Digarec Keynote Lectures 2009 10

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Digarec Keynote-Lectures 2009/10

Author : Stephan Günzel
Publisher : Universitätsverlag Potsdam
Page : 164 pages
File Size : 45,9 Mb
Release : 2011
Category : Computers
ISBN : 9783869561158

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Digarec Keynote-Lectures 2009/10 by Stephan Günzel Pdf

The sixth volume of the DIGAREC Series holds the contributions to the DIGAREC Keynote-Lectures given at the University of Potsdam in the winter semester 2009/10. With contributions by Mark J.P. Wolf (Concordia University Wisconsin), Espen Aarseth (Center for Computer Games Research, IT University of Copenhagen), Katie Salen (Parsons New School of Design, New York), Laura Ermi and Frans Mäyrä (University of Tampere), and Lev Manovich (University of Southern California, San Diego).

DIGAREC Keynote-Lectures 2009/10

Author : Stephan Günzel
Publisher : Unknown
Page : 164 pages
File Size : 47,9 Mb
Release : 2011
Category : Electronic
ISBN : OCLC:838384000

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DIGAREC Keynote-Lectures 2009/10 by Stephan Günzel Pdf

The sixth volume of the DIGAREC Series holds the contributions to the DIGAREC Keynote-Lectures given at the University of Potsdam in the winter semester 2009/10. With contributions by Mark J.P. Wolf (Concordia University Wisconsin), Espen Aarseth (Center for Computer Games Research, IT University of Copenhagen), Katie Salen (Parsons New School of Design, New York), Laura Ermi and Frans Mäyrä (University of Tampere), and Lev Manovich (University of Southern California, San Diego).

The Good Life and the Greater Good in a Global Context

Author : Laura Savu Walker
Publisher : Lexington Books
Page : 296 pages
File Size : 41,7 Mb
Release : 2015-11-19
Category : Literary Criticism
ISBN : 9781498522335

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The Good Life and the Greater Good in a Global Context by Laura Savu Walker Pdf

The Good Life and the Greater Good in a Global Context offers a timely contribution to the debates about the good life that surround us every day in the media, politics, the humanities, and social sciences. The authors’ examine the relationship between the good life and the greater good as represented across different genres, media, cultures, and disciplines. This enables them to develop a framework of values that transcends the overly rational and individualistic model of the good life advanced by neoliberalism and the “happiness industry.” Thus, over and against normative conceptualizations of the good life that reduce meaning to money, creativity to consumption, and compassion to self-help, the contributors propose an ethically charged philosophy of living that views the care for the self, for the other, and for the planet as the catalysts of true human flourishing. In addition to recovering the original usage of “the good life” from classical thought—especially the Aristotelian understanding of eudaimonia as living well and doing well—the essays gathered here highlight its entanglement with distinctly modern ideas of happiness, wellbeing, flourishing, progress, revolution, democracy, the American Dream, utopia, and sustainability. As such, the essays capture the breadth and depth of the conversation about the good life that is of central importance to how we relate to the past, engage the present, and envision the future.

Game Love

Author : Jessica Enevold,Esther MacCallum-Stewart
Publisher : McFarland
Page : 284 pages
File Size : 48,9 Mb
Release : 2015-01-28
Category : Games & Activities
ISBN : 9780786496938

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Game Love by Jessica Enevold,Esther MacCallum-Stewart Pdf

What does love have to do with gaming? As games have grown in complexity, they have increasingly included narratives that seek to engage players with love in a variety of ways. While media attention often focuses on violent emotions and behavior in gaming, love has always been central to the experience. We love to play games, we have titles that we love, and sometimes we love too much or love terrible games for their shortcomings. Love in gaming is rather like love in life--often complicated and frustrating but also exciting and gratifying. This collection of fresh essays explores the meaning and role of love in gaming, describing a number of ways--from coding to cosplay--in which love can be expressed in, for and around games. Investigating how gaming involves love is also key to understanding the growing importance of games and gamers as cultural markers.

Intermedia Games—Games Inter Media

Author : Michael Fuchs,Jeff Thoss
Publisher : Bloomsbury Publishing USA
Page : 297 pages
File Size : 42,6 Mb
Release : 2019-02-21
Category : Social Science
ISBN : 9781501330513

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Intermedia Games—Games Inter Media by Michael Fuchs,Jeff Thoss Pdf

This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment. In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games-Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it.

