Gaming And Gamers In Times Of Pandemic

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Gaming and Gamers in Times of Pandemic

Author : Piotr Siuda,Jakub Majewski,Krzysztof Chmielewski
Publisher : Bloomsbury Publishing USA
Page : 353 pages
File Size : 40,9 Mb
Release : 2024-01-11
Category : Computers
ISBN : 9798765110256

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Gaming and Gamers in Times of Pandemic by Piotr Siuda,Jakub Majewski,Krzysztof Chmielewski Pdf

This edited collection brings in multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games. The COVID-19 pandemic has impacted virtually every aspect of our lives, regardless of where we live. In the initial months, many industry reports noted the unexpected positive impact on online digital game sales. Games were not just lockdown-proof, but boosted by lockdowns. Stay-at-home orders triggered a rush toward games as an alternative form of entertainment, and the ubiquity of mobile phones allowed wider than ever participation. Gaming and Gamers in Times of Pandemic studies how the COVID-19 pandemic affected game players, game developers, game journalists and game scholars alike in many other ways, starting with the most direct – illness, and sometimes death. Some effects are temporary, others are here to stay.

Gaming and Gamers in Times of Pandemic

Author : Piotr Siuda,Jakub Majewski,Krzysztof Chmielewski
Publisher : Bloomsbury Publishing USA
Page : 289 pages
File Size : 43,8 Mb
Release : 2024-01-11
Category : Computers
ISBN : 9798765110263

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Gaming and Gamers in Times of Pandemic by Piotr Siuda,Jakub Majewski,Krzysztof Chmielewski Pdf

This edited collection brings in multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games. The COVID-19 pandemic has impacted virtually every aspect of our lives, regardless of where we live. In the initial months, many industry reports noted the unexpected positive impact on online digital game sales. Games were not just lockdown-proof, but boosted by lockdowns. Stay-at-home orders triggered a rush toward games as an alternative form of entertainment, and the ubiquity of mobile phones allowed wider than ever participation. Gaming and Gamers in Times of Pandemic studies how the COVID-19 pandemic affected game players, game developers, game journalists and game scholars alike in many other ways, starting with the most direct – illness, and sometimes death. Some effects are temporary, others are here to stay.

The Magic of Games

Author : UWK
Publisher : Edition Donau-Universität Krems
Page : 425 pages
File Size : 49,9 Mb
Release : 2022-10-25
Category : Computers
ISBN : 9783903150973

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The Magic of Games by UWK Pdf

The 15th Vienna Gamens Conference "The Future and Reality of Gaming" (FROG) 2021 has explored how magic and games seem almost inextricably intertwined. This volume collects 17 contributions that have emerged from the conference, and which together form a multi-faceted examination of the "Magic of Games".

Using Information Technology Advancements to Adapt to Global Pandemics

Author : Idemudia, Efosa C.,Iyamu, Tiko,Ndayizigamiye, Patrick,Shaanika, Irja Naambo
Publisher : IGI Global
Page : 294 pages
File Size : 43,5 Mb
Release : 2022-05-13
Category : Computers
ISBN : 9781799894209

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Using Information Technology Advancements to Adapt to Global Pandemics by Idemudia, Efosa C.,Iyamu, Tiko,Ndayizigamiye, Patrick,Shaanika, Irja Naambo Pdf

Many organizations, including government institutions and agencies, continue to increase their financial investment on information technology (IT) solutions. Despite these investments, during the global pandemic, employees and managers are either struggling or unequipped to use these tools effectively and efficiently for sustainability, competitive advantage, and decision making. Due to global pandemics, companies must harness the power of various digital channels such as big data analytics and artificial intelligence to better serve their customers and business partners. Using Information Technology Advancements to Adapt to Global Pandemics provides insights and understanding on how companies and organizations are using advances in IT to adapt to global pandemics such as COVID-19. It explores how the various IT approaches can be used for strategic purposes. Covering topics such as higher education institutions, religious organizations, and telework, this premier reference source is an essential resource for government officials, business leaders and managers, industry professionals, IT specialists, policymakers, libraries, academicians, students, and researchers.

