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BOOK EXCERPT:
The rapid growth in popularity of computer and video games, particularly among children and teenagers, has given rise to public concern about the effects they might have on youngsters. The violent themes of many of these games, coupled with their interactive nature, have led to accusations that they may be worse than televised violence in affecting children's antisocial behaviour. Other allegations are that they have an addictive quality and that excessive playing results in a diminished social contact and poorer school performance. But how bad are video games? There are strong methodological reasons for not accepting the evidence for video games effects at face value. There are also positive signs that playing these games can enhance particular mental competencies in children. This book provides an up-to-date review and critique of research evidence from around the world in an attempt to put the issue of video game effects into perspective.
Product Details :
Genre |
: Social Science |
Author |
: Barrie Gunter |
Publisher |
: A&C Black |
Release |
: 1998-01-01 |
File |
: 186 Pages |
ISBN-13 |
: 1850758336 |
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BOOK EXCERPT:
The evolution of the video game is incredible; from a two-colored screen with paddle and pong to fully immersive alternate playing worlds, it is one technology that seems to be constantly evolving. This volume explains the history of video games, the considerations of their impact on players and society, and how they can be used as educational tools. Readers will learn about the future of video games as well.
Product Details :
Genre |
: Young Adult Nonfiction |
Author |
: Kevin Hile |
Publisher |
: Greenhaven Publishing LLC |
Release |
: 2009-10-26 |
File |
: 106 Pages |
ISBN-13 |
: 9781420503067 |
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BOOK EXCERPT:
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.
Product Details :
Genre |
: Language Arts & Disciplines |
Author |
: Weimin Toh |
Publisher |
: Routledge |
Release |
: 2018-10-10 |
File |
: 241 Pages |
ISBN-13 |
: 9781351184755 |
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BOOK EXCERPT:
Taking as its point of departure the fundamental observation that games are both technical and symbolic, this collection investigates the multiple intersections between the study of computer games and the discipline of technical and professional writing. Divided into five parts, Computer Games and Technical Communication engages with questions related to workplace communities and gamic simulations; industry documentation; manuals, gameplay, and ethics; training, testing, and number crunching; and the work of games and gamifying work. In that computer games rely on a complex combination of written, verbal, visual, algorithmic, audio, and kinesthetic means to convey information, technical and professional writing scholars are uniquely poised to investigate the intersection between the technical and symbolic aspects of the computer game complex. The contributors to this volume bring to bear the analytic tools of the field to interpret the roles of communication, production, and consumption in this increasingly ubiquitous technical and symbolic medium.
Product Details :
Genre |
: Language Arts & Disciplines |
Author |
: Jennifer deWinter |
Publisher |
: Routledge |
Release |
: 2016-05-23 |
File |
: 335 Pages |
ISBN-13 |
: 9781317162612 |
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BOOK EXCERPT:
"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.
Product Details :
Genre |
: Education |
Author |
: Schrier, Karen |
Publisher |
: IGI Global |
Release |
: 2010-02-28 |
File |
: 396 Pages |
ISBN-13 |
: 9781615208463 |
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BOOK EXCERPT:
From its earliest days as little more than a series of monophonic outbursts to its current-day scores that can rival major symphonic film scores, video game music has gone through its own particular set of stylistic and functional metamorphoses while both borrowing and recontextualizing the earlier models from which it borrows. With topics ranging from early classics like Donkey Kong and Super Mario Bros. to more recent hits like Plants vs. Zombies, the eleven essays in Music in Video Games draw on the scholarly fields of musicology and music theory, film theory, and game studies, to investigate the history, function, style, and conventions of video game music.
Product Details :
Genre |
: Music |
Author |
: K.J. Donnelly |
Publisher |
: Routledge |
Release |
: 2014-03-26 |
File |
: 247 Pages |
ISBN-13 |
: 9781134692040 |
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BOOK EXCERPT:
A vital part of daily life in the nineteenth century, games and play were so familiar and so ubiquitous that their presence over time became almost invisible. Technological advances during the century allowed for easier manufacturing and distribution of board games and books about games, and the changing economic conditions created a larger market for them as well as more time in which to play them. These changing conditions not only made games more profitable, but they also increased the influence of games on many facets of culture. Playing Games in Nineteenth-Century Britain and America focuses on the material and visual culture of both American and British games, examining how cultures of play intersect with evolving gender norms, economic structures, scientific discourses, social movements, and nationalist sentiments.
Product Details :
Genre |
: History |
Author |
: Ann R. Hawkins |
Publisher |
: State University of New York Press |
Release |
: 2021-11-01 |
File |
: 322 Pages |
ISBN-13 |
: 9781438485560 |
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BOOK EXCERPT:
In cognitive research, metaphors have been shown to help us imagine complex, abstract, or invisible ideas, concepts, or emotions. Contributors to this book argue that metaphors occur not only in language, but in audio visual media well. This is all the more evident in entertainment media, which strategically "sell" their products by addressing their viewers’ immediate, reflexive understanding through pictures, sounds, and language. This volume applies cognitive metaphor theory (CMT) to film, television, and video games in order to analyze the embodied aesthetics and meanings of those moving images.
Product Details :
Genre |
: Social Science |
Author |
: Kathrin Fahlenbrach |
Publisher |
: Routledge |
Release |
: 2015-10-05 |
File |
: 214 Pages |
ISBN-13 |
: 9781317531210 |
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BOOK EXCERPT:
The Internet has become an indispensable tool for communications, research and commerce. But this report addresses the growing public concern at the Internet's dark side: the easy availability of hardcore pornography, which people may find offensive, the uploading by ordinary people of film of real fights, bullying or alleged rape, or the setting up of websites encouraging others to follow extreme diets, or self-harm, or even commit suicide. In particular, there is increasing anxiety among parents about the use of social networking sites and chatrooms for grooming and sexual predation. The Committee welcomes the Government-commissioned report by Dr Tanya Byron on the risks posed by the Internet to children, and agrees that a UK Council for Child Internet Safety should be established. Sites which host user-generated content-typically photos and videos uploaded by members of the public-have taken some steps to set minimum standards for that content. The Committee recommends that proactive review of content should be standard practice for such sites, and calls for provision of high profile facilities for reporting abuse or unwelcome behaviour directly to law enforcement and support organisations. There is a distinct issue about labelling of video games to indicate the nature of their content. Two systems currently exist side by side: the industry awards its own ratings, and the British Board of Film Classification awards classifications to a small number of games which feature content unsuitable for children. The dual system is confusing, and BBFC should have responsibility for rating games with content appropriate for adults or teenagers.
Product Details :
Genre |
: Social Science |
Author |
: Great Britain. Parliament. House of Commons. Culture, Media and Sport Committee |
Publisher |
: The Stationery Office |
Release |
: 2008 |
File |
: 84 Pages |
ISBN-13 |
: 0215523385 |
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BOOK EXCERPT:
Product Details :
Genre |
: Science |
Author |
: Mark J. Campbell |
Publisher |
: Frontiers Media SA |
Release |
: 2021-06-16 |
File |
: 117 Pages |
ISBN-13 |
: 9782889668816 |