The Cambridge Companion to Literature and the Anthropocene

Author : John Parham
Publisher : Cambridge University Press
Page : 343 pages
File Size : 52,9 Mb
Release : 2021-06-17
Category : Literary Criticism
ISBN : 9781108498531

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The Cambridge Companion to Literature and the Anthropocene by John Parham Pdf

From catastrophe to utopia, the most comprehensive survey yet of how literature can speak to the 'Anthropocene'.

Expressive Space

Author : Gregory Whistance-Smith
Publisher : Walter de Gruyter GmbH & Co KG
Page : 273 pages
File Size : 43,6 Mb
Release : 2022-01-19
Category : History
ISBN : 9783110723731

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Expressive Space by Gregory Whistance-Smith Pdf

Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the book builds a comparative analysis of twelve video games across four types of space, spanning ones designed for exploration and inhabitation, kinetic enjoyment, enacting a situated role, and enhancing perception. Together, these diverse virtual environments suggest the many ways that video games enhance and extend our embodied lives.

Ludotopia

Author : Espen Aarseth,Stephan Günzel
Publisher : transcript Verlag
Page : 317 pages
File Size : 55,7 Mb
Release : 2019-08-31
Category : Social Science
ISBN : 9783839447307

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Ludotopia by Espen Aarseth,Stephan Günzel Pdf

Where do computer games »happen«? The articles collected in this pioneering volume explore the categories of »space«, »place« and »territory« featuring in most general theories of space to lay the groundwork for the study of spatiality in games. Shifting the focus away from earlier debates on, e.g., the narrative nature of games, this collection proposes, instead, that thorough attention be given to the tension between experienced spaces and narrated places as well as to the mapping of both of these.

The Child in Videogames

Author : Emma Reay
Publisher : Springer Nature
Page : 229 pages
File Size : 53,8 Mb
Release : 2023-10-16
Category : Social Science
ISBN : 9783031423710

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The Child in Videogames by Emma Reay Pdf

Drawing across Games Studies, Childhood Studies, and Children’s Literature Studies, this book redirects critical conversations away from questions of whether videogames are ‘good’ or ‘bad’ for child-players and towards questions of how videogames produce childhood as a set of social roles and rules in contemporary Western contexts. It does so by cataloguing and critiquing representations of childhood across a corpus of over 500 contemporary videogames. While child-players are frequently the topic of academic debate – particularly within the fields of psychology, behavioural science, and education research - child-characters in videogames are all but invisible. This book's aim is to make these child-characters not only visible, but legible, and to demonstrate that coded kids in virtual worlds can shed light on how and why the boundaries between adults and children are shifting.

Artificial Communication

Author : Elena Esposito
Publisher : MIT Press
Page : 199 pages
File Size : 52,9 Mb
Release : 2022-05-24
Category : Social Science
ISBN : 9780262046664

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Artificial Communication by Elena Esposito Pdf

A proposal that we think about digital technologies such as machine learning not in terms of artificial intelligence but as artificial communication. Algorithms that work with deep learning and big data are getting so much better at doing so many things that it makes us uncomfortable. How can a device know what our favorite songs are, or what we should write in an email? Have machines become too smart? In Artificial Communication, Elena Esposito argues that drawing this sort of analogy between algorithms and human intelligence is misleading. If machines contribute to social intelligence, it will not be because they have learned how to think like us but because we have learned how to communicate with them. Esposito proposes that we think of “smart” machines not in terms of artificial intelligence but in terms of artificial communication. To do this, we need a concept of communication that can take into account the possibility that a communication partner may be not a human being but an algorithm—which is not random and is completely controlled, although not by the processes of the human mind. Esposito investigates this by examining the use of algorithms in different areas of social life. She explores the proliferation of lists (and lists of lists) online, explaining that the web works on the basis of lists to produce further lists; the use of visualization; digital profiling and algorithmic individualization, which personalize a mass medium with playlists and recommendations; and the implications of the “right to be forgotten.” Finally, she considers how photographs today seem to be used to escape the present rather than to preserve a memory.

Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education

Author : Akcayir, Gokce,Demmans Epp, Carrie
Publisher : IGI Global
Page : 404 pages
File Size : 53,7 Mb
Release : 2020-10-23
Category : Education
ISBN : 9781799850441

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Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education by Akcayir, Gokce,Demmans Epp, Carrie Pdf

Augmented reality (AR) and virtual reality (VR) provide flexibility in education and have become widely used for the promotion of multimedia learning. This use coincides with mobile devices becoming prevalent, VR devices becoming more affordable, and the creation of user-friendly software that allows the development of AR/VR applications by non-experts. However, because the integration of AR and VR into education is a fairly new practice that is only in its initial stage, these processes and outcomes need to be improved. Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education is an essential research book that presents current practices and procedures from different technology-implementation stages (design, deployment, and evaluation) to help educators use AR/VR applications in their own teaching practices. The book provides comprehensive information on AR and VR applications in different educational settings from various perspectives including but not limited to mobile learning, formal/informal learning, and integration strategies with practical and/or theoretical implications. Barriers and challenges to their implementation that are currently faced by educators are also addressed. This book is ideal for academicians, instructors, curriculum designers, policymakers, instructional designers, researchers, education professionals, practitioners, and students.

Role-Playing Games of Japan

Author : Björn-Ole Kamm
Publisher : Springer Nature
Page : 314 pages
File Size : 46,8 Mb
Release : 2020-08-28
Category : Social Science
ISBN : 9783030509538

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Role-Playing Games of Japan by Björn-Ole Kamm Pdf

This book engages non-digital role-playing games—such as table-top RPGs and live-action role-plays—in and from Japan, to sketch their possibilities and fluidities in a global context. Currently, non-digital RPGs are experiencing a second boom worldwide and are increasingly gaining scholarly attention for their inter-media relations. This study concentrates on Japan, but does not emphasise unique Japanese characteristics, as the practice of embodying an RPG character is always contingently realised. The purpose is to trace the transcultural entanglements of RPG practices by mapping four arenas of conflict: the tension between reality and fiction; stereotypes of escapism; mediation across national borders; and the role of scholars in the making of role-playing game practices.

Playing at a Distance

Author : Sonia Fizek
Publisher : MIT Press
Page : 186 pages
File Size : 51,6 Mb
Release : 2022-11-01
Category : Social Science
ISBN : 9780262372183

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Playing at a Distance by Sonia Fizek Pdf

An essential exploration of video game aesthetic that decenters the human player and challenges what it means to play. Do we play video games or do video games play us? Is nonhuman play a mere paradox or the future of gaming? And what do video games have to do with quantum theory? In Playing at a Distance, Sonia Fizek engages with these and many more daunting questions, forging new ways to think and talk about games and play that decenter the human player and explore a variety of play formats and practices that require surprisingly little human action. Idling in clicker games, wandering in walking simulators, automating gameplay with bots, or simply watching games rather than playing them—Fizek shows how these seemingly marginal cases are central to understanding how we play in the digital age. Introducing the concept of distance, Fizek reorients our view of computer-mediated play. To “play at a distance,” she says, is to delegate the immediate action to the machine and to become participants in an algorithmic spectacle. Distance as a media aesthetic framework enables the reader to come to terms with the ambiguity and aesthetic diversity of play. Drawing on concepts from philosophy, media theory, and posthumanism, as well as cultural and film studies, Playing at a Distance invites a wider understanding of what digital games and gaming are in all their diverse experiences and forms. In challenging the common perception of video games as inherently interactive, the book contributes to our understanding of the computer’s influence on practices of play—and prods us to think more broadly about what it means to play.

Enhanced Learning Environments

Author : Zeynep Taçgın,Andrew Hagan
Publisher : Cambridge Scholars Publishing
Page : 234 pages
File Size : 52,9 Mb
Release : 2022-08-17
Category : Computers
ISBN : 9781527587717

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Enhanced Learning Environments by Zeynep Taçgın,Andrew Hagan Pdf

Representing a diverse range of academic perspectives from various disciplines to provoke original thinking, engage critical analysis, and fuel the desire to improve education, this book is for those readers with a genuine interest in quality education and supporting technology. One often hears the words “Enhanced”, “Learning Environments”, “Technology”, and “Innovation” liberally applied in conversations with an assumption that their inclusion automatically improves the quality of education. This book looks beyond mere buzzwords for the ground truth in how education, technology, and innovation can enhance theory and practice in pedagogy and andragogy. It begins with a philosophical criticism about education and technology to remind us of our responsibility to teach purposefully, before discussing entrepreneurial thinking regarding education. The book then makes a strong case for how technology can impact life-saving educational training, and discusses immersive virtual reality learning environments for exploring the essential design components from the perspective of instructional designers and subject experts. It also examines how state-of-the-art Hollywood technology is now accessible to all and discusses the impact this may have on education. The book concludes with an analysis of the implications of the metaverse concept for a pioneering new frontier in future-focused enhanced learning environments.