The Everything Tabletop Games Book

Author : Bebo
Publisher : Everything
Page : 320 pages
File Size : 52,7 Mb
Release : 2019-07-16
Category : Games & Activities
ISBN : 9781507210628

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The Everything Tabletop Games Book by Bebo Pdf

Tabletop and board games aren’t just for rainy days or awkward family events anymore. As the game industry grows, people of all ages are jumping to play “the original social network.” In our ever-increasing technological world, playing old-school games is a welcome retreat from the overexposure to Instagram, Twitter, Facebook, and the rest of social media. Over the past few years, board games have become the hot new hobby. Instead of friends sitting around the same table and staring at their phones, they are now either working with or against each other. Millions upon millions of new fans have begun to join their friends in real life for a fun game of Pandemic, 7 Wonders, or Ticket to Ride. The Everything Tabletop Games Book shows how to play some of the best tabletop games in the world, from classic strategy games like Settlers of Catan to great new games like Gloomhaven. Throughout the book, you’ll learn the different genres of tabletop and board games; how to play each game; rules and strategies to help you win; and even where to play online—including new expansions to keep your favorite games fresh and exciting. So gather up some friends, pick a game from this book, and start playing! You’ll be having a blast in no time.

Playful Pedagogy in the Pandemic

Author : Emily K. Johnson,Anastasia Salter
Publisher : Taylor & Francis
Page : 133 pages
File Size : 49,6 Mb
Release : 2022-08-26
Category : Education
ISBN : 9781000640298

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Playful Pedagogy in the Pandemic by Emily K. Johnson,Anastasia Salter Pdf

Educational technology adoption is more widespread than ever in the wake of COVID-19, as corporations have commodified student engagement in makeshift packages marketed as gamification. This book seeks to create a space for playful learning in higher education, asserting the need for a pedagogy of care and engagement as well as collaboration with students to help us reimagine education outside of prescriptive educational technology. Virtual learning has turned the course management system into the classroom, and business platforms for streaming video have become awkward substitutions for lecture and discussion. Gaming, once heralded as a potential tool for rethinking our relationship with educational technology, is now inextricably linked in our collective understanding to challenges of misogyny, white supremacy, and the circulation of misinformation. The initial promise of games-based learning seems to linger only as gamification, a form of structuring that creates mechanisms and incentives but limits opportunity for play. As higher education teeters on the brink of unprecedented crisis, this book proclaims the urgent need to find a space for playful learning and to find new inspiration in the platforms and interventions of personal gaming, and in turn restructure the corporatized, surveilling classroom of a gamified world. Through an in-depth analysis of the challenges and opportunities presented by pandemic pedagogy, this book reveals the conditions that led to the widespread failure of adoption of games-based learning and offers a model of hope for a future driven by new tools and platforms for personal, experimental game-making as intellectual inquiry.

Understanding Collegiate Esports

Author : Jennifer Lee Hoffman,Regena Pauketat,Kelsey A. Varzeas
Publisher : Taylor & Francis
Page : 169 pages
File Size : 42,5 Mb
Release : 2022-08-08
Category : Education
ISBN : 9781000618730

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Understanding Collegiate Esports by Jennifer Lee Hoffman,Regena Pauketat,Kelsey A. Varzeas Pdf

As esports is one of the new and rapidly growing sports programs at the collegiate level, today’s campus leaders are increasingly asked to navigate the complexity of esports. This practical volume helps higher education professionals understand the expanding role of collegiate esports, describing the ecosystem of college esports and the experience for college players, as well as the connections between gaming and career preparation. Chapter authors offer an overview and practical look at the main structures and issues facing collegiate esports programs, athletes, and administrators. Chapters address the needs of the campus gaming community, building gender and racial inclusivity, athlete health, amateurism and the esports athlete, the role of the technology industry, governance, career paths, and coaching. This cutting-edge volume offers information to support campus leaders and practitioners in building and expanding collegiate esports programs in the quickly growing and changing aspects of both online and face-to-face campus communities.

