New Perspectives On The Social Aspects Of Digital Gaming

New Perspectives On The Social Aspects Of Digital Gaming Book in PDF, ePub and Kindle version is available to download in english. Read online anytime anywhere directly from your device. Click on the download button below to get a free pdf file of New Perspectives On The Social Aspects Of Digital Gaming book. This book definitely worth reading, it is an incredibly well-written.

New Perspectives on the Social Aspects of Digital Gaming

Author : Rachel Kowert,Thorsten Quandt
Publisher : Taylor & Francis
Page : 210 pages
File Size : 43,5 Mb
Release : 2017-02-10
Category : Social Science
ISBN : 9781317243632

Get Book

New Perspectives on the Social Aspects of Digital Gaming by Rachel Kowert,Thorsten Quandt Pdf

Expanding on the work in the volume Multiplayer, this new book explores several other areas related to social gaming in detail. The aim is to go beyond a typical "edited book" concept, and offer a very concise volume with several focal points that are most relevant for the current debate about multiplayer games, both in academia and society. As a result, the volume offers the latest research findings on online gaming, social forms of gaming, identification, gender issues and games for change, primarily applying a social-scientific approach.

Multiplayer

Author : Thorsten Quandt,Sonja Kröger
Publisher : Routledge
Page : 298 pages
File Size : 42,8 Mb
Release : 2013-10-30
Category : Language Arts & Disciplines
ISBN : 9781134092260

Get Book

Multiplayer by Thorsten Quandt,Sonja Kröger Pdf

In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market. With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the past decade, many aspects of social gaming still remain unexplored, especially from a media and communication studies perspective. Multiplayer: Social Aspects of Digital Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games, providing an overview of debates, past and present. The book is divided into five sections that explore the following areas: Social Aspects of Digital Gaming Social Interactions in Virtual Worlds Online Gaming Co-located and Console Gaming Risks and Challenges of Social Gaming This engaging interdisciplinary book will appeal to upper level students, postgrads and researchers in games research, specifically those focusing on new media and digital games, as well as researchers in media studies and mass communication.

Multiplayer

Author : Thorsten Quandt,Sonja Kröger
Publisher : Routledge
Page : 252 pages
File Size : 52,7 Mb
Release : 2013-10-30
Category : Language Arts & Disciplines
ISBN : 9781134092192

Get Book

Multiplayer by Thorsten Quandt,Sonja Kröger Pdf

In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market. With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the past decade, many aspects of social gaming still remain unexplored, especially from a media and communication studies perspective. Multiplayer: Social Aspects of Digital Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games, providing an overview of debates, past and present. The book is divided into five sections that explore the following areas: Social Aspects of Digital Gaming Social Interactions in Virtual Worlds Online Gaming Co-located and Console Gaming Risks and Challenges of Social Gaming This engaging interdisciplinary book will appeal to upper level students, postgrads and researchers in games research, specifically those focusing on new media and digital games, as well as researchers in media studies and mass communication.

Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives

Author : Valentine, Keri Duncan,Jensen, Lucas John
Publisher : IGI Global
Page : 456 pages
File Size : 45,8 Mb
Release : 2016-06-20
Category : Computers
ISBN : 9781522502623

Get Book

Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives by Valentine, Keri Duncan,Jensen, Lucas John Pdf

With complex stories and stunning visuals eliciting intense emotional responses, coupled with opportunities for self-expression and problem solving, video games are a powerful medium to foster empathy, critical thinking, and creativity in players. As these games grow in popularity, ambition, and technological prowess, they become a legitimate art form, shedding old attitudes and misconceptions along the way. Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives asks whether videogames have the power to transform a player and his or her beliefs from a sociopolitical perspective. Unlike traditional forms of storytelling, videogames allow users to immerse themselves in new worlds, situations, and politics. This publication surveys the landscape of videogames and analyzes the emergent gaming that shifts the definition and cultural effects of videogames. This book is a valuable resource to game designers and developers, sociologists, students of gaming, and researchers in relevant fields.

Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives

Author : Keri Duncan Valentine,Lucas John Jensen
Publisher : Unknown
Page : 0 pages
File Size : 53,8 Mb
Release : 2016
Category : Video gamers
ISBN : 1522502610

Get Book

Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives by Keri Duncan Valentine,Lucas John Jensen Pdf

"This book asks whether video games have the power to transform a player and his or her beliefs from a sociopolitical perspective, allowing users to immerse themselves in new worlds, situations, and politics"--

Worlds in Play

Author : Suzanne De Castell,Jennifer Jenson
Publisher : Peter Lang
Page : 364 pages
File Size : 40,6 Mb
Release : 2007
Category : Computer games
ISBN : 0820486434

Get Book

Worlds in Play by Suzanne De Castell,Jennifer Jenson Pdf

Worlds in Play, a map of the «state of play» in digital games research today, illustrates the great variety and extreme contrasts in the landscape cleft by contemporary digital games research. The chapters in this volume are the work of an international review board of seventy game-study specialists from fields spanning social sciences, arts, and humanities to the physical and applied sciences and technologies. A wellspring of inspiring concepts, models, protocols, data, methods, tools, critical perspectives, and directions for future work, Worlds in Play will support and assist in reading not only within, but across fields of play - disciplinary, temporal, and geographical - and encourage all of us to widen our focus to encompass the omni-dimensional phenomenon of «worlds in play.»

