God or Hero: How Video Games Engage Us to Play Them

God or Hero: How Video Games Engage Us to Play Them

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  • Author: Lena Förste
  • Publisher: GRIN Verlag
  • ISBN: 3346673472
  • Category : Literary Collections
  • Languages : en
  • Pages : 10

Essay from the year 2012 in the subject English Language and Literature Studies - Other, grade: 1,3, University of Dortmund (Institut für Anglistik und Amerikanistik), course: Academic Writing: Video Games, language: English, abstract: The action adventure game "The Legend of Zelda: Ocarina of Time" and the life simulation game "The Sims 3" are two of the best-selling video games ever produced. Although both are very popular, they differ strongly from each other, not only concerning their structure but also in the game experience they offer their players. Video games are primarily developed and produced to entertain people and to make them enjoy their leisure time (Dickey), however, people have different desires and views of fun, and as a consequence their requirements on video games differ as well. To meet these requirements, game designers developed various genres which use different methods to engage the player to play and especially to keep playing. In this essay I will compare some of the game play strategies used in "The Sims 3" and in "The Legend of Zelda: Ocarina of Time" by investigating how they engage the player to keep on playing.


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.


God in the Machine

God in the Machine

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  • Author: Liel Leibovitz
  • Publisher: Templeton Foundation Press
  • ISBN: 1599474506
  • Category : Social Science
  • Languages : en
  • Pages : 176

If he were alive today, what might Heidegger say about Halo, the popular video game franchise? What would Augustine think about Assassin’s Creed ? What could Maimonides teach us about Nintendo’s eponymous hero, Mario? While some critics might dismiss such inquiries outright, protesting that these great thinkers would never concern themselves with a medium so crude and mindless as video games, it is important to recognize that games like these are, in fact, becoming the defining medium of our time. We spend more time and money on video games than on books, television, or film, and any serious thinker of our age should be concerned with these games, what they are saying about us, and what we are learning from them. Yet video games still remain relatively unexplored by both scholars and pundits alike. Few have advanced beyond outmoded and futile attempts to tie gameplay to violent behavior. With this canard now thoroughly and repeatedly disproven, it is time to delve deeper. Just as the Museum of Modern Art in Manhattan recently acquired fourteen games as part of its permanent collection, so too must we seek to add a serious consideration of virtual worlds to the pantheon of philoso-phical inquiry. In God in the Machine, author Liel Leibovitz leads a fascinating tour of the emerging virtual landscape and its many dazzling vistas from which we are offered new vantage points on age-old theological and philosophical questions. Free will vs. determinism, the importance of ritual, transcendence through mastery, notions of the self, justice and sin, life, death, and resurrection—these all come into play in the video games that some critics so easily write off as mind-numbing wastes of time. When one looks closely at how these games are designed, at their inherent logic, and at the cognitive effects they have on players, it becomes clear that playing these games creates a state of awareness vastly different from that which occurs when we watch television or read a book. Indeed, gameplay is a far more engaged process—one that draws on various faculties of mind and body to evoke sensations that might more commonly be associated with religious experience. Getting swept away in an engrossing game can be a profoundly spiritual activity. It is not to think, but rather simply to be, a logic that sustained our ancestors for millennia as they looked heavenward for answers. Today, as more and more of us look screenward, it is important to investigate these games for their vast potential as fine instruments of moral training. Anyone seeking a concise and well-reasoned introduction to the subject would do well to start with God in the Machine. By illuminating both where video game storytelling is now and where it currently butts up against certain inherent limitations, Liebovitz intriguingly implies how the field and, in turn, our experiences might continue to evolve and advance in the coming years.


What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

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  • Author: James Paul Gee
  • Publisher: Macmillan
  • ISBN: 1466886420
  • Category : Education
  • Languages : en
  • Pages : 256

James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition of What Video Games Have to Teach Us About Learning and Literacy, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.


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.


Philosophy Through Video Games

Philosophy Through Video Games

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  • Author: Jon Cogburn
  • Publisher: Routledge
  • ISBN: 113585968X
  • Category : Games
  • Languages : en
  • Pages : 216

How can Wii Sports teach us about metaphysics? Can playing World of Warcraft lead to greater self-consciousness? How can we learn about aesthetics, ethics and divine attributes from Zork, Grand Theft Auto, and Civilization? A variety of increasingly sophisticated video games are rapidly overtaking books, films, and television as America's most popular form of media entertainment. It is estimated that by 2011 over 30 percent of US households will own a Wii console - about the same percentage that owned a television in 1953. In Philosophy Through Video Games, Jon Cogburn and Mark Silcox - philosophers with game industry experience - investigate the aesthetic appeal of video games, their effect on our morals, the insights they give us into our understanding of perceptual knowledge, personal identity, artificial intelligence, and the very meaning of life itself, arguing that video games are popular precisely because they engage with longstanding philosophical problems. Topics covered include: * The Problem of the External World * Dualism and Personal Identity * Artificial and Human Intelligence in the Philosophy of Mind * The Idea of Interactive Art * The Moral Effects of Video Games * Games and God's Goodness Games discussed include: Madden Football, Wii Sports, Guitar Hero, World of Warcraft, Sims Online, Second Life, Baldur's Gate, Knights of the Old Republic, Elder Scrolls, Zork, EverQuest Doom, Halo 2, Grand Theft Auto, Civilization, Mortal Kombat, Rome: Total War, Black and White, Aidyn Chronicles


