Doing Things with Games

Doing Things with Games

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  • Author: Lindsay Grace
  • Publisher: CRC Press
  • ISBN: 0429771312
  • Category : Computers
  • Languages : en
  • Pages : 269

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


How to Do Things with Videogames

How to Do Things with Videogames

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  • Author: Ian Bogost
  • Publisher: U of Minnesota Press
  • ISBN: 145293312X
  • Category : Games & Activities
  • Languages : en
  • Pages : 194

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.


Doing Things with Games

Doing Things with Games

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  • Author: Lindsay D. Grace
  • Publisher: CRC Press
  • ISBN: 0429771304
  • Category : Computers
  • Languages : en
  • Pages : 183

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


Lost in a Good Game

Lost in a Good Game

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  • Author: Pete Etchells
  • Publisher: Icon Books
  • ISBN: 1785785060
  • Category : Social Science
  • Languages : en
  • Pages : 332

'Etchells writes eloquently ... A heartfelt defence of a demonised pastime' The Times 'Once in an age, a piece of culture comes along that feels like it was specifically created for you, the beats and words and ideas are there because it is your life the creator is describing. Lost In A Good Game is exactly that. It will touch your heart and mind. And even if Bowser, Chun-li or Q-Bert weren't crucial parts of your youth, this is a flawless victory for everyone' Adam Rutherford When Pete Etchells was 14, his father died from motor neurone disease. In order to cope, he immersed himself in a virtual world - first as an escape, but later to try to understand what had happened. Etchells is now a researcher into the psychological effects of video games, and was co-author on a recent paper explaining why WHO plans to classify 'game addiction' as a danger to public health are based on bad science and (he thinks) are a bad idea. In this, his first book, he journeys through the history and development of video games - from Turing's chess machine to mass multiplayer online games like World of Warcraft- via scientific study, to investigate the highs and lows of playing and get to the bottom of our relationship with games - why we do it, and what they really mean to us. At the same time, Lost in a Good Game is a very unusual memoir of a writer coming to terms with his grief via virtual worlds, as he tries to work out what area of popular culture we should classify games (a relatively new technology) under.


Ten Things Video Games Can Teach Us

Ten Things Video Games Can Teach Us

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  • Author: Jordan Erica Webber
  • Publisher: Robinson
  • ISBN: 1472137922
  • Category : Philosophy
  • Languages : en
  • Pages : 360

WOULD YOU KILL ONE PERSON TO SAVE FIVE OTHERS? If you could upload all of your memories into a machine, would that machine be you? Is it possible we're all already artificial intelligences, living inside a simulation? These sound like questions from a philosophy class, but in fact they're from modern, popular video games. Philosophical discussion often uses thought experiments to consider ideas that we can't test in real life, and media like books, films, and games can make these thought experiments far more accessible to a non-academic audience. Thanks to their interactive nature, video games can be especially effective ways to explore these ideas. Each chapter of this book introduces a philosophical topic through discussion of relevant video games, with interviews with game creators and expert philosophers. In ten chapters, this book demonstrates how video games can help us to consider the following questions: 1. Why do video games make for good thought experiments? (From the ethical dilemmas of the Mass Effect series to 'philosophy games'.) 2. What can we actually know? (From why Phoenix Wright is right for the wrong reasons to whether No Man's Sky is a lie.) 3. Is virtual reality a kind of reality? (On whether VR headsets like the Oculus Rift, PlayStation VR, and HTC Vive deal in mass-market hallucination.) 4. What constitutes a mind? (From the souls of Beyond: Two Souls to the synths of Fallout 4.) 5. What can you lose before you're no longer yourself? (Identity crises in the likes of The Swapper and BioShock Infinite.) 6. Does it mean anything to say we have choice? (Determinism and free will in Bioshock, Portal 2 and Deus Ex.) 7. What does it mean to be a good or dutiful person? (Virtue ethics in the Ultima series and duty ethics in Planescape: Torment.) 8. Is there anything better in life than to be happy? (Utilitarianism in Bioshock 2 and Harvest Moon.) 10. How should we be governed, for whom and by who? (Government and rights in Eve Online, Crusader Kings, Democracy 3 and Fable 3.) 11. Is it ever right to take another life? And how do we cope with our own death? (The Harm Thesis and the good death in To The Moon and Lost Odyssey.)


