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Genre | : |
Author | : Evan Torner |
Publisher | : Lulu.com |
Release | : |
File | : 262 Pages |
ISBN-13 | : 9781678151065 |
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Genre | : |
Author | : Evan Torner |
Publisher | : Lulu.com |
Release | : |
File | : 262 Pages |
ISBN-13 | : 9781678151065 |
Analog Game Studies is a bi-monthy journal for the research and critique of analog games. We define analog games broadly and include work on tabletop and live-action role-playing games, board games, card games, pervasive games, game-like performances, carnival games, experimental games, and more. Analog Game Studies was founded to reserve a space for scholarship on analog games in the wider field of game studies.
Genre | : Education |
Author | : Aaron Trammell |
Publisher | : Lulu.com |
Release | : 2017-05-05 |
File | : 264 Pages |
ISBN-13 | : 9781365640933 |
Analog Game Studies is a bi-monthy journal for the research and critique of analog games. We define analog games broadly and include work on tabletop and live-action role-playing games, board games, card games, pervasive games, game-like performances, carnival games, experimental games, and more. Analog Game Studies was founded to reserve a space for scholarship on analog games in the wider field of game studies.
Genre | : Education |
Author | : Evan Torner |
Publisher | : Lulu.com |
Release | : 2019-02-05 |
File | : 348 Pages |
ISBN-13 | : 9780359383979 |
Analog Game Studiesis a bi-monthy journal for the research and critique of analog games. We define analog games broadly and include work on tabletop and live-action role-playing games, board games, card games, pervasive games, game-like performances, carnival games, experimental games, and more.Analog Game Studieswas founded to reserve a space for scholarship on analog games in the wider field of game studies."
Genre | : Education |
Author | : Aaron Trammell |
Publisher | : Lulu.com |
Release | : 2016-06-21 |
File | : 218 Pages |
ISBN-13 | : 9781365015472 |
This Handbook provides a comprehensive guide to the latest research on role-playing games (RPGs) across disciplines, cultures, and media in one single, accessible volume. Collaboratively authored by more than 40 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live-action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Baldur’s Gate, Genshin Impact, and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like worldbuilding, immersion, and player-character relations, as well as explore actual play and streaming, diversity, equity, inclusion, jubensha, therapeutic uses of RPGs, and storygames, journaling games, and other forms of text-based RPGs. Each chapter includes definitions of key terms and recommended readings to help students and scholars new to RPG studies find their way into this interdisciplinary field. A comprehensive reference volume ideal for students and scholars of game studies and immersive experiences and those looking to learn more about the ever-growing, interdisciplinary field of RPG studies.
Genre | : Games & Activities |
Author | : José P. Zagal |
Publisher | : Taylor & Francis |
Release | : 2024-06-27 |
File | : 588 Pages |
ISBN-13 | : 9781040029763 |
This book presents a scholarly investigation of the development and culture of Japanese videogame arcades, both from a historical and contemporary point of view. Providing an overview of the historical evolution of public amusement spaces from the early rooftop amusement spaces from the early nineteenth century to the modern multi‐floor and interconnected arcade complexes that characterize the urban fabric of contemporary Japan, the book argues that arcade videogames and their associated practices must be examined in the context in which they are played, situated in the interrelation between the game software, the cabinets as material conditions of play, and the space of the venue that frames the experience. Including three case studies of distinct and significant game centres located in Tokyo and Kyoto, the book addresses of play in public, including the notion of performance and observation as play practices, spatial appropriation, as well as the compartmentalization of the play experience. In treating videogames as sets of circumstances, the book identifies the opportunities for ludic practices that videogame arcades provide in Japan. As such, it will appeal to students and scholars of Game Studies and Digital Media Studies, as well as those of Japanese Culture and Society.
