a theory of meaning builds on the idea that what a linguistic expression means depends exclusively on the inferential rules that govern its use. Following different strategies and exploring various case studies, the authors of this collection of essays discuss under what circumstances and to what extent the central tenets of inferentialism are tenable. The essays in this volume present the results of a three-year research project “Representation and Inference” which was conducted from the beginning of 2008 to the end 2010. The aim of the project was to assess the research program of inferentialism as it has been pursued recently by Robert Brandom, Mark Lance, and Jaroslav Peregrin. Earlier versions of these texts were presented at the conference “Inference, Consequence, and Meaning” held in Sofia on the 3rd and 4th of December, 2008.

The Game Design Reader

The Game Design Reader
Author: Katie Salen Tekinbas,Eric Zimmerman
Publsiher: MIT Press
Total Pages: 955
Release: 2005-11-23
Genre: Computers
ISBN: 9780262195362

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Classic and cutting-edge writings on games, spanning nearly 50 years of game analysis and criticism, by game designers, game journalists, game fans, folklorists, sociologists, and media theorists. The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players. Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play? Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings. Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.

A Multimodal Approach to Video Games and the Player Experience

A Multimodal Approach to Video Games and the Player Experience
Author: Weimin Toh
Publsiher: Routledge
Total Pages: 241
Release: 2018-10-10
Genre: Language Arts & Disciplines
ISBN: 9781351184755

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This volume puts forth an original theoretical framework, the ludonarrative model, for studying video games which foregrounds the empirical study of the player experience. The book provides a comprehensive introduction to and description of the model, which draws on theoretical frameworks from multimodal discourse analysis, game studies, and social semiotics, and its development out of participant observation and qualitative interviews from the empirical study of a group of players. The volume then applies this approach to shed light on how players’ experiences in a game influence how they understand and make use of game components in order to progress its narrative. The book concludes with a frame by frame analysis of a popular game to demonstrate the model’s principles in action and its subsequent broader applicability to analyzing video game interaction and design. Offering a new way forward for video game research, this volume is key reading for students and scholars in multimodality, discourse analysis, game studies, interactive storytelling, and new media.

Using Games and Simulations for Teaching and Assessment

Using Games and Simulations for Teaching and Assessment
Author: Harold F. O'Neil,Eva L. Baker,Ray S. Perez
Publsiher: Routledge
Total Pages: 312
Release: 2016-03-31
Genre: Computers
ISBN: 9781317814672

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Using Games and Simulations for Teaching and Assessment: Key Issues comprises a multidisciplinary investigation into the issues that arise when using games and simulations for educational purposes. Using both theoretical and empirical analyses, this collection examines cognitive, motivational, and psychometric issues with a focus on STEM content. Unlike other research-based volumes that focus solely on game design or the theoretical basis behind gaming, this book unites previously disparate communities of researchers—from civilian to military contexts as well as multiple disciplines—to critically explore current problems and illustrate how instructionally effective games and simulations should be planned and evaluated. While computer-based simulations and games have the potential to improve the quality of education and training, Using Games and Simulations for Teaching and Assessment: Key Issues shows how the science of learning should underlie the use of such technologies. Through a wide-ranging yet detailed examination, chapter authors provide suggestions for designing and developing games, simulations, and intelligent tutoring systems that are scientifically-based, outcomes-driven, and cost-conscious.

Computer Games and the Social Imaginary

Computer Games and the Social Imaginary
Author: Graeme Kirkpatrick
Publsiher: Polity
Total Pages: 229
Release: 2013-10-07
Genre: Games & Activities
ISBN: 9780745641102

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Computer games have fundamentally altered the relation of self and society in the digital age. Analysing topics such as technology and power, the formation of gaming culture and the subjective impact of play with computer games, this text will be of great interest to students and scholars of digital media, games studies and the information society.