Ludoliteracy

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Ludoliteracy

Author : José P. Zagal
Publisher : Lulu.com
Page : 164 pages
File Size : 49,5 Mb
Release : 2010
Category : Education
ISBN : 9780557277919

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Ludoliteracy by José P. Zagal Pdf

On the surface, it seems like teaching about games should be easy. After all, students are highly motivated, enjoy engaging with course content, and have extensive personal experience with videogames. However, games education can be surprisingly complex.

The Role-Playing Society

Author : Andrew Byers,Francesco Crocco
Publisher : McFarland
Page : 321 pages
File Size : 45,5 Mb
Release : 2016-03-01
Category : Games & Activities
ISBN : 9781476623481

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The Role-Playing Society by Andrew Byers,Francesco Crocco Pdf

Since the release of Dungeons & Dragons in 1974, role-playing games (RPGs) have spawned a vibrant industry and subculture whose characteristics and player experiences have been well explored. Yet little attention has been devoted to the ways RPGs have shaped society at large over the last four decades. Role-playing games influenced video game design, have been widely represented in film, television and other media, and have made their mark on education, social media, corporate training and the military. This collection of new essays illustrates the broad appeal and impact of RPGs. Topics range from a critical reexamination of the Satanic Panic of the 1980s, to the growing significance of RPGs in education, to the potential for "serious" RPGs to provoke awareness and social change. The contributors discuss the myriad subtle (and not-so-subtle) ways in which the values, concepts and mechanics of RPGs have infiltrated popular culture.

Learning to Teach Using ICT in the Secondary School

Author : Marilyn Leask,Norbert Pachler
Publisher : Routledge
Page : 281 pages
File Size : 44,7 Mb
Release : 2013-10-08
Category : Education
ISBN : 9781136343971

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Learning to Teach Using ICT in the Secondary School by Marilyn Leask,Norbert Pachler Pdf

Learning to Teach Using ICT in the Secondary School offers teachers of all subjects a comprehensive, practical introduction to the extensive possibilities that ICT offers pupils, teachers and schools. Under-pinned by the latest theory and research, it provides practical advice and guidance, tried-and-tested examples, and covers a range of issues and topics essential for teachers using ICT to improve teaching and learning in their subject. The third edition has been fully updated in light of rapid changes in the field of both ICT and education and includes six brand new chapters. Key topics covered include: Theories of learning and ICT Effective pedagogy for effective ICT Using the interactive whiteboard to support whole class dialogue Special needs and e-inclusion Literacy and new literaciesNEW Multi-play digital games and on-line virtual worldsNEW Mobile learningNEW e-Safety Supporting international citizenship through ICTNEW Linking home and school ICT tools for administration and monitoring pupil progressNEW Tools for professional development. Including case studies and tasks to support your own learning, as well as ideas and activities to use with all your students, Learning to Teach Using ICT in the Secondary School is a vital source of support and inspiration for all training teachers as well those looking to improve their knowledge. If you need a guide to using ICT in the classroom or for professional support, start with this book.

Doing Things with Games

Author : Lindsay D. Grace
Publisher : CRC Press
Page : 192 pages
File Size : 51,6 Mb
Release : 2019-07-01
Category : Computers
ISBN : 9780429771309

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Doing Things with Games by Lindsay D. Grace Pdf

The book provides a contemporary foundation in designing social impact games. It is structured in 3 parts: understanding, application, and implementation. The book serves as a guide to designing social impact games, particularly focused on the needs of, media professionals, indie game designers and college students. It serves as a guide for people looking to create social impact play, informed by heuristics in game design. Key Features Provides contemporary guide on the use of games to create social impact for beginner to intermediate practitioners o Provides design and implementation strategies for social impact games Provides wide ranging case studies in social impact games Provides professional advice from multiple social impact industry practitioners via sidebar interviews, quotes, and postmortems Provides a quick start guide on creating a variety of social impact engagements across a wide variety of subjects and aims

Encyclopedia of Video Games [3 volumes]

Author : Mark J. P. Wolf
Publisher : Bloomsbury Publishing USA
Page : 1365 pages
File Size : 53,6 Mb
Release : 2021-05-24
Category : Games & Activities
ISBN : 9781440870200

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Encyclopedia of Video Games [3 volumes] by Mark J. P. Wolf Pdf

Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

Music in the Role-Playing Game

Author : William Gibbons,Steven Reale
Publisher : Routledge
Page : 231 pages
File Size : 50,7 Mb
Release : 2019-07-09
Category : Music
ISBN : 9781351253185

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Music in the Role-Playing Game by William Gibbons,Steven Reale Pdf