Genre | : Social Science |
Author | : Jérémie Pelletier-Gagnon |
Publisher | : Taylor & Francis |
Release | : 2024-05-07 |
File | : 195 Pages |
ISBN-13 | : 9781040029145 |
The present book explores how modern board gaming and language teaching can be beneficially combined to achieve optimal impact. Modern board games have a lot to offer language learners and teachers, and they should play a much more significant role in what has been labelled "Content and Language Integrated Learning" or CLIL. Modern board games require cooperation, problem-solving, active discovery, interpretation and analysis. Most importantly, modern board games allow students to explore a hypothetical environment without the risk of language errors. The key ingredient of the present book is "game-based learning and teaching theory", or GBLTT, a theoretical framework which measures learning outcomes based on gaming and learning procedures. GBLTT is focused on balancing information and gameplay as well as putting a focus on the ability of each learner to retain language competence and to put their subject to realistic situations.
Genre | : Language Arts & Disciplines |
Author | : Thomai Alexiou |
Publisher | : Walter de Gruyter GmbH & Co KG |
Release | : 2023-12-18 |
File | : 272 Pages |
ISBN-13 | : 9783110997255 |
This book constitutes the refereed proceedings of the 14th International Conference on Interactive Digital Storytelling, ICIDS 2021, held in Tallinn, Estonia, in December 2021. The 18 full papers and 17 short papers, presented together with 17 posters and demos, were carefully reviewed and selected from 99 submissions. The papers are categorized into the following topical sub-headings: Narrative Systems; Interactive Narrative Theory; Interactive Narrative Impact and Application; and the Interactive Narrative Research Discipline and Contemporary Practice.
Genre | : Computers |
Author | : Alex Mitchell |
Publisher | : Springer Nature |
Release | : 2021-12-03 |
File | : 545 Pages |
ISBN-13 | : 9783030923006 |
A striking analysis of popular board games’ roots in imperialist reasoning—and why the future of play depends on reckoning with it. Board games conjure up images of innocuously enriching entertainment: family game nights, childhood pastimes, cooperative board games centered around resource management and strategic play. Yet in Playing Oppression, Mary Flanagan and Mikael Jakobsson apply the incisive frameworks of postcolonial theory to a broad historical survey of board games to show how these seemingly benign entertainments reinforce the logic of imperialism. Through this lens, the commercialized version of Snakes and Ladders takes shape as the British Empire’s distortion of Gyan Chaupar (an Indian game of spiritual knowledge), and early twentieth-century “trading games” that fêted French colonialism are exposed for how they conveniently sanitized its brutality while also relying on crudely racist imagery. These games’ most explicitly abhorrent features may no longer be visible, but their legacy still lingers in the contemporary Eurogame tendency to exalt (and incentivize) cycles of exploration, expansion, exploitation, and extermination. An essential addition to any player’s bookshelf, Playing Oppression deftly analyzes this insidious violence and proposes a path forward with board games that challenge colonialist thinking and embrace a much broader cultural imagination.
Genre | : Games & Activities |
Author | : Mary Flanagan |
Publisher | : MIT Press |
Release | : 2023-02-28 |
File | : 237 Pages |
ISBN-13 | : 9780262373722 |
Videogames have risen in popularity in recent decades and continue to entertain many all over the world. As game design and development becomes more accessible to those outside of the industry, their uses and impacts are further expanded. Games have been developed for medical, educational, business, and many more applications. While games have many beneficial applications, many challenges exist in current development processes as well as some of their impacts on society. It is essential to investigate the current trends in the design and development of games as well as the opportunities and challenges presented in their usage and social impact. The Research Anthology on Game Design, Development, Usage, and Social Impact discusses the emerging developments, opportunities, and challenges that are found within the design, development, usage, and impact of gaming. It presents a comprehensive collection of the recent research, theories, case studies, and more within the area. Covering topics such as academic game creation, gaming experience, and violence in gaming, this major reference work is a dynamic resource for game developers, instructional designers, educators and administrators of both K-12 and higher education, students of higher education, librarians, government officials, business leaders and executives, researchers, and academicians.
Genre | : Computers |
Author | : Management Association, Information Resources |
Publisher | : IGI Global |
Release | : 2022-10-07 |
File | : 2034 Pages |
ISBN-13 | : 9781668475904 |