Examining the evolution of gaming and its impact on social, cultural, and political perspectives
"This book asks whether video games have the power to transform a player and his or her beliefs from a sociopolitical perspective, allowing users to immerse themselves in new worlds, situations, and politics"--Provided by publisher
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| Other Authors: | , |
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| Format: | Book |
| Language: | English |
| Published: |
Hershey, PA
IGI Global
[2016]
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| Series: | Advances in human and social aspects of technology book series
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| Subjects: | |
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| 001 | 101562 | ||
| 003 | MY-KLNDU | ||
| 005 | 20241220035738.0 | ||
| 008 | 221104 20162016paua bi 001 0 eng d | ||
| 020 | |a 9781522502616 (hardcover) | ||
| 039 | 9 | |a 202211041153 |b VLOAD |c 201802131611 |d faezah |y 201709211517 |z hasniza | |
| 040 | |a UPNM |b eng |c UPNM |e rda | ||
| 090 | |a GV 1469.34.S52 |b E936 2016 | ||
| 245 | 0 | 0 | |a Examining the evolution of gaming and its impact on social, cultural, and political perspectives |c Keri Duncan Valentine and Lucas John Jensen, editors |
| 264 | 1 | |a Hershey, PA |b IGI Global |c [2016] | |
| 264 | 4 | |c © 2016 | |
| 300 | |a xxxiv, 456 pages |b illustrations |c 29 cm. | ||
| 336 | |a text |2 rdacontent | ||
| 337 | |a unmediated |2 rdamedia | ||
| 338 | |a volume |2 rdacarrier | ||
| 490 | 1 | |a Advances in Human and Social Aspects of Technology (AHSAT) Book Series |x 2328-1316 | |
| 504 | |a Includes bibliographical references and index | ||
| 505 | 0 | |a A Comparative Study of Digital Game Curricula in Taiwan and U.S. : Implications for Educating Future Digital Creative Industry Professionals / Kenneth C.C. Yang, Yowei Kang -- Bobo Dolls, Red Herrings, and Millennial Needs : Socialization within a Culture of Digital Expediency, Expectations of Freedom of Speech without Bounds / Caroline Crawford -- Memories in and of Games Played : Memories of Game Play, In-game Memories, and Memory as a Form of Time Travel in Games / Frances Van Scoy -- Toward Broader Definitions of "Video Games" : Shifts in Narrative, Player Goals, Subject Matter, and Digital Play Environments / Lucas Jensen, Daisyane Barreto, Keri Valentine -- Telling Tales with Technology : Remediating Folklore and Myth through the Videogame Alan Wake / Dawn Stobbart -- "There are No Observers Here" : The Video Game Gaze in Outlast (2013) and Outlast: Whistleblower (2014) / Hazel Monforton -- The Game Space of Dear Esther and Beyond : Perspective Shift and the Subversion of Player Agency / Harrington Weihl -- Apportioned Commodity Fetishism and the Transformative Power of Game Studies / Judd Ruggill, Ken McAllister, Tobias Conradi, Steven Conway, Jennifer deWinter, Chris Hanson, Carly Kocurek, Kevin Moberly, Randy Nichols, Rolf Nohr, Marc Ouellette -- Co-Creation and the Distributed Authorship of Video Games / Stephanie Jennings -- She Designs Therefore She Is? : Evolving Understandings of Video Game Design / Carolyn Cunningham -- Gaming Before E-Sports : Playing with Gender in Early Gaming Communities, 1993-2001 / Marley-Vincent Lindsey -- Knowledge Production in E-sports Culture : Learning with and from the Masters / Robert Hein, Jason Engerman -- Affordances and Constraints of Analog Games for Ethics Education : Dilemmas and Dragons / Spencer Greenhalgh -- Serious Games Teaching Values: Discussing Games Dealing with Human Rights Issues / Sonja Gabriel -- Gaming to Increase Reading Skills : A Case Study / Laura Kieran, Christine Anderson -- Game/Write : Gameplay as a Factor in College-Level Literacy and Writing Ability / Sandy Baldwin, John Jones, Nicholas Bowman -- Implementing a Game-Based Instructional Design Strategy in the Eighth Grade Science Classroom : Teaching Science the Chutes and Ladders Way! / Angela Dowling, Terence Ahern -- Playful Experiments : Conditions of "An Experience" in Touchscreen Games by a Non-Hermeneutic Perspective / Felippe Thomaz, Jorge Cardoso Filho -- Games People Play : A Trilateral Collaboration Researching Computer Gaming Across Cultures / Sandy Baldwin, Kwabena Opoku-Agyemang, Dibyadyuti Roy -- Games Beyond the Screen: Festivals Of Play Across the Western World / William Wood -- Jamming Econo : The Phenomenon of Perspectival Shifts in Indie Video Games / Keri Valentine, Lucas Jensen | |
| 520 | |a "This book asks whether video games have the power to transform a player and his or her beliefs from a sociopolitical perspective, allowing users to immerse themselves in new worlds, situations, and politics"--Provided by publisher | ||
| 592 | |a IV-99731 |b 29/11/2017 |c RM 785.54 |h Yuha | ||
| 650 | 0 | |a Video games |x Social aspects | |
| 650 | 0 | |a Video games |x Political aspects | |
| 650 | 0 | |a Video gamers |x Psychology | |
| 700 | 1 | |a Valentine, Keri Duncan |e editor | |
| 700 | 1 | |a Jensen, Lucas John |e editor | |
| 830 | 0 | |a Advances in human and social aspects of technology book series | |
| 999 | |a vtls000059262 |c 101562 |d 101562 | ||


