Educating For A Video Game Culture

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Educating for a Video Game Culture

Author : Council of Europe
Publisher : Unknown
Page : 62 pages
File Size : 47,8 Mb
Release : 2021-05
Category : Electronic
ISBN : 928719016X

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Educating for a Video Game Culture by Council of Europe Pdf

Video games: a complex medium whose popularity is growing extremely rapidly, posing new challenges in the education of children and young peopleChildren, teenagers and young people today live in a world profoundly influenced by technology and digital media. It has become almost impossible not to come into contact with mobile phones, tablets, laptops, console games and other forms of technology, whether for educational or entertainment purposes. Video games are an important aspect of this digital landscape and in recent years they have grown very rapidly in terms of popularity, relevance and complexity. Video games are fun, engaging and designed to capture players' attention. These factors bring new opportunities but also new challenges for the education of children and young people.This volume of the Digital Citizenship Education series aims to make teachers and parents - indeed all adults with an educational role - aware of the complexity of this medium as well as the potential risks and opportunities that come with it. This publication also aims to provide readers with some useful strategies to help them choose the most appropriate video games and to engage in meaningful dialogue with stakeholders.Promoting a video game culture means generating a pedagogical reflection around video games: thinking about them as a cultural tool able to offer opportunities, not only to have fun, but also to think, learn and develop as a person. It also means considering the video game worthy of being the object of study and of an accurate and careful analysis of its characteristics, its mechanics and its language

Educating for a video game culture

Author : Council of Europe,Alessandro Soriani
Publisher : Council of Europe
Page : 62 pages
File Size : 52,7 Mb
Release : 2021-05-21
Category : Political Science
ISBN : 9789287190642

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Educating for a video game culture by Council of Europe,Alessandro Soriani Pdf

Video games: a complex medium whose popularity is growing extremely rapidly, posing new challenges in the education of children and young people Children, teenagers and young people today live in a world profoundly influenced by technology and digital media. It has become almost impossible not to come into contact with mobile phones, tablets, laptops, console games and other forms of technology, whether for educational or entertainment purposes. Video games are an important aspect of this digital landscape and in recent years they have grown very rapidly in terms of popularity, relevance and complexity. Video games are fun, engaging and designed to capture players’ attention. These factors bring new opportunities but also new challenges for the education of children and young people. This volume of the Digital Citizenship Education series aims to make teachers and parents – indeed all adults with an educational role – aware of the complexity of this medium as well as the potential risks and opportunities that come with it. This publication also aims to provide readers with some useful strategies to help them choose the most appropriate video games and to engage in meaningful dialogue with stakeholders. Promoting a video game culture means generating a pedagogical reflection around video games: thinking about them as a cultural tool able to offer opportunities, not only to have fun, but also to think, learn and develop as a person. It also means considering the video game worthy of being the object of study and of an accurate and careful analysis of its characteristics, its mechanics and its language.

Video Games as Culture

Author : Daniel Muriel,Garry Crawford
Publisher : Routledge
Page : 194 pages
File Size : 46,8 Mb
Release : 2018-03-14
Category : Social Science
ISBN : 9781317223924

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Video Games as Culture by Daniel Muriel,Garry Crawford Pdf

Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.

Video Games and Learning

Author : Kurt Squire
Publisher : Teachers College Press
Page : 0 pages
File Size : 43,6 Mb
Release : 2011-07-09
Category : Education
ISBN : 0807751987

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Video Games and Learning by Kurt Squire Pdf

Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the “gamer generation”? This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analyses of games, game culture, and educational game design. Building on more than 10 years of research, Kurt Squire tells the story of the emerging field of immersive, digitally mediated learning environments (or games) and outlines the future of education. Featuring engaging stories from the author’s experiences as a game researcher, this book: Explores the intersections between commercial game design for entertainment and design-based research conducted in schools. Highlights the importance of social interactions around games at home, at school, and in online communities. Engages readers with a user-friendly presentation, including personal narratives, sidebars, screenshots, and annotations. Offers a forward-looking vision of the changing audience for educational video games.

