Why Video Games are Good for Your Soul

Why Video Games are Good for Your Soul
Author :
Publisher : Common Ground
Total Pages : 132
Release :
ISBN-10 : 9781863355742
ISBN-13 : 186335574X
Rating : 4/5 (42 Downloads)

Book Synopsis Why Video Games are Good for Your Soul by : James Paul Gee

Download or read book Why Video Games are Good for Your Soul written by James Paul Gee and published by Common Ground. This book was released on 2005 with total page 132 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Good Video Games + Good Learning

Good Video Games + Good Learning
Author :
Publisher : Peter Lang
Total Pages : 212
Release :
ISBN-10 : 0820497037
ISBN-13 : 9780820497037
Rating : 4/5 (37 Downloads)

Book Synopsis Good Video Games + Good Learning by : James Paul Gee

Download or read book Good Video Games + Good Learning written by James Paul Gee and published by Peter Lang. This book was released on 2007 with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt: Textbook

Videogames Studies: Concepts, Cultures, and Communication

Videogames Studies: Concepts, Cultures, and Communication
Author :
Publisher : BRILL
Total Pages : 160
Release :
ISBN-10 : 9781848880597
ISBN-13 : 1848880596
Rating : 4/5 (97 Downloads)

Book Synopsis Videogames Studies: Concepts, Cultures, and Communication by : Monica Evans

Download or read book Videogames Studies: Concepts, Cultures, and Communication written by Monica Evans and published by BRILL. This book was released on 2020-04-14 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume reflects the discussions that occurred during the 2nd Global Conference on Videogame Cultures and the Future of Interactive Entertainment in July 2010. The chapters in this volume cover four primary topics: new frameworks for game studies and analysis, the various cultures surrounding gaming, questions of ethics and controversial...

Exploring the Collective Unconscious in the Age of Digital Media

Exploring the Collective Unconscious in the Age of Digital Media
Author :
Publisher : IGI Global
Total Pages : 349
Release :
ISBN-10 : 9781466698925
ISBN-13 : 1466698926
Rating : 4/5 (25 Downloads)

Book Synopsis Exploring the Collective Unconscious in the Age of Digital Media by : Schafer, Stephen Brock

Download or read book Exploring the Collective Unconscious in the Age of Digital Media written by Schafer, Stephen Brock and published by IGI Global. This book was released on 2016-01-28 with total page 349 pages. Available in PDF, EPUB and Kindle. Book excerpt: For decades we have witnessed the emergence of a media age of illusion that is based on the principles of physics—the multidimensionality, immateriality, and non-locality of the unified field of energy and information—as a virtual reality. As a result, a new paradigm shift has reframed the cognitive unconscious of individuals and collectives and generated a worldview in which mediated illusion prevails. Exploring the Collective Unconscious in a Digital Age investigates the cognitive significance of an altered mediated reality that appears to have all the dimensions of a dreamscape. This book presents the idea that if the digital media-sphere proves to be structurally and functionally analogous to a dreamscape, the Collective Unconscious researched by Carl Jung and the Cognitive Unconscious researched by George Lakoff are susceptible to research according to the parameters of hard science. This pivotal research-based publication is ideally designed for use by psychologists, theorists, researchers, and graduate-level students studying human cognition and the influence of the digital media revolution.

Encyclopedia of Video Games [2 volumes]

Encyclopedia of Video Games [2 volumes]
Author :
Publisher : Bloomsbury Publishing USA
Total Pages : 991
Release :
ISBN-10 : 9798216161813
ISBN-13 :
Rating : 4/5 (13 Downloads)

Book Synopsis Encyclopedia of Video Games [2 volumes] by : Mark J. P. Wolf

Download or read book Encyclopedia of Video Games [2 volumes] written by Mark J. P. Wolf and published by Bloomsbury Publishing USA. This book was released on 2012-08-16 with total page 991 pages. Available in PDF, EPUB and Kindle. Book excerpt: This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games. Organized alphabetically by topic and cross-referenced across subject areas, Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming will serve the needs of students and other researchers as well as provide fascinating information for game enthusiasts and general readers.

Handbook of Research on Gaming Trends in P-12 Education

Handbook of Research on Gaming Trends in P-12 Education
Author :
Publisher : IGI Global
Total Pages : 664
Release :
ISBN-10 : 9781466696303
ISBN-13 : 1466696303
Rating : 4/5 (03 Downloads)

Book Synopsis Handbook of Research on Gaming Trends in P-12 Education by : Russell, Donna

Download or read book Handbook of Research on Gaming Trends in P-12 Education written by Russell, Donna and published by IGI Global. This book was released on 2015-10-21 with total page 664 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming applications are rapidly expanding into the realm of education. Game-based education creates an active and enjoyable learning environment, especially for children and young adults who regularly use gaming for recreational purposes. Due to the evolving nature of education, gaming provides a transformative learning experience for diverse students. The Handbook of Research on Gaming Trends in P-12 Education provides current research intended to aid educators, school administrators, and game developers in teaching today’s youth in a technology-immersive society. This publication melds together gaming for entertainment purposes as well as gaming applied within educational settings with an emphasis on P-12 classrooms. Featuring exhaustive coverage on topics relating to virtual reality, game design, immersive learning, distance learning through 3D environments as well as best practices for gaming implementation in real-world settings, this handbook of research is an essential addition to the reference collection of international academic libraries.

A Feeling of Wrongness

A Feeling of Wrongness
Author :
Publisher : Penn State Press
Total Pages : 229
Release :
ISBN-10 : 9780271083179
ISBN-13 : 0271083174
Rating : 4/5 (79 Downloads)

Book Synopsis A Feeling of Wrongness by : Joseph Packer

Download or read book A Feeling of Wrongness written by Joseph Packer and published by Penn State Press. This book was released on 2018-11-28 with total page 229 pages. Available in PDF, EPUB and Kindle. Book excerpt: In A Feeling of Wrongness, Joseph Packer and Ethan Stoneman confront the rhetorical challenge inherent in the concept of pessimism by analyzing how it is represented in an eclectic range of texts on the fringes of popular culture, from adult animated cartoons to speculative fiction. Packer and Stoneman explore how narratives such as True Detective, Rick and Morty, Final Fantasy VII, Lovecraftian weird fiction, and the pop ideology of transhumanism are better suited to communicate pessimistic affect to their fans than most carefully argued philosophical treatises and polemics. They show how these popular nondiscursive texts successfully circumvent the typical defenses against pessimism identified by Peter Wessel Zapffe as distraction, isolation, anchoring, and sublimation. They twist genres, upend common tropes, and disturb conventional narrative structures in a way that catches their audience off guard, resulting in belief without cognition, a more rhetorically effective form of pessimism than philosophical pessimism. While philosophers and polemicists argue for pessimism in accord with the inherently optimistic structures of expressive thought or rhetoric, Packer and Stoneman show how popular texts are able to communicate their pessimism in ways that are paradoxically freed from the restrictive tools of optimism. A Feeling of Wrongness thus presents uncharted rhetorical possibilities for narrative, making visible the rhetorical efficacy of alternate ways and means of persuasion.