Newsgames Applied General Theory Of Games Based News

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NewsGames - Applied General Theory of Games Based News

Author : Geraldo A. Seabra,Luciene A. Santos
Publisher : Geraldo A. Seabra
Page : 109 pages
File Size : 48,9 Mb
Release : 2015-08-16
Category : Games
ISBN : 8210379456XXX

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NewsGames - Applied General Theory of Games Based News by Geraldo A. Seabra,Luciene A. Santos Pdf

This e-book is the second of four volumes of the series Theories of NewsGames authored by journalist Geraldo A. Seabra and Luciene A. Santos. The didactic title, the material was subdivided into four parts - research, narrative, mechanics and social impact. In 2012 it was released the 1st volume of research: 'The Odyssey 100 to NewsGames - A genealogy of the games as information', where the authors draw a timeline on the history of the games as information and news. As the first publication almost all the material used is based on the master's dissertation the journalist Geraldo Seabra and searches made by Luciene Santos, as well as original Blog of NewsGames material. In the 2nd volume of the series, the 3D News is presented as a narrative model of news production recommended for ludic-informational platforms - giving rise to the call NewNews. From the structure of the theoretical foundations of a new Online Journalism model, the advent of 'Drones NewsGames' anticipates the ‘Age of planetary games’ based on news.

Entertainment Computing - ICEC 2008

Author : Scott M. Stevens,Shirley Saldamarco
Publisher : Springer Science & Business Media
Page : 253 pages
File Size : 46,6 Mb
Release : 2008-11-24
Category : Computers
ISBN : 9783540892212

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Entertainment Computing - ICEC 2008 by Scott M. Stevens,Shirley Saldamarco Pdf

The 7th International Conference on Entertainment Computing, under the auspices of the International Federation for Information Processing (IFIP), was held September 25–27, 2008 in Pittsburgh, Pennsylvania. Based on the very successful first international workshop (IWEC 2002) and the following international conferences (ICEC 2003 through ICEC 2007), ICEC 2008 was an international forum for the exchange of experience and knowledge amongst researchers and developers in the field of entertainment computing. ICEC is the longest established and most prestigious conference in the field of entertainment computing. The conference provides an interdisciplinary forum for advanced research in entertainment computing, broadly defined. ICEC is truly international with leading experts from 14 nations representing academia and industry attending this year’s conference. These leaders presented their newest research, insights, products and demonstrations. Although the field of entertainment computing is thought of as new, in fact modern digital computer games go back over 45 years with games such as Spacewar developed in 1961. This is not to say entertainment computing is limited to computer games. As evidenced by papers in this volume, entertainment computing covers virtually every aspect of today’s recreational diversions.

How to Do Things with Videogames

Author : Ian Bogost
Publisher : U of Minnesota Press
Page : 194 pages
File Size : 46,6 Mb
Release : 2011-08-05
Category : Games & Activities
ISBN : 9781452933122

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How to Do Things with Videogames by Ian Bogost Pdf

In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities. Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience. Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games’ progress today and promise for the future.

Newsgames

Author : Ian Bogost,Simon Ferrari,Bobby Schweizer
Publisher : MIT Press
Page : 244 pages
File Size : 52,5 Mb
Release : 2012-09-21
Category : Language Arts & Disciplines
ISBN : 9780262289085

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Newsgames by Ian Bogost,Simon Ferrari,Bobby Schweizer Pdf

How videogames offer a new way to do journalism. Journalism has embraced digital media in its struggle to survive. But most online journalism just translates existing practices to the Web: stories are written and edited as they are for print; video and audio features are produced as they would be for television and radio. The authors of Newsgames propose a new way of doing good journalism: videogames. Videogames are native to computers rather than a digitized form of prior media. Games simulate how things work by constructing interactive models; journalism as game involves more than just revisiting old forms of news production. Wired magazine's game Cutthroat Capitalism, for example, explains the economics of Somali piracy by putting the player in command of a pirate ship, offering choices for hostage negotiation strategies. Videogames do not offer a panacea for the ills of contemporary news organizations. But if the industry embraces them as a viable method of doing journalism—not just an occasional treat for online readers—newsgames can make a valuable contribution.