Why Video Games are Good for Your Soul

Why Video Games are Good for Your Soul

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  • Author: James Paul Gee
  • Publisher: Common Ground
  • ISBN: 186335574X
  • Category : Computers
  • Languages : en
  • Pages : 132

Imprint. In this text, built entirely around computer games and game play, the author shows how good video games marry pleasure and learning and, at the same time, have the potential to empower people.


Reclaiming Vatican II

Reclaiming Vatican II

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  • Author: Fr. Blake Britton
  • Publisher: Ave Maria Press
  • ISBN: 1646800303
  • Category : Religion
  • Languages : en
  • Pages : 224

Winner of a first-place award for a first time author and second-place in popular presentation of the faith from the Catholic Media Association. During the past five decades, the Second Vatican Council has been alternately celebrated or maligned for its supposed break with tradition and embrace of the modern world. But what if we’ve gotten it all wrong? Have Catholics—both those who embrace the spirit of Vatican II and those who regard it with suspicion—misunderstood what the council was really about? Fr. Blake Britton discovered the truth and beauty of the council while he was in seminary and he has witnessed firsthand the power of its teachings in the life of his own parish. In Reclaiming Vatican II—a partnership between Ave Maria Press and Word on Fire Catholic Ministries—Britton presses beyond the political narrative foisted upon the post-conciliar Church and contends that Vatican II was neither conservative nor liberal, but something much more beautiful and challenging. Britton clears up misconceptions about the council and reveals how—when properly understood and applied—it fosters a richer experience of being in the Church. Britton says Vatican II promotes a radical return to the Church Fathers and the Scriptures, holding both a commitment to tradition and the need for constant renewal in life-giving balance, recenters the Church on sacred liturgy and encourages both active participation and genuine encounter with transcendence, and charts a clear path for the Church’s renewal and empowers it for evangelism and transformative engagement with the world. Britton invites all Catholics to step beyond the polarization and embrace Vatican II as one of our greatest resources for being in the Church in a way that is faithful, engaged, and effective if we answer its radical call to worship and renewal.


Leaving Boyhood Behind

Leaving Boyhood Behind

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  • Author: Jason M. Craig
  • Publisher: Our Sunday Visitor
  • ISBN: 1681922711
  • Category : Religion
  • Languages : en
  • Pages : 152

What makes a man? This is a question many men in our society today do not feel equipped to answer, because they were never initiated into manhood themselves. They do not know how to pass on authentic manliness to their sons, so boys get stuck in unending adolescence. Everyone suffers from the resulting crisis of male immaturity, and we see its effects everywhere in our society. Leaving Boyhood Behind shows how we can actually do something to address this crisis. Author Jason Craig, cofounder of Fraternus, a Catholic mentoring program for boys, walks through each stage of initiation into manhood, helping readers understand: • What rites of passage are and why they are necessary for men • Christ’s own rites of passage and initiation • What it means for a young man to put away childhood • The importance of belonging vs. isolation in the life of men • The important role both mothers and fathers place in initiation • Discipline and the masculine identity • Living the ultimate rite of passage, and much more “This book is an invaluable resource for all Catholics who care about the intellectual, physical, and spiritual development of the next generation of men.” — Deacon Harold Burke-Sivers, author of Behold the Man: A Catholic Vision of Male Spirituality


The Media Creates Us in Its Image and Other Essays on Technology and Culture

The Media Creates Us in Its Image and Other Essays on Technology and Culture

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  • Author: Richard Stivers
  • Publisher: Wipf and Stock Publishers
  • ISBN: 1532697252
  • Category : Philosophy
  • Languages : en
  • Pages : 218

The Media Creates Us in Its Image and Other Essays on Technology and Culture proposes that modern technology seriously influences every aspect of culture and personality. Technology shapes our beliefs and values and even how we think of ourselves. It affects religion, morality, education, language, communication, and sexual identity. Every institution, every organization, is brought under its purview. This book attempts to awaken the reader to the destructive side of modern technology that exists side-by-side with its constructive side. What modern technology is destroying, however, is the very meaning of being human. The essay “The Media Creates Us in Its Image” makes this case most dramatically. The book asks the reader the following question: Is what you have gained from the use of modern technology more important than what you have lost? How do we once again bring technology under our control in the face of its inexorable “progress”?