Music in the Role-Playing Game: Heroes & Harmonies offers the first scholarly approach focusing on music in the broad class of video games known as role-playing games, or RPGs. Known for their narrative sophistication and long playtimes, RPGs have long been celebrated by players for the quality of their cinematic musical scores, which have taken on a life of their own, drawing large audiences to live orchestral performances. The chapters in this volume address the role of music in popular RPGs such as Final Fantasy and World of Warcraft, delving into how music interacts with the gaming environment to shape players’ perceptions and engagement. The contributors apply a range of methodologies to the study of music in this genre, exploring topics such as genre conventions around music, differences between music in Japanese and Western role-playing games, cultural representation, nostalgia, and how music can shape deeply personal game experiences. Music in the Role-Playing Game expands the growing field of studies of music in video games, detailing the considerable role that music plays in this modern storytelling medium, and breaking new ground in considering the role of genre. Combining deep analysis with accessible personal accounts of authors’ experiences as players, it will be of interest to students and scholars of music, gaming, and media studies.

Language, Culture, Computation: Computing for the Humanities, Law, and Narratives

Author : Nachum Dershowitz,Ephraim Nissan
Publisher : Springer
Page : 765 pages
File Size : 48,7 Mb
Release : 2014-12-04
Category : Computers
ISBN : 9783642453243

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Language, Culture, Computation: Computing for the Humanities, Law, and Narratives by Nachum Dershowitz,Ephraim Nissan Pdf

This Festschrift volume is published in Honor of Yaacov Choueka on the occasion of this 75th birthday. The present three-volumes liber amicorum, several years in gestation, honours this outstanding Israeli computer scientist and is dedicated to him and to his scientific endeavours. Yaacov's research has had a major impact not only within the walls of academia, but also in the daily life of lay users of such technology that originated from his research. An especially amazing aspect of the temporal span of his scholarly work is that half a century after his influential research from the early 1960s, a project in which he is currently involved is proving to be a sensation, as will become apparent from what follows. Yaacov Choueka began his research career in the theory of computer science, dealing with basic questions regarding the relation between mathematical logic and automata theory. From formal languages, Yaacov moved to natural languages. He was a founder of natural-language processing in Israel, developing numerous tools for Hebrew. He is best known for his primary role, together with Aviezri Fraenkel, in the development of the Responsa Project, one of the earliest fulltext retrieval systems in the world. More recently, he has headed the Friedberg Genizah Project, which is bringing the treasures of the Cairo Genizah into the Digital Age. This second part of the three-volume set covers a range of topics related to the application of information technology in humanities, law, and narratives. The papers are grouped in topical sections on: humanities computing; narratives and their formal representation; history of ideas: the numerate disciplines; law, computer law, and legal computing.

Playing Utopia

Author : Benjamin Beil,Gundolf S. Freyermuth,Hanns Christian Schmidt
Publisher : transcript Verlag
Page : 333 pages
File Size : 43,5 Mb
Release : 2019-11-30
Category : Social Science
ISBN : 9783839450505

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Playing Utopia by Benjamin Beil,Gundolf S. Freyermuth,Hanns Christian Schmidt Pdf

Media narratives inform our ideas of the future - and Games are currently making a significant contribution to this medial reservoir. On the one hand, Games demonstrate a particular propensity for fantastic and futuristic scenarios. On the other hand, they often serve as an experimental field for the latest media technologies. However, while dystopias are part of the standard gaming repertoire, Games feature utopias much less frequently. Why? This anthology examines playful utopias from two perspectives. It investigates utopias in digital Games as well as utopias of the digital game; that is, the role of ludic elements in scenarios of the future.

Interactivity, Game Creation, Design, Learning, and Innovation

Author : Anthony Brooks,Eva Irene Brooks
Publisher : Springer Nature
Page : 796 pages
File Size : 48,9 Mb
Release : 2020-07-27
Category : Computers
ISBN : 9783030532949

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Interactivity, Game Creation, Design, Learning, and Innovation by Anthony Brooks,Eva Irene Brooks Pdf

This book constitutes the refereed post-conference proceedings of two conferences: The 8th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2019), and the 4th EAI International Conference on Design, Learning, and Innovation (DLI 2019). Both conferences were hosed in Aalborg, Denmark, and took place November 6-8, 2019. The 61 revised full papers presented were carefully selected from 98 submissions. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation.

The dark and the light side of gaming

Author : Felix Reer,Marko Siitonen,Teresa De La Hera
Publisher : Frontiers Media SA
Page : 199 pages
File Size : 52,6 Mb
Release : 2024-01-23
Category : Science
ISBN : 9782832543368

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The dark and the light side of gaming by Felix Reer,Marko Siitonen,Teresa De La Hera Pdf

The Aesthetics of Net Literature

Author : Peter Gendolla,Jörgen Schäfer
Publisher : transcript Verlag
Page : 392 pages
File Size : 51,6 Mb
Release : 2015-07-31
Category : Art
ISBN : 9783839404935

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The Aesthetics of Net Literature by Peter Gendolla,Jörgen Schäfer Pdf