The Ambiguity of Play

Author : Brian Sutton-Smith
Publisher : Harvard University Press
Page : 289 pages
File Size : 49,7 Mb
Release : 2009-06-30
Category : Education
ISBN : 9780674044180

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The Ambiguity of Play by Brian Sutton-Smith Pdf

Sutton-Smith focuses on play theories rooted in seven distinct "rhetorics"--The ancient discourses of fate, power, communal identity, and frivolity and the modern discourses of progress, the imaginary, and the self. In a sweeping analysis that moves from the question of play in child development to the implications of play for the Western work ethic, he explores the values, historical sources, and interests that have dictated the terms and forms of play put forth in each discourse's "objective" theory

Handbook of Applied Journalism

Author : Leon Barkho
Publisher : Springer Nature
Page : 628 pages
File Size : 48,6 Mb
Release : 2024-06-06
Category : Electronic
ISBN : 9783031487392

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Handbook of Applied Journalism by Leon Barkho Pdf

Understanding Video Games

Author : Simon Egenfeldt-Nielsen,Jonas Heide Smith,Susana Pajares Tosca
Publisher : Routledge
Page : 552 pages
File Size : 53,8 Mb
Release : 2015-12-07
Category : Games & Activities
ISBN : 9781317533122

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Understanding Video Games by Simon Egenfeldt-Nielsen,Jonas Heide Smith,Susana Pajares Tosca Pdf

Understanding Video Games is a crucial guide for newcomers to video game studies and experienced game scholars alike. This revised and updated third edition of the pioneering text provides a comprehensive introduction to the field of game studies, and highlights changes in the gaming industry, advances in video game scholarship, and recent trends in game design and development—including mobile, casual, educational, and indie gaming. In the third edition of this textbook, students will: Learn the major theories and schools of thought used to study games, including ludology and narratology; Understand the commercial and organizational aspects of the game industry; Trace the history of games, from the board games of ancient Egypt to the rise of mobile gaming; Explore the aesthetics of game design, including rules, graphics, audio, and time; Analyze the narrative strategies and genre approaches used in video games; Consider the debate surrounding the effects of violent video games and the impact of "serious games." Featuring discussion questions, recommended games, a glossary of key terms, and an interactive online video game history timeline, Understanding Video Games provides a valuable resource for anyone interested in examining the ways video games are reshaping entertainment and society.

The Gamification of Digital Journalism

Author : David O. Dowling
Publisher : Routledge
Page : 282 pages
File Size : 47,5 Mb
Release : 2020-11-23
Category : Language Arts & Disciplines
ISBN : 9780429664328

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The Gamification of Digital Journalism by David O. Dowling Pdf

This book examines the brief yet accelerated evolution of newsgames, a genre that has emerged from puzzles, quizzes, and interactives augmenting digital journalism into full-fledged immersive video games from open-world designs to virtual reality experiences. Critics have raised questions about the credibility and ethics of transforming serious news stories of political consequence into entertainment media, and the risks of trivializing grave and catastrophic events into mere games. Dowling explores both the negatives of newsgames, and how the use of entertainment media forms and their narrative methods mainly associated with fiction can add new and potentially more powerful meaning to news than traditional formats allow. The book also explores how industrial and cultural shifts in the digital publishing industry have enabled newsgames to evolve in a manner that strengthens certain core principles of journalism, particularly advocacy on behalf of marginalized and oppressed groups. Cutting-edge and thoughtful, The Gamification of Digital Journalism is a must-read for scholars, researchers, and practitioners interested in multimedia journalism and immersive storytelling.

Gaming Rhythms

Author : Tom Apperley
Publisher : Lulu.com
Page : 169 pages
File Size : 41,5 Mb
Release : 2011-06-16
Category : Computers
ISBN : 9789081602112

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Gaming Rhythms by Tom Apperley Pdf

"Global gaming networks are heterogenous collectives of localized practices, not unified commercial products. Shifting the analysis of digital games to local specificities that build and perform the global and general, Gaming Rhythms employs ethnographic work conducted in Venezuela and Australia to account for the material experiences of actual game players. This book explores the materiality of digital play across diverse locations and argues that the dynamic relation between the everyday life of the player and the experience of digital game play can only be understood by examining play-practices in their specific situations." -- Website.