Things We Think about Games

Things We Think about Games

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  • Author: Will Hindmarch
  • Publisher:
  • ISBN:
  • Category : Games & Activities
  • Languages : en
  • Pages : 164

"An unholy mixture of helpful guidebook and jabbing provocation, [THINGS WE THINK ABOUT GAMES] will earn its right to rattle around your brain. It is essential reading for designer, critic, and straight-up rank 'n' file gamer alike." ¿Robin D. Laws, creator of HeroQuest and Feng ShuiWill Hindmarch and Jeff Tidball think a lot about games. At their commentary website, Gameplaywright.net, they think out loud about what it means to play games, make games, sell games, and love games. They are gamers.Here, with fellow game designers and notable game players, they think out loud on paper in the first Gameplaywright book.THINGS WE THINK ABOUT GAMES collects dozens on dozens of bite-sized thoughts about games. From the absurd to the magnificent, the demonstrable to the dogmatic, this collection spans both the breadth of games¿board, card, roleplaying and more¿and the depth of gaming, offering insights about collecting, playing, critiquing, designing, and publishing.


Commuter Waiting Games

Commuter Waiting Games

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  • Author: Hal Bowman
  • Publisher: Quirk Books
  • ISBN: 9781931686273
  • Category : Crafts & Hobbies
  • Languages : en
  • Pages : 102

According to efficiency experts, the average commuter spends 45 minutes every day waiting for trains, sitting in traffic or hoofing it to his or her place of employment. By the time commuters take that last ride to meet the big guy in the sky, they'll have spent a full year travelling to and from their workplaces. Now there's an activity book to help frazzled commuters make the most of their time. Commuter Waiting Games teaches readers new sports (Airline Safety Card Volleyracket), group-participation activities (Airport Check-In Line Limbo), amazing weight-loss techniques (Commuter Train Calisthenics) and even techniques for tapping your inner muse (Traffic-Sign Haiku).


The Big Book of Team Building Games: Trust-Building Activities, Team Spirit Exercises, and Other Fun Things to Do

The Big Book of Team Building Games: Trust-Building Activities, Team Spirit Exercises, and Other Fun Things to Do

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  • Author: Edward E. Scannell
  • Publisher: McGraw-Hill Education
  • ISBN: 9780070465138
  • Category : Business & Economics
  • Languages : en
  • Pages : 274

Did you know that games can be a terrifically effective way to build team spirit, communication, and trust among people who work together day in and day out? Now you can spark morale in any work group by choosing from 70 stimulating games and activities specifically designed for the manager who's looking to raise sagging morale in a department, liven up boring staff meetings, enable team members to collaborate smoothly and effectively, and much more!


Doing Things for Reasons

Doing Things for Reasons

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  • Author: Rudiger Bittner
  • Publisher: Oxford University Press
  • ISBN: 9780198032830
  • Category : Philosophy
  • Languages : en
  • Pages : 236

What exactly are the reasons we do things, and how are they related to the resulting actions? Bittner explores this question and proposes an answer: a reason is a response to that state of affairs. Elegantly written, this work is a substantial contribution to the fields of rationality, ethics, and action theory.


The Games Do Count

The Games Do Count

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  • Author: Brian Kilmeade
  • Publisher: Zondervan
  • ISBN: 0061978892
  • Category : Self-Help
  • Languages : en
  • Pages : 349

What do Henry Kissinger, Jack Welch, Condoleezza Rice, and Jon Bon Jovi have in common? They have all reached the top of their respective professions, and they all credit sports for teaching them the lessons that were fundamental to their success. In his years spent interviewing and profiling celebrities, politicians, and top businesspeople, popular sportscaster and Fox & Friends cohost Brian Kilmeade has discovered that nearly everyone shares a love of sports and has a story about how a game, a coach, or a single moment of competition changed his or her life. These vignettes have entertained, surprised, and inspired readers nationwide with their insight into America's most respected and well-known personalities. Kilmeade presents more than seventy stories straight from the men and women themselves and those who were closest to them. From competition to camaraderie, individual achievement to teamwork, failure to success, the world of sports encompasses it all and enriches our lives. The Games Do Count reveals this simple and compelling truth: America's best and brightest haven't just worked hard -- they've played hard -- and the results have been staggering!