The Tabletop Revolution

Author : Marco Arnaudo
Publisher : McFarland
Page : 256 pages
File Size : 55,5 Mb
Release : 2023-12-15
Category : Games & Activities
ISBN : 9781476651934

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The Tabletop Revolution by Marco Arnaudo Pdf

This book is an overview of the ongoing revolution in tabletop gaming design and culture, which exploded to unprecedented levels of vitality in the 21st century, leading to new ways of creating, marketing, and experiencing a game. Designers have become superstars, publishers have improved quality control, and the community of players is expanding. Most importantly, new and old players have started engaging with the games in a more meaningful way. The book explores the reasons for these changes. It describes how games have begun to keep players engaged until the end. It analyzes the ways in which traditional mechanics have been reimagined to give them more variety and complexity, and reviews the unprecedented mechanics found and perfected. Very interesting is the exploration of how games have performed novel tasks such as reducing conflict, fostering cooperation, creating aesthetic experiences, and telling stories. The book is aimed at scholars, dedicated and aspiring fans, and game designers who want to expand their toolbox with the most up-to-date innovations in the profession.

Proceedings of the 2022 International Conference on Economics, Smart Finance and Contemporary Trade (ESFCT 2022)

Author : Faruk Balli,Au Yong Hui Nee,Sikandar Ali Qalati
Publisher : Springer Nature
Page : 1691 pages
File Size : 40,8 Mb
Release : 2022-12-28
Category : Business & Economics
ISBN : 9789464630527

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Proceedings of the 2022 International Conference on Economics, Smart Finance and Contemporary Trade (ESFCT 2022) by Faruk Balli,Au Yong Hui Nee,Sikandar Ali Qalati Pdf

This is an open access book. As a leading role in the global megatrend of scientific innovation, China has been creating a more and more open environment for scientific innovation, increasing the depth and breadth of academic cooperation, and building a community of innovation that benefits all. Such endeavors are making new contributions to the globalization and creating a community of shared future. To adapt to this changing world and China's fast development in the new era, The 2022 International Conference on Economics, Smart Finance and Contemporary Trade to be held in July 2022. This conference takes "bringing together global wisdom in scientific innovation to promote high-quality development" as the theme and focuses on cutting-edge research fields including Economics, Smart Finance and Contemporary Trade. This conference aims to boost development of the Greater Bay Area, expand channels of international academic exchange in science and technology, build a sharing platform of academic resources, promote scientific innovation on the global scale, strengthen academic cooperation between China and the outside world, enhance development of new energy and materials and IT, AI, and biomedicine industries. It also aims to encourage exchange of information on frontiers of research in different areas, connect the most advanced academic resources in China and the world, turn research results into industrial solutions, and bring together talents, technologies and capital to boost development.

We the Gamers

Author : Karen Schrier
Publisher : Oxford University Press
Page : 224 pages
File Size : 50,7 Mb
Release : 2021-04-30
Category : Games & Activities
ISBN : 9780190926137

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We the Gamers by Karen Schrier Pdf

Distrust. Division. Disparity. Is our world in disrepair? Ethics and civics have always mattered, but perhaps they matter now more than ever before. Recently, with the rise of online teaching and movements like #PlayApartTogether, games have become increasingly acknowledged as platforms for civic deliberation and value sharing. We the Gamers explores these possibilities by examining how we connect, communicate, analyze, and discover when we play games. Combining research-based perspectives and current examples, this volume shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change. We the Gamers introduces and explores various educational frameworks through a range of games and interactive experiences including board and card games, online games, virtual reality and augmented reality games, and digital games like Minecraft, Executive Command, Keep Talking and Nobody Explodes, Fortnite, When Rivers Were Trails, Politicraft, Quandary, and Animal Crossing: New Horizons. The book systematically evaluates the types of skills, concepts, and knowledge needed for civic and ethical engagement, and details how games can foster these skills in classrooms, remote learning environments, and other educational settings. We the Gamers also explores the obstacles to learning with games and how to overcome those obstacles by encouraging equity and inclusion, care and compassion, and fairness and justice. Featuring helpful tips and case studies, We the Gamers shows teachers the strengths and limitations of games in helping students connect with civics and ethics, and imagines how we might repair and remake our world through gaming, together.