Woke Gaming

Author : Kishonna L. Gray,David J. Leonard
Publisher : University of Washington Press
Page : 280 pages
File Size : 51,9 Mb
Release : 2018-11-04
Category : Social Science
ISBN : 9780295744193

Get Book

Woke Gaming by Kishonna L. Gray,David J. Leonard Pdf

From #Gamergate to the 2016 election, to the daily experiences of marginalized perspectives, gaming is entangled with mainstream cultures of systematic exploitation and oppression. Whether visible in the persistent color line that shapes the production, dissemination, and legitimization of dominant stereotypes within the industry itself, or in the dehumanizing representations often found within game spaces, many video games perpetuate injustice and mirror the inequities and violence that permeate society as a whole. Drawing from groundbreaking research on counter and oppositional gaming and from popular games such as World of Warcraft and Tomb Raider, Woke Gaming examines resistance to problematic spaces of violence, discrimination, and microaggressions in gaming culture. The contributors of these essays seek to identify strategies to detox gaming culture and orient players and gamers toward progressive ends. From Anna Anthropy�s Keep Me Occupied to Momo Pixel�s Hair, Nah, video games can reveal the power and potential for marginalized communities to resist, and otherwise challenge dehumanizing representations inside and outside of game spaces. In a moment of #MeToo, #BlackLivesMatter, and efforts to transform current political realities, Woke Gaming illustrates the power and potential of video games to foster change and become a catalyst for social justice.

Beyond Barbie and Mortal Kombat

Author : Yasmin B. Kafai,Carrie Heeter,Jill Denner,Jennifer Y. Sun
Publisher : MIT Press
Page : 398 pages
File Size : 55,9 Mb
Release : 2011-02-25
Category : Computers
ISBN : 9780262516068

Get Book

Beyond Barbie and Mortal Kombat by Yasmin B. Kafai,Carrie Heeter,Jill Denner,Jennifer Y. Sun Pdf

Girls and women as game players and game designers in the new digital landscape of massively multiplayer online games, “second lives,” “modding,” serious games, and casual games. Ten years after the groundbreaking From Barbie to Mortal Kombat highlighted the ways gender stereotyping and related social and economic issues permeate digital game play, the number of women and girl gamers has risen considerably. Despite this, gender disparities remain in gaming. Women may be warriors in World of Warcraft, but they are also scantily clad “booth babes” whose sex appeal is used to promote games at trade shows. Player-generated content has revolutionized gaming, but few games marketed to girls allow “modding” (game modifications made by players). Gender equity, the contributors to Beyond Barbie and Mortal Kombat argue, requires more than increasing the overall numbers of female players. Beyond Barbie and Mortal Kombat brings together new media theorists, game designers, educators, psychologists, and industry professionals, including some of the contributors to the earlier volume, to look at how gender intersects with the broader contexts of digital games today: gaming, game industry and design, and serious games. The contributors discuss the rise of massively multiplayer online games (MMOs) and the experience of girl and women players in gaming communities; the still male-dominated gaming industry and the need for different perspectives in game design; and gender concerns related to emerging serious games (games meant not only to entertain but also to educate, persuade, or change behavior). In today's game-packed digital landscape, there is an even greater need for games that offer motivating, challenging, and enriching contexts for play to a more diverse population of players. Contributors Cornelia Brunner, Shannon Campe, Justine Cassell, Mia Consalvo, Jill Denner, Mary Flanagan, Janine Fron, Tracy Fullerton, Elisabeth Hayes, Carrie Heeter, Kristin Hughes, Mimi Ito, Henry Jenkins III, Yasmin B. Kafai, Caitlin Kelleher, Brenda Laurel, Nicole Lazzaro, Holin Lin, Jacki Morie, Helen Nissenbaum, Celia Pearce, Caroline Pelletier, Jennifer Y. Sun, T. L. Taylor, Brian Winn, Nick YeeInterviews with Nichol Bradford, Brenda Braithwaite, Megan Gaiser, Sheri Graner Ray, Morgan Romine

Power Play

Author : Asi Burak,Laura Parker
Publisher : Macmillan + ORM
Page : 237 pages
File Size : 45,6 Mb
Release : 2017-01-31
Category : Education
ISBN : 9781250089342

Get Book

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.