Media Studies

Author : Eoin Devereux
Publisher : SAGE
Page : 417 pages
File Size : 41,6 Mb
Release : 2007-06-21
Category : Language Arts & Disciplines
ISBN : 9781446232705

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Media Studies by Eoin Devereux Pdf

Bringing together a range of renowned scholars in the field, this book examines eighteen key issues within contemporary media studies. Written in an accessible student-friendly style, Media Studies - Key Issues and Debates is an authoritative landmark text for undergraduate students. Each individual chapter begins with a concise definition of the concept(s) under investigation. This is followed by a 5,000 word discussion on the current state of play within research on the specific area. Chapters contain case-studies and illustrative materials from Europe, North America, Australasia and beyond. Each chapter concludes with annotated notes, which guide the student-reader in terms of future study. With a preface by Denis McQuail, contributors include Janet McCabe, John Corner, David Croteau, William Hoynes, Natalie Fenton, Jenny Kitzinger, Jeroen de Kloet, Liesbet van Zoonen, Sonia Livingstone and Greg Philo.

Exploring Transmedia Journalism in the Digital Age

Author : Gambarato, Renira Rampazzo,Alzamora, Geane C.
Publisher : IGI Global
Page : 348 pages
File Size : 49,7 Mb
Release : 2018-02-16
Category : Language Arts & Disciplines
ISBN : 9781522537823

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Exploring Transmedia Journalism in the Digital Age by Gambarato, Renira Rampazzo,Alzamora, Geane C. Pdf

Since the advent of digitization, the conceptual confusion surrounding the semantic galaxy that comprises the media and journalism universes has increased. Journalism across several media platforms provides rapidly expanding content and audience engagement that assist in enhancing the journalistic experience. Exploring Transmedia Journalism in the Digital Age provides emerging research on multimedia journalism across various platforms and formats using digital technologies. While highlighting topics, such as immersive journalism, nonfictional narratives, and design practice, this book explores the theoretical and critical approaches to journalism through the lens of various technologies and media platforms. This book is an important resource for scholars, graduate and undergraduate students, and media professionals seeking current research on media expansion and participatory journalism.

Journalism and Ethics: Breakthroughs in Research and Practice

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 913 pages
File Size : 48,9 Mb
Release : 2019-05-03
Category : Language Arts & Disciplines
ISBN : 9781522583608

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Journalism and Ethics: Breakthroughs in Research and Practice by Management Association, Information Resources Pdf

In the modern hyperconnected society, consumers are able to access news from a variety of channels, including social media, television, mobile devices, the internet, and more. From sensationalist headlines designed to attract click-throughs to accusations of bias assigned to specific news sources, it is more important now than ever that the media industry maintains best practices and adheres to ethical reporting. By properly informing citizens of critical national concerns, the media can help to transform society and promote active participation. Journalism and Ethics: Breakthroughs in Research and Practice examines the impacts of journalism on society and the media’s responsibility to accurately inform citizens of government and non-government activities in an ethical manner. It also provides emerging research on multimedia journalism across various platforms and formats using digital technologies. Highlighting a range of pertinent topics such as investigative journalism, freedom of expression, and media regulation, this publication is an ideal reference source for media professionals, public relations officers, reporters, news writers, scholars, academicians, researchers, and upper-level students interested in journalism and journalistic ethics.

The Psychology of Fake News

Author : Rainer Greifeneder,Mariela Jaffe,Eryn Newman,Norbert Schwarz
Publisher : Routledge
Page : 222 pages
File Size : 44,7 Mb
Release : 2020-08-13
Category : Language Arts & Disciplines
ISBN : 9781000179057

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The Psychology of Fake News by Rainer Greifeneder,Mariela Jaffe,Eryn Newman,Norbert Schwarz Pdf

This volume examines the phenomenon of fake news by bringing together leading experts from different fields within psychology and related areas, and explores what has become a prominent feature of public discourse since the first Brexit referendum and the 2016 US election campaign. Dealing with misinformation is important in many areas of daily life, including politics, the marketplace, health communication, journalism, education, and science. In a general climate where facts and misinformation blur, and are intentionally blurred, this book asks what determines whether people accept and share (mis)information, and what can be done to counter misinformation? All three of these aspects need to be understood in the context of online social networks, which have fundamentally changed the way information is produced, consumed, and transmitted. The contributions within this volume summarize the most up-to-date empirical findings, theories, and applications and discuss cutting-edge ideas and future directions of interventions to counter fake news. Also providing guidance on how to handle misinformation in an age of “alternative facts”, this is a fascinating and vital reading for students and academics in psychology, communication, and political science and for professionals including policy makers and journalists.

