Gaming Lives in the Twenty-First Century

Gaming Lives in the Twenty-First Century

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  • Author: G. Hawisher
  • Publisher: Springer
  • ISBN: 0230601766
  • Category : Psychology
  • Languages : en
  • Pages : 273

This volume examines the claim that computer games can provide better literacy and learning environments than schools. Using case-studies in the US at the beginning of the twenty-first century and the words and observations of individual gamers, the book offers historical and cultural analyses of their literacy development, practices and values.


Gaming Lives in the Twenty-First Century

Gaming Lives in the Twenty-First Century

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  • Author: G. Hawisher
  • Publisher: Palgrave Macmillan
  • ISBN: 9781403972200
  • Category : Psychology
  • Languages : en
  • Pages : 273

This volume examines the claim that computer games can provide better literacy and learning environments than schools. Using case-studies in the US at the beginning of the twenty-first century and the words and observations of individual gamers, the book offers historical and cultural analyses of their literacy development, practices and values.


Women and Gaming

Women and Gaming

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  • Author: J. Gee
  • Publisher: Springer
  • ISBN: 0230106730
  • Category : Education
  • Languages : en
  • Pages : 208

The authors argue that women gamers, too often ignored as gamers, are in many respects leading the way in this trend towards design, cultural production, new learning communities, and the combination of technical proficiency with emotional and social intelligence.


Gaming the World

Gaming the World

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  • Author: Andrei S. Markovits
  • Publisher: Princeton University Press
  • ISBN: 0691162034
  • Category : History
  • Languages : en
  • Pages : 361

The globalizing influence of professional sports Professional sports today have truly become a global force, a common language that anyone, regardless of their nationality, can understand. Yet sports also remain distinctly local, with regional teams and the fiercely loyal local fans that follow them. This book examines the twenty-first-century phenomenon of global sports, in which professional teams and their players have become agents of globalization while at the same time fostering deep-seated and antagonistic local allegiances and spawning new forms of cultural conflict and prejudice. Andrei Markovits and Lars Rensmann take readers into the exciting global sports scene, showing how soccer, football, baseball, basketball, and hockey have given rise to a collective identity among millions of predominantly male fans in the United States, Europe, and around the rest of the world. They trace how these global—and globalizing—sports emerged from local pastimes in America, Britain, and Canada over the course of the twentieth century, and how regionalism continues to exert its divisive influence in new and potentially explosive ways. Markovits and Rensmann explore the complex interplay between the global and the local in sports today, demonstrating how sports have opened new avenues for dialogue and shared interest internationally even as they reinforce old antagonisms and create new ones. Gaming the World reveals the pervasive influence of sports on our daily lives, making all of us citizens of an increasingly cosmopolitan world while affirming our local, regional, and national identities.


21st Century Game Design

21st Century Game Design

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  • Author: Chris Mark Bateman
  • Publisher: Charles River Media Game Devel
  • ISBN: 9781584504290
  • Category : Computers
  • Languages : en
  • Pages : 332

Principles of interface design; game world abstraction; avatar abstraction; game structures; genres; and the evolution of games. Annotation 2005 Book News, Inc., Portland, OR (booknews.com).


Trigger Happy

Trigger Happy

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  • Author: Steven Poole
  • Publisher: Simon and Schuster
  • ISBN: 162872224X
  • Category : Games & Activities
  • Languages : en
  • Pages : 999

The Edge calls Trigger Happy a "seminal piece of work." For the first time ever, an aficionado with a knowledge of art, culture, and a real love of gaming takes a critical look at the future of our videogames, and compares their aesthetic and economic impact on society to that of film. Thirty years after the invention of the simplest of games, more videogames are played by adults than children. This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today's most popular forms of play: videogames are on track to supersede movies as the most innovative form of entertainment in the new century.


Twenty-First Century Blackjack

Twenty-First Century Blackjack

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  • Author: Walter Thomason
  • Publisher: Bonus Books, Inc.
  • ISBN: 9781566251327
  • Category : Games & Activities
  • Languages : en
  • Pages : 212

Thomason offers a revolutionary alternative to card counting -- a betting system that is easy to learn, impervious to casino harassment and, most importantly, more profitable than flat or so-called inspired betting. Thomason conducts live casino field tests joined by several gaming experts.


Fun Inc.

Fun Inc.

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  • Author: Tom Chatfield
  • Publisher: Simon and Schuster
  • ISBN: 1681770245
  • Category : Business & Economics
  • Languages : en
  • Pages : 116

“An ambitious overview of the videogaming industry, from its beginning to today’s immersive online games.” —Wall Street Journal Despite the recession, video games continue to break records—and command unprecedented amounts of media coverage. The U.S. is the world’s biggest video games market and manufacturer, with a market now worth over $20 billion annually in software and hardware sales—more than quadruple its size in the mid 1990s. World of Warcraft now boasts over 11 million players worldwide, and over $1 billion per year in revenues. Gaming is flourishing as a career and a creative industry as well. 254 U.S. colleges and universities in 37 states now offer courses and degrees in computer and video game design, programming and art. Video games are increasingly for everyone: 68% of American households now play computer or video games, while the average game player is 35 years old and has been playing games for twelve years. Against the popular image, too, 43% of online U.S. game players are female. The U.S. military alone now spends around $6 billion a year on virtual and simulated training programs, based around video games and virtual worlds. The budgets for developing the biggest games can now top the $100 million mark and are snapping up some of the biggest names in film—from Stephen Spielberg to Peter Jackson.


Digital Citizenship in Twenty-First-Century Young Adult Literature

Digital Citizenship in Twenty-First-Century Young Adult Literature

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  • Author: Megan L. Musgrave
  • Publisher: Springer
  • ISBN: 1137581735
  • Category : Literary Criticism
  • Languages : en
  • Pages : 230

This book is a study of the evolving relationships between literature, cyberspace, and young adults in the twenty-first century. Megan L. Musgrave explores the ways that young adult fiction is becoming a platform for a public conversation about the great benefits and terrible risks of our increasing dependence upon technology in public and private life. Drawing from theories of digital citizenship and posthuman theory, Digital Citizenship in Twenty-First Century Young Adult Literature considers how the imaginary forms of activism depicted in literature can prompt young people to shape their identities and choices as citizens in a digital culture


Reality Is Broken

Reality Is Broken

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  • Author: Jane McGonigal
  • Publisher: Penguin
  • ISBN: 1101475498
  • Category : Psychology
  • Languages : en
  • Pages : 416

“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.