Games Of Discontent

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Games of Discontent

Author : Harry Blutstein
Publisher : McGill-Queen's Press - MQUP
Page : 211 pages
File Size : 50,8 Mb
Release : 2021-04-15
Category : Sports & Recreation
ISBN : 9780228006947

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Games of Discontent by Harry Blutstein Pdf

The year 1968 was ablaze with passion and mayhem as protests erupted in Paris and Prague, throughout the United States, and in cities on all continents. The Summer Olympic Games in Mexico were to be a moment of respite from chaos. But the image of peace – a white dove – adopted by organizers was an illusion, as was obvious to a record six hundred million people watching worldwide on satellite television. Ten days before the opening ceremony, soldiers slaughtered hundreds of student protesters in the capital. In Games of Discontent Harry Blutstein presents vivid accounts of threatened boycotts to protest racism in the United States, South Africa, and Rhodesia. He describes demonstrations by Czechoslovak gold medal gymnast Věra Čáslavská against the Soviet-led invasion of her country. The most dramatic moment of the Olympic Games was Tommie Smith and John Carlos's black power salute from the podium. Blutstein furnishes new details behind their protest and examines how this iconic image seared itself into historical memory, inspiring Colin Kaepernick and a new generation of athlete-activists to take a knee against racism decades later. The 1968 Summer Games became a microcosm of the discord happening around the globe. Describing a range of protest activities preceding and surrounding the 1968 Olympics, Games of Discontent shines light on the world during a politically transformative moment when discontents were able, for the first time, to globalize their protests.

Party Games

Author : Mark Wahlgren Summers
Publisher : Univ of North Carolina Press
Page : 372 pages
File Size : 40,9 Mb
Release : 2004
Category : History
ISBN : 0807855375

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Party Games by Mark Wahlgren Summers Pdf

Much of late-nineteenth-century American politics was parade and pageant. Voters crowded the polls, and their votes made a real difference on policy. In Party Games, Mark Wahlgren Summers tells the full story and admires much of the political carni

The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom

Author : Richard Colby,Matthew S.S. Johnson,Rebekah Shultz Colby
Publisher : Springer Nature
Page : 339 pages
File Size : 43,7 Mb
Release : 2021-01-27
Category : Study Aids
ISBN : 9783030633110

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The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom by Richard Colby,Matthew S.S. Johnson,Rebekah Shultz Colby Pdf

This book explores ethos and games while analyzing the ethical dimensions of playing, researching, and teaching games. Contributors, primarily from rhetoric and writing studies, connect instances of ethos and ethical practice with writing pedagogy, game studies, video games, gaming communities, gameworlds, and the gaming industry. The collection’s eighteen chapters investigate game-based writing classrooms, gamification, game design, player agency, and writing and gaming scholarship in order to illuminate how ethos is reputed, interpreted, and remembered in virtual gamespaces and in the gaming industry. Ethos is constructed, invented, and created in and for games, but inevitably spills out into other domains, affecting agency, ideology, and the cultures that surround game developers, players, and scholars.

Value Solutions in Cooperative Games

Author : Roger A. McCain
Publisher : World Scientific
Page : 236 pages
File Size : 48,7 Mb
Release : 2013
Category : Mathematics
ISBN : 9789814417402

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Value Solutions in Cooperative Games by Roger A. McCain Pdf

This book introduces new concepts for cooperative game theory, and particularly solutions that determine the distribution of a coalitional surplus among the members of the coalition. It also addresses several generalizations of cooperative game theory. Drawing on methods of welfare economics, new value solutions are derived for Non-Transferable Utility games with and without differences of bargaining power among the members of the coalition. Cooperation in intertemporal games is examined, and conditions that permit the reduction of these games to games in coalition function form are outlined. Biform games and games that combine non-cooperative search and matching of coalition members with cooperative solutions (i.e., efficient contracts) within the coalition are considered.

Cultural Perspectives of Video Games: From Desiger to Player

Author : Anonim
Publisher : BRILL
Page : 207 pages
File Size : 48,8 Mb
Release : 2020-09-25
Category : Social Science
ISBN : 9781848881617

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Cultural Perspectives of Video Games: From Desiger to Player by Anonim Pdf

Understanding that video games are a fundamentally human creation, in this volume international scholars, designers, developers, and most importantly gamers, share with us their common connection though video game culture.