Gaming Programs for All Ages at the Library

Author : Tom Bruno
Publisher : Rowman & Littlefield
Page : 160 pages
File Size : 44,6 Mb
Release : 2018-06-20
Category : Language Arts & Disciplines
ISBN : 9781538108215

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Gaming Programs for All Ages at the Library by Tom Bruno Pdf

Gaming Programs for All Ages at the Library shows you how you can launch and support gaming programming in your library. Everything from acquisitions to budgeting to circulation is covered in this practical guide, as well as promotion, assessment, and experiential learning opportunities.

Research Handbook on Sport and COVID-19

Author : Paul M. Pedersen
Publisher : Edward Elgar Publishing
Page : 463 pages
File Size : 49,6 Mb
Release : 2022-11-11
Category : Sports & Recreation
ISBN : 9781802207576

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Research Handbook on Sport and COVID-19 by Paul M. Pedersen Pdf

This timely Research Handbook examines sport-related research and analysis pertaining to how the sport industry has been impacted by the Covid-19 pandemic. Taking stock of the changes over the course of the pandemic, it also provides key insights into how the sport industry and its stakeholders might move forward in post-pandemic times.

Proceedings of the 8th International Conference on the Applications of Science and Mathematics

Author : Aida Mustapha,Norzuria Ibrahim,Hatijah Basri,Mohd Saifullah Rusiman,Syed Zuhaib Haider Rizvi
Publisher : Springer Nature
Page : 433 pages
File Size : 54,6 Mb
Release : 2023-08-01
Category : Science
ISBN : 9789819928507

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Proceedings of the 8th International Conference on the Applications of Science and Mathematics by Aida Mustapha,Norzuria Ibrahim,Hatijah Basri,Mohd Saifullah Rusiman,Syed Zuhaib Haider Rizvi Pdf

This book presents peer-reviewed articles and recent advances on the potential applications of Science and Mathematics for future technologies, from the 8th International Conference on the Applications of Science and Mathematics (SCIEMATHIC 2022), held in Malaysia. It provides an insight about the leading trends in sustainable Science and Technology. Topics included in this proceedings are in the areas of Mathematics and Statistics, including Natural Science, Engineering and Artificial Intelligence.

Reviews in: Sleep disorders

Author : Ali A. El-Solh,Haitham Jahrami,Athanasia Pataka,Satvinder Kaur
Publisher : Frontiers Media SA
Page : 151 pages
File Size : 48,6 Mb
Release : 2024-05-02
Category : Medical
ISBN : 9782832548738

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Reviews in: Sleep disorders by Ali A. El-Solh,Haitham Jahrami,Athanasia Pataka,Satvinder Kaur Pdf

Storyplaying

Author : Sebastian Domsch
Publisher : Walter de Gruyter
Page : 196 pages
File Size : 55,7 Mb
Release : 2013-08-28
Category : Literary Criticism
ISBN : 9783110272451

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Storyplaying by Sebastian Domsch Pdf

Incontestably, Future Narratives are most conspicuous in video games: they combine narrative with the major element of all games: agency. The persons who perceive these narratives are not simply readers or spectators but active agents with a range of choices at their disposal that will influence the very narrative they are experiencing: they are players. The narratives thus created are realizations of the multiple possibilities contained in the present of any given gameplay situation. Surveying the latest trends in the field, the volume discusses the complex relationship of narrative and gameplay.