Power Play

Author : Asi Burak,Laura Parker
Publisher : Macmillan + ORM
Page : 237 pages
File Size : 44,9 Mb
Release : 2017-01-31
Category : Education
ISBN : 9781250089342

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Power Play by Asi Burak,Laura Parker Pdf

The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception--from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement's most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer-Prize winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.

Serious Games in Education

Author : Simon Egenfeldt-Nielsen,Bente Meyer,Birgitte Holm Soerensen
Publisher : Aarhus Universitetsforlag
Page : 203 pages
File Size : 44,5 Mb
Release : 2011-12-31
Category : Education
ISBN : 9788771242591

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Serious Games in Education by Simon Egenfeldt-Nielsen,Bente Meyer,Birgitte Holm Soerensen Pdf

In the global culture of education, game-based learning needs to be an integrated part of formal education, and not just an 'exotic spice' for many educators, as it is today. The critical role of the educator as a facilitator, gatekeeper and enabler of serious games is often downplayed. Therefore a comparison across regions is needed so that we do not limit the potential of transferring best practice, research results and the development of games across borders. This book deals with three key questions: How are serious games understood and designed? How do they establish themselves in learning and education locally? And, how can games as a learning culture be explored in a global perspective?

Handbook of Children and Youth Studies

Author : Johanna Wyn,Helen Cahill,Hernan Cuervo
Publisher : Springer
Page : 0 pages
File Size : 46,5 Mb
Release : 2025-01-07
Category : Social Science
ISBN : 9819986052

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Handbook of Children and Youth Studies by Johanna Wyn,Helen Cahill,Hernan Cuervo Pdf

Challenging theoretical and conceptual orthodoxies, this book presents interdisciplinary thinking and critical perspectives on childhood and youth, to address the emerging consensus that boundaries between childhood, youth and adulthood are blurred.

Computer Games and New Media Cultures

Author : Johannes Fromme,Alexander Unger
Publisher : Springer Science & Business Media
Page : 694 pages
File Size : 40,9 Mb
Release : 2012-06-14
Category : Education
ISBN : 9789400727779

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Computer Games and New Media Cultures by Johannes Fromme,Alexander Unger Pdf

Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.

Game Cultures

Author : Jon Dovey,Helen Kennedy
Publisher : McGraw-Hill Education (UK)
Page : 184 pages
File Size : 42,9 Mb
Release : 2006-05-16
Category : Sports & Recreation
ISBN : 9780335224876

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Game Cultures by Jon Dovey,Helen Kennedy Pdf

This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book: Argues for the centrality of play in redefining reading, consuming and creating culture Offers detailed research into the political economy of games to generate a model of new media production Examines the dynamics of power in relation to both the production and consumption of computer games This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computer interaction and cyberculture.

Playing the Field

Author : Sascha Pöhlmann
Publisher : Walter de Gruyter GmbH & Co KG
Page : 296 pages
File Size : 45,5 Mb
Release : 2019-08-19
Category : History
ISBN : 9783110659405

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Playing the Field by Sascha Pöhlmann Pdf

American Studies has only gradually turned its attention to video games in the twenty-first century, even though the medium has grown into a cultural industry that is arguably the most important force in American and global popular culture today. There is an urgent need for a substantial theoretical reflection on how the field and its object of study relate to each other. This anthology, the first of its kind, seeks to address this need by asking a dialectic question: first, how may American Studies apply its highly diverse theoretical and methodological tools to the analysis of video games, and second, how are these theories and methods in turn affected by the games? The eighteen essays offer exemplary approaches to video games from the perspective of American cultural and historical studies as they consider a broad variety of topics: the US-American games industry, Puritan rhetoric, cultural geography, mobility and race, urbanity and space, digital sports, ludic textuality, survival horror and the eighteenth-century novel, gamer culture and neoliberalism, terrorism and agency, algorithm culture, glitches, theme parks, historical guilt, visual art, sonic meaning-making, and nonverbal gameplay.

Gaming as Culture

Author : J. Patrick Williams,Sean Q. Hendricks,W. Keith Winkler
Publisher : McFarland
Page : 233 pages
File Size : 53,9 Mb
Release : 2014-01-10
Category : Games & Activities
ISBN : 9780786454068

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Gaming as Culture by J. Patrick Williams,Sean Q. Hendricks,W. Keith Winkler Pdf

Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addition of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer's social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality. Instructors considering this book for use in a course may request an examination copy here.