Real Games

Author : Mia Consalvo,Christopher A. Paul
Publisher : MIT Press
Page : 219 pages
File Size : 46,8 Mb
Release : 2019-10-01
Category : Games & Activities
ISBN : 9780262042604

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Real Games by Mia Consalvo,Christopher A. Paul Pdf

How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them. In videogame criticism, the worst insult might be “That's not a real game!” For example, “That's not a real game, it's on Facebook!” and “That's not a real game, it's a walking simulator!” But how do people judge what is a real game and what is not—what features establish a game's gameness? In this engaging book, Mia Consalvo and Christopher Paul examine the debates about the realness or not-realness of videogames and find that these discussions shape what games get made and who is invited to play them. Consalvo and Paul look at three main areas often viewed as determining a game's legitimacy: the game's pedigree (its developer), the content of the game itself, and the game's payment structure. They find, among other things, that even developers with a track record are viewed with suspicion if their games are on suspect platforms. They investigate game elements that are potentially troublesome for a game's gameness, including genres, visual aesthetics, platform, and perceived difficulty. And they explore payment models, particularly free-to-play—held by some to be a marker of illegitimacy. Finally, they examine the debate around such so-called walking simulators as Dear Esther and Gone Home. And finally, they consider what purpose is served by labeling certain games “real."

The Oxford Handbook of Children's Musical Cultures

Author : Patricia Shehan Campbell,Trevor Wiggins
Publisher : Oxford University Press
Page : 656 pages
File Size : 43,5 Mb
Release : 2012-12-17
Category : Music
ISBN : 9780199876273

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The Oxford Handbook of Children's Musical Cultures by Patricia Shehan Campbell,Trevor Wiggins Pdf

The Oxford Handbook of Children's Musical Cultures is a compendium of perspectives on children and their musical engagements as singers, dancers, players, and avid listeners. Over the course of 35 chapters, contributors from around the world provide an interdisciplinary enquiry into the musical lives of children in a variety of cultures, and their role as both preservers and innovators of music. Drawing on a wide array of fields from ethnomusicology and folklore to education and developmental psychology, the chapters presented in this handbook provide windows into the musical enculturation, education, and training of children, and the ways in which they learn, express, invent, and preserve music. Offering an understanding of the nature, structures, and styles of music preferred and used by children from toddlerhood through childhood and into adolescence, The Oxford Handbook of Children's Musical Cultures is an important step forward in the study of children and music.

The World Is Born From Zero

Author : Cameron Kunzelman
Publisher : Walter de Gruyter GmbH & Co KG
Page : 206 pages
File Size : 53,7 Mb
Release : 2022-07-18
Category : History
ISBN : 9783110719451

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The World Is Born From Zero by Cameron Kunzelman Pdf

The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furthest reaches. Claiming that the best way to understand games is through rigorous formal analysis of their aesthetic strategies and the cultural context those strategies emerge from, Kunzelman investigates a diverse array of games like The Last of Us, VA-11 Hall-A, and Civilization VI in order to explore what science fiction video games can tell us about their genres, their ways of speculating, and how the medium of the video game does (or does not) direct us down experiential pathways that are both oppressive and liberatory. Taking a multidisciplinary look at these games, The World is Born From Zero offers a unique theorization of science fiction games that provides both science fiction studies and video game studies with new tools for thinking how this medium and mode inform each other.

American Physical Education Review

Author : Anonim
Publisher : Unknown
Page : 860 pages
File Size : 53,5 Mb
Release : 1927
Category : Health
ISBN : UOM:39015070323053

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American Physical Education Review by Anonim Pdf

Includes abstracts of magazine articles and "Book reviews".

Methods for Studying Video Games and Religion

Author : Vít Šisler,Kerstin Radde-Antweiler,Xenia Zeiler
Publisher : Routledge
Page : 222 pages
File Size : 52,6 Mb
Release : 2017-11-28
Category : Religion
ISBN : 9781315518329

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Methods for Studying Video Games and Religion by Vít Šisler,Kerstin Radde-Antweiler,Xenia Zeiler Pdf

Game studies has been an understudied area within the emerging field of digital media and religion. Video games can reflect, reject, or reconfigure traditionally held religious ideas and often serve as sources for the production of religious practices and ideas. This collection of essays presents a broad range of influential methodological approaches that illuminate how and why video games shape the construction of religious beliefs and practices, and also situates such research within the wider discourse on how digital media intersect with the religious worlds of the 21st century. Each chapter discusses a particular method and its theoretical background, summarizes existing research, and provides a practical case study that demonstrates how the method specifically contributes to the wider study of video games and religion. Featuring contributions from leading and emerging scholars of religion and digital gaming, this book will be an invaluable resource for scholars in the areas of digital culture, new media, religious studies, and game studies across a wide range of disciplines.

Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications

Author : Maiga Chang,Wu-Yuin Hwang,Ming-Puu Chen,Wolfgang Mueller
Publisher : Springer Science & Business Media
Page : 582 pages
File Size : 42,9 Mb
Release : 2011-08-19
Category : Education
ISBN : 9783642234552

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Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications by Maiga Chang,Wu-Yuin Hwang,Ming-Puu Chen,Wolfgang Mueller Pdf

This book constitutes the refereed proceedings of the 6th International Conference on E-learning and Games, Edutainment 2011, held in Taipeh, Taiwan, in September 2011. The 42 full papers were carefully reviewed and selected from 130 submissions. The papers are organized in topical sections on: augemented and mixed reality in education; effectiveness of virtual reality for education; ubiquituous games and ubiquitous technology & learning; future classroom; e-reader and multi-touch; learning performance and achievement; learning by playing; game design and development; game-based learning/training; interactions in games; digital museum and technology, and behavior in games; educational robots and toys; e-learning platforms and tools; game engine/rendering/animations; game-assisted language learning; learning with robots and robotics education; e-portfolio and ICT-enhanced learning; game-based testing and assessment; trend, development and learning process of educational mini games; VR and edutainment.

Women in Gaming: 100 Professionals of Play

Author : Meagan Marie
Publisher : Penguin
Page : 354 pages
File Size : 51,8 Mb
Release : 2018-12-04
Category : History
ISBN : 9780744019933

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Women in Gaming: 100 Professionals of Play by Meagan Marie Pdf

Women in Gaming: 100 Professionals of Play is a celebration of female accomplishments in the video game industry, ranging from high-level executives to programmers to cosplayers. This insightful and celebratory book highlights women who helped to establish the industry, women who disrupted it, women who fight to diversify it, and young women who will someday lead it. Featuring household names and unsung heroes, each individual profiled is a pioneer in their own right. Key features in this book include: *100 Professionals of Play: Interviews and Special Features with 100 diverse and prominent women highlighting their impact on the gaming industry in the fields of design, programming, animation, marketing, voiceover, and many more. *Pro Tips: Practical and anecdotal advice from industry professionals for young adults working toward a career in the video game industry. *Essays: Short essays covering various topics affecting women in gaming related careers, including "Difficult Women: The Importance of Female Characters Who Go Beyond Being Strong," "NPC: On Being Unseen in the Game Dev Community," and "Motherhood and Gaming: How Motherhood Can Help Rather Than Hinder a Career." *"A Day in the Life of" Features: An inside look at a typical day in the gaming industry across several vocations, including a streamer, a voice actor, and many more.

Experimental Games

Author : Patrick Jagoda
Publisher : University of Chicago Press
Page : 403 pages
File Size : 53,9 Mb
Release : 2020-12-07
Category : Social Science
ISBN : 9780226630038

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Experimental Games by Patrick Jagoda Pdf

In our unprecedentedly networked world, games have come to occupy an important space in many of our everyday lives. Digital games alone engage an estimated 2.5 billion people worldwide as of 2020, and other forms of gaming, such as board games, role playing, escape rooms, and puzzles, command an ever-expanding audience. At the same time, “gamification”—the application of game mechanics to traditionally nongame spheres, such as personal health and fitness, shopping, habit tracking, and more—has imposed unprecedented levels of competition, repetition, and quantification on daily life. Drawing from his own experience as a game designer, Patrick Jagoda argues that games need not be synonymous with gamification. He studies experimental games that intervene in the neoliberal project from the inside out, examining a broad variety of mainstream and independent games, including StarCraft, Candy Crush Saga, Stardew Valley, Dys4ia, Braid, and Undertale. Beyond a diagnosis of gamification, Jagoda imagines ways that games can be experimental—not only in the sense of problem solving, but also the more nuanced notion of problem making that embraces the complexities of our digital present. The result is a game-changing book on the sociopolitical potential of this form of mass entertainment.

The Video Game Theory Reader 2

Author : Bernard Perron,Mark J.P. Wolf
Publisher : Routledge
Page : 453 pages
File Size : 48,9 Mb
Release : 2008-11-19
Category : Games & Activities
ISBN : 9781135895181

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The Video Game Theory Reader 2 by Bernard Perron,Mark J.P. Wolf Pdf

The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games today including Henry Jenkins, Jesper Juul, Eric Zimmerman, and Mia Consalvo. While the first volume had a strong focus on early video games, this volume also addresses more contemporary issues such as convergence and MMORPGs. The volume concludes with an appendix of nearly 40 ideas and concepts from a variety of theories and disciplines that have been usefully and insightfully applied to the study of video games.

Psychology, Pedagogy, and Assessment in Serious Games

Author : Connolly, Thomas M.
Publisher : IGI Global
Page : 522 pages
File Size : 55,7 Mb
Release : 2013-11-30
Category : Education
ISBN : 9781466647749

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Psychology, Pedagogy, and Assessment in Serious Games by Connolly, Thomas M. Pdf

"This book addresses issues the potential of games to support learning and change behaviour offering empirical evidence pertaining to the effectiveness of Serious Games in the key areas of psychology, pedagogy, and assessment"--