The Video Game Debate 2

Author : Rachel Kowert,Thorsten Quandt
Publisher : Routledge
Page : 160 pages
File Size : 46,9 Mb
Release : 2020-11-29
Category : Philosophy
ISBN : 9781000224283

Get Book

The Video Game Debate 2 by Rachel Kowert,Thorsten Quandt Pdf

This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years. Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy. This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate.

Computer Games and New Media Cultures

Author : Johannes Fromme,Alexander Unger
Publisher : Springer
Page : 0 pages
File Size : 47,6 Mb
Release : 2014-06-11
Category : Education
ISBN : 9400793014

Get Book

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.

Gamer Trouble

Author : Amanda Phillips
Publisher : NYU Press
Page : 0 pages
File Size : 54,6 Mb
Release : 2020-04-21
Category : Social Science
ISBN : 1479870102

Get Book

Gamer Trouble by Amanda Phillips Pdf

Complicating perspectives on diversity in video games Gamers have been troublemakers as long as games have existed. As our popular understanding of “gamer” shifts beyond its historical construction as a white, straight, adolescent, cisgender male, the troubles that emerge both confirm and challenge our understanding of identity politics. In Gamer Trouble, Amanda Phillips excavates the turbulent relationships between surface and depth in contemporary gaming culture, taking readers under the hood of the mechanisms of video games in order to understand the ways that difference gets baked into its technological, ludic, ideological, and social systems. By centering the insights of queer and women of color feminisms in readings of online harassment campaigns, industry animation practices, and popular video games like Portal and Mass Effect, Phillips adds essential analytical tools to our conversations about video games. She embraces the trouble that attends disciplinary crossroads, linking the violent hate speech of trolls and the representational practices marginalizing people of color, women, and queers in entertainment media to the dehumanizing logic undergirding computation and the optimization strategies of gameplay. From the microcosmic level of electricity and flicks of a thumb to the grand stages of identity politics and global capitalism, wherever gamers find themselves, gamer trouble follows. As reinvigorated forms of racism, sexism, and homophobia thrive in games and gaming communities, Phillips follows the lead of those who have been making good trouble all along, agitating for a better world.

Games User Research

Author : Anders Drachen
Publisher : Oxford University Press
Page : 549 pages
File Size : 52,8 Mb
Release : 2018
Category : Computers
ISBN : 9780198794844

Get Book

Games User Research by Anders Drachen Pdf

"games user research is the definitive guide to methods and practices for games user professionals, researchers and students seeking additional expertise or starting advice in the game development industry. It is the go-to volume for everyone working with games, with an emphasis on those new to the field."--Back cover.

Digital Games and Language Learning

Author : Mark Peterson,Kasumi Yamazaki,Michael Thomas
Publisher : Bloomsbury Publishing
Page : 288 pages
File Size : 52,8 Mb
Release : 2021-03-25
Category : Language Arts & Disciplines
ISBN : 9781350133013

Get Book

Digital Games and Language Learning by Mark Peterson,Kasumi Yamazaki,Michael Thomas Pdf

Due to the rapid development of gaming technologies in recent years, there has been a surge of interest in the role that digital games can play in foreign and second language learning. Bringing together innovative research from an international team of contributors, this book provides a comprehensive overview of the use of digital games in computer-assisted language learning (CALL). The book firstly lays the theoretical foundations and outlines various rationales for using digital games, incorporating contemporary theories of second language acquisition. It also explores the development and impact of digital games designed specifically for language learning, giving due consideration to design principles, pedagogical requirements and student health. Chapters then draw on case studies from Europe and Japan to analyse in-game interaction, attitudes and participation in both institutional and out-of-classroom settings. Seamlessly combining theory with practical application, this book outlines recent developments in the field and the direction of future research, and is a valuable resource for instructors, researchers and practitioners who are designing games or looking to use them in their classrooms.

Handbook of Digital Games

Author : Marios C. Angelides,Harry Agius
Publisher : John Wiley & Sons
Page : 784 pages
File Size : 52,8 Mb
Release : 2014-02-19
Category : Technology & Engineering
ISBN : 9781118796276

Get Book

Handbook of Digital Games by Marios C. Angelides,Harry Agius Pdf

This book covers the state-of-the-art in digital games research and development for anyone working with or studying digital games and those who are considering entering into this rapidly growing industry. Many books have been published that sufficiently describe popular topics in digital games; however, until now there has not been a comprehensive book that draws the traditional and emerging facets of gaming together across multiple disciplines within a single volume.