Bodies of Information

Author : Elizabeth Losh,Jacqueline Wernimont
Publisher : U of Minnesota Press
Page : 544 pages
File Size : 55,6 Mb
Release : 2019-01-08
Category : Social Science
ISBN : 9781452958590

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Bodies of Information by Elizabeth Losh,Jacqueline Wernimont Pdf

A wide-ranging, interconnected anthology presents a diversity of feminist contributions to digital humanities In recent years, the digital humanities has been shaken by important debates about inclusivity and scope—but what change will these conversations ultimately bring about? Can the digital humanities complicate the basic assumptions of tech culture, or will this body of scholarship and practices simply reinforce preexisting biases? Bodies of Information addresses this crucial question by assembling a varied group of leading voices, showcasing feminist contributions to a panoply of topics, including ubiquitous computing, game studies, new materialisms, and cultural phenomena like hashtag activism, hacktivism, and campaigns against online misogyny. Taking intersectional feminism as the starting point for doing digital humanities, Bodies of Information is diverse in discipline, identity, location, and method. Helpfully organized around keywords of materiality, values, embodiment, affect, labor, and situatedness, this comprehensive volume is ideal for classrooms. And with its multiplicity of viewpoints and arguments, it’s also an important addition to the evolving conversations around one of the fastest growing fields in the academy. Contributors: Babalola Titilola Aiyegbusi, U of Lethbridge; Moya Bailey, Northeastern U; Bridget Blodgett, U of Baltimore; Barbara Bordalejo, KU Leuven; Jason Boyd, Ryerson U; Christina Boyles, Trinity College; Susan Brown, U of Guelph; Lisa Brundage, CUNY; micha cárdenas, U of Washington Bothell; Marcia Chatelain, Georgetown U; Danielle Cole; Beth Coleman, U of Waterloo; T. L. Cowan, U of Toronto; Constance Crompton, U of Ottawa; Amy E. Earhart, Texas A&M; Nickoal Eichmann-Kalwara, U of Colorado Boulder; Julia Flanders, Northeastern U Library; Sandra Gabriele, Concordia U; Brian Getnick; Karen Gregory, U of Edinburgh; Alison Hedley, Ryerson U; Kathryn Holland, MacEwan U; James Howe, Rutgers U; Jeana Jorgensen, Indiana U; Alexandra Juhasz, Brooklyn College, CUNY; Dorothy Kim, Vassar College; Kimberly Knight, U of Texas, Dallas; Lorraine Janzen Kooistra, Ryerson U; Sharon M. Leon, Michigan State; Izetta Autumn Mobley, U of Maryland; Padmini Ray Murray, Srishti Institute of Art, Design, and Technology; Veronica Paredes, U of Illinois; Roopika Risam, Salem State; Bonnie Ruberg, U of California, Irvine; Laila Shereen Sakr (VJ Um Amel), U of California, Santa Barbara; Anastasia Salter, U of Central Florida; Michelle Schwartz, Ryerson U; Emily Sherwood, U of Rochester; Deb Verhoeven, U of Technology, Sydney; Scott B. Weingart, Carnegie Mellon U.

Emerging Research and Trends in Gamification

Author : Donna Z. Davis
Publisher : Unknown
Page : 0 pages
File Size : 40,8 Mb
Release : 2015
Category : Computer games
ISBN : 1466686510

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Emerging Research and Trends in Gamification by Donna Z. Davis Pdf

"This book brings together innovative and scholarly research on the use of game-based design and technology in a variety of settings, including discussions from both industry and academic perspectives"--