Video Games and Gaming Culture

Author : Mark J. P. Wolf
Publisher : Routledge
Page : 1650 pages
File Size : 48,7 Mb
Release : 2016
Category : Video games
ISBN : 1138811300

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Video Games and Gaming Culture by Mark J. P. Wolf Pdf

Video and interactive computer games now constitute an enormous industry that rivals television and film. Moreover, gaming is of growing importance in spheres beyond mere entertainment; games and gaming technology are increasingly applied to other ends, including for educational, political, and military purposes. Perhaps unsurprisingly, therefore, the cultural, social, and economic significance of games and gaming is now profound, and ripe for scholarly scrutiny and study. As research continues to flourish as never before, this major new reference resource from Routledge s Critical Concepts in Media and Cultural Studies series offers a multi-dimensional overview of games and gaming culture and brings together in four volumes the very best foundational and cutting-edge scholarship. Edited by the field s leading scholar, Mark J. P. Wolf, the collection encompasses the socio-cultural, political, and economic dimensions of gaming from a wide variety of perspectives. The materials gathered explore issues of game design and development, provide close analysis of games as cultural artefacts, and address issues of policy, such as those related to race, class, gender, and sexuality. Video Games and Gaming Culture is supplemented by a comprehensive index and includes a full introduction, newly written by the editor. "

Handbook of Research on Effective Electronic Gaming in Education

Author : Ferdig, Richard E.
Publisher : IGI Global
Page : 1762 pages
File Size : 44,8 Mb
Release : 2008-07-31
Category : Technology & Engineering
ISBN : 9781599048116

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Handbook of Research on Effective Electronic Gaming in Education by Ferdig, Richard E. Pdf

"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.

Youth Cultures, Responsive Education, and Learning

Author : Robertson, Margaret E.
Publisher : IGI Global
Page : 263 pages
File Size : 55,7 Mb
Release : 2023-09-18
Category : Education
ISBN : 9781668465295

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Youth Cultures, Responsive Education, and Learning by Robertson, Margaret E. Pdf

Today's youth find themselves navigating an uncertain terrain marked by shifting societal foundations. History, tradition, and geopolitics, were once steadfast guides, but now seem elusive or ineffective. The pandemic, identity crises, and environmental upheavals have blurred the lines of reality, leaving younger generations in pursuit of sustainable futures. The social bonds that once held us together are weakening, and established socio-political and religious frameworks no longer offer clear direction. We are at a crossroads, faced with a pivotal question: can we provide the necessary guidance for future generations to navigate this tumultuous era and forge a brighter future? Youth Cultures, Responsive Education, and Learning, emerges as a timely and thought-provoking compass for understanding and addressing the challenges confronting today’s youth. Rather than prescribing a singular "correct" path forward, it offers a diverse and comprehensive exploration of the past, present, and future of youth culture. This book is indispensable for academic scholars and researchers seeking a thorough examination of the dynamic landscape of youth cultures, responsive education, and learning. It serves as a valuable resource for those dedicated to understanding and addressing the intricate challenges that confront our youth in an ever-evolving world.

Student Culture and Identity in Higher Education

Author : Shahriar, Ambreen,Syed, Ghazal Kazim
Publisher : IGI Global
Page : 366 pages
File Size : 47,8 Mb
Release : 2017-03-27
Category : Education
ISBN : 9781522525523

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Student Culture and Identity in Higher Education by Shahriar, Ambreen,Syed, Ghazal Kazim Pdf

The pursuit of higher education has become increasingly popular among students of many different backgrounds and cultures. As these students embark on higher learning, it is imperative for educators and universities to be culturally sensitive to their differing individualities. Student Culture and Identity in Higher Education is an essential reference publication including the latest scholarly research on the impact that gender, nationality, and language have on educational systems. Featuring extensive coverage on a broad range of topics and perspectives such as internationalization, intercultural competency, and gender equity, this book is ideally designed for students, researchers, and educators seeking current research on the cultural issues students encounter while seeking higher education.