During recent years, literary texts in electronic and networked media have been a focal point of literary scholarship, using varying terminology. In this book, the contributions of internationally renowned scholars and authors from Germany, USA, France, Finland, Spain and Switzerland review the ruptures and upheavals of literary communication within this context. The articles in the book focus on questions such as: In which literary projects can we discover a new quality of literariness? What are the terminological and methodological means to examine these literatures? How can we productively link the logics of the play of literary texts and their reception in the reading process? What is the relationship of literary writing and programming? With contributions by Jean-Pierre Balpe, Susanne Berkenheger, Friedrich W. Block, Philippe Bootz, Laura Borràs Castanyer, Markku Eskelinen, Frank Furtwängler, Peter Gendolla, Loss Pequeño Glazier, Fotis Jannidis, Thomas Kamphusmann, Mela Kocher, Marie-Laure Ryan, Jörgen Schäfer, Roberto Simanowski and Noah Wardrip-Fruin.

Performing Contemporary Childhoods

Author : Bryoni Trezise
Publisher : Taylor & Francis
Page : 193 pages
File Size : 42,9 Mb
Release : 2023-09-22
Category : History
ISBN : 9781000960778

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Performing Contemporary Childhoods by Bryoni Trezise Pdf

Performing Contemporary Childhoods: Being and Becoming a Viral Child examines the changing nature of contemporary childhoods by exploring how children’s and young people’s digital media create new ideas about youth agency. Visual cultures of childhood have been traditionally traced in photography. Material cultures of childhood have been likewise traced in archives, scripts and even toys. This book shows that performance cultures and their digital literacies – expressed in viral forms such as TikTok dance challenges, tweets and viral GIFs – create new ideas about childhood by positioning young people as authors and owners of their self-representations. With the global pandemic in its immediate backdrop, the book finds that reshaped social relations and a context of crisis in our political, social and ecological realms cultivate nostalgia for ideals of innocent childhood that only promise to be disrupted by the complex, ambiguous and ultimately resistive acts young people appear to generate for and about themselves. This book is ideal for students and scholars of childhood studies, performance studies, social and cultural history and visual and digital culture.

Teaching Games and Game Studies in the Literature Classroom

Author : Tison Pugh,Lynn Ramey
Publisher : Bloomsbury Publishing
Page : 257 pages
File Size : 43,5 Mb
Release : 2022-09-22
Category : Education
ISBN : 9781350269736

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Teaching Games and Game Studies in the Literature Classroom by Tison Pugh,Lynn Ramey Pdf

Teaching Games and Game Studies in the Literature Classroom offers practical suggestions for educators looking to incorporate ludic media, ranging from novels to video games and from poems to board games, into their curricula. Across the globe, video games and interactive media have already been granted their own departments at numerous larger institutions and will increasingly fall under the purview of language and literature departments at smaller schools. This volume considers fundamental ways in which literature can be construed as a game and the benefits of such an approach. The contributors outline pedagogical strategies for integrating the study of video games with the study of literature and consider the intersections of identity and ideology as they relate to literature and ludology. They also address the benefits (and liabilities) of making the process of learning itself a game, an approach that is quickly gaining currency and increasing interest. Every chapter is grounded in theory but focuses on practical applications to develop students' critical thinking skills and intercultural competence through both digital and analog gameful approaches.

The Routledge Companion to Screen Music and Sound

Author : Miguel Mera,Ronald Sadoff,Ben Winters
Publisher : Routledge
Page : 634 pages
File Size : 53,7 Mb
Release : 2017-05-25
Category : Music
ISBN : 9781317398974

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The Routledge Companion to Screen Music and Sound by Miguel Mera,Ronald Sadoff,Ben Winters Pdf

The Routledge Companion to Screen Music and Sound provides a detailed and comprehensive overview of screen music and sound studies, addressing the ways in which music and sound interact with forms of narrative media such as television, videogames, and film. The inclusive framework of "screen music and sound" allows readers to explore the intersections and connections between various types of media and music and sound, reflecting the current state of scholarship and the future of the field. A diverse range of international scholars have contributed an impressive set of forty-six chapters that move from foundational knowledge to cutting edge topics that highlight new key areas. The companion is thematically organized into five cohesive areas of study: Issues in the Study of Screen Music and Sound—discusses the essential topics of the discipline Historical Approaches—examines periods of historical change or transition Production and Process—focuses on issues of collaboration, institutional politics, and the impact of technology and industrial practices Cultural and Aesthetic Perspectives—contextualizes an aesthetic approach within a wider framework of cultural knowledge Analyses and Methodologies—explores potential methodologies for interrogating screen music and sound Covering a wide range of topic areas drawn from musicology, sound studies, and media studies, The Routledge Companion to Screen Music and Sound provides researchers and students with an effective overview of music’s role in narrative media, as well as new methodological and aesthetic insights.