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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Bibliographic Details
Other Authors: Valentine, Keri Duncan (Editor), Jensen, Lucas John (Editor)
Format: Book
Language:English
Published: Hershey, PA IGI Global [2016]
Series:Advances in human and social aspects of technology book series
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Table of Contents:
  • 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