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.


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


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.


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”?


Teaching the Middle Ages through Modern Games

Teaching the Middle Ages through Modern Games

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  • Author: Robert Houghton
  • Publisher: Walter de Gruyter GmbH & Co KG
  • ISBN: 3110712032
  • Category : History
  • Languages : en
  • Pages : 314

Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster understanding of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress. The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deployed to introduce new and alien themes to students typically unfamiliar with the subject matter swiftly and effectively. They can foster an interest in and understanding of the medieval world through various innovative means and hence act as a key educational tool. This volume presents a series of essays addressing the practical use of games of all varieties as teaching tools within Medieval Studies and related fields. In doing so it provides examples of the use of games at pre-university, undergraduate, and postgraduate levels of study, and considers the application of commercial games, development of bespoke historical games, use of game design as a learning process, and use of games outside the classroom. As such, the book is a flexible and diverse pedagogical resource and its methods may be readily adapted to the teaching of different medieval themes or other periods of history.


Evangelical Christians and Popular Culture

Evangelical Christians and Popular Culture

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  • Author: Robert H. Woods Jr.
  • Publisher: Bloomsbury Publishing USA
  • ISBN: 0313386552
  • Category : Social Science
  • Languages : en
  • Pages : 1097

This three-volume collection demonstrates the depth and breadth of evangelical Christians' consumption, critique, and creation of popular culture, and how evangelical Christians are both influenced by—and influence—mainstream popular culture, covering comic books to movies to social media. Evangelical Christians and Popular Culture: Pop Goes the Gospel addresses the full spectrum of evangelical media and popular culture offerings, even delving into lesser-known forms of evangelical popular culture such as comic books, video games, and theme parks. The chapters in this 3-volume work are written by over 50 authors who specialize in fields as diverse as history, theology, music, psychology, journalism, film and television studies, advertising, and public relations. Volume 1 examines film, radio and television, and the Internet; Volume 2 covers literature, music, popular art, and merchandise; and Volume 3 discusses public figures, popular press, places, and events. The work is intended for a scholarly audience but presents material in a student-friendly, accessible manner. Evangelical insiders will receive a fresh look at the wide variety of evangelical popular culture offerings, many of which will be unknown, while non-evangelical readers will benefit from a comprehensive introduction to the subject matter.


Of Games and God

Of Games and God

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  • Author: Kevin Schut
  • Publisher: Baker Books
  • ISBN: 1441240519
  • Category : Religion
  • Languages : en
  • Pages : 224

Video games are big business, generating billions of dollars annually. The long-held stereotype of the gamer as a solitary teen hunched in front of his computer screen for hours is inconsistent with the current makeup of a diverse and vibrant gaming community. The rise of this cultural phenomenon raises a host of questions: Are some games too violent? Do they hurt or help our learning? Do they encourage escapism? How do games portray gender? Such questions have generated lots of talk, but missing from much of the discussion has been a Christian perspective. Kevin Schut, a communications expert and an enthusiastic gamer himself, offers a lively, balanced, and informed Christian evaluation of video games and video game culture. He expertly engages a variety of issues, encouraging readers to consider both the perils and the promise of this major cultural phenomenon. The book includes a foreword by Quentin J. Schultze.


Future of the Word

Future of the Word

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  • Author: Chris Goodall
  • Publisher: eBook Partnership
  • ISBN: 0956836836
  • Category : Science
  • Languages : en
  • Pages : 292

The average young adult in the US reads for about 7 minutes a day, and the figure isn't much higher in Britain. The last few decades have seen striking and nearly continuous falls in the amount of time individuals spend with books and other printed material. And, perhaps as a result, the average level of literacy in the British and US populations is declining: our ability to comprehend complex writing, long words or sophisticated expressions is less than it was a few decades ago. Very surprisingly, the rate of decline is fastest amongst the best educated segment of the population. Chris Goodall's readable and comprehensive book asks why this is happening. 'In an ever more demanding world' he inquires 'why is our ability to understand and use the written word in gradual but apparently relentless retreat?' Chris Goodall's The Future of the Word: Technology, culture and the slow erosion of literacy examines the striking but largely unnoticed evidence from around the world. Using the latest research results from neuroscientists, from academics who work on reading skills and from cultural analysts, Goodall brings his commitment to scrupulous research to demonstrate how modern society is making it almost impossible for people to engage in deep reading. Not only are people reading less but they now consume the written word in a more cursory and less reflective way. The author has lost control of the reader: we all tend to skip across the page, searching exclusively for what is relevant to us rather than trying to understand the writer's point of view or memorise her arguments. There is a strong tendency to say that this doesn't matter. We longer need to read and to learn because all the information that we could possibly need is instantaneously available to us through electronic gadgets. The argument of Goodall's book is that this complacency is mistaken. Reading deeply helps us develop a framework and an intellectual structure to which we can add new ideas or opinions. The internet gives us orphaned facts but the reading of books or long articles gives us understanding. As importantly, deep reading trains our brains to cope with complex ideas, much as an athlete trains his muscles with repeated exercise. Goodall discusses the convincing scientific evidence that truly proficient literacy, a skill which is in sharp decline, helps improve other cognitive capabilities and may even improve IQ. If we don't go to the literacy gym often enough, he says, our intellectual capabilities suffer. Chris Goodall is a well known writer on climate change and energy, winning awards for his previous books and he is a regular commentator on scientific issues in newspapers in the UK and abroad. In an earlier part of his career he worked in television and other mass media. This book comes out of his fascination with how electronic technologies are affecting the way we think and live. 'Although the digital revolution has made life easier and has improved many of our cognitive skills', he says 'it is reversing our ability to read and to comprehend complex ideas'. Full of engaging reports of cutting-edge science, surprising and informative analysis and written with clarity and pace, Chris Goodall's The Future of the Word is the first attempt to bring rigour to questions that many of us worry about it: why do we find it more difficult to concentrate on the written word? And what can we do about it?