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Where do you go when you want to be someone else? In today's world
your destination of choice may well be an on-line gaming site.
"Gaming as Imagination Technology" is a collection of articles that
prompts reflection and provokes debate on the role of gaming in the
higher education curriculum. This reader is intended for courses in
communication, anthropology, and sociology, but is appropriate for
any course that might/would discuss gaming as a significant shift
in how people organize themselves and learn. Some of the topics and
readings in "Gaming as Imagination" include: Real Behavior in
Virtual EnvironmentsThe Effects of Prosocial Video Games on
Prosocial BehaviorStrangers and Friends: Collaborative Play in
World of WarcraftLabor of Fun: How Video Games Blur the Boundaries
of Work and PlayWomen, Video Gaming and Learning"Gaming as
Imagination" is both topical and timely. It provides a
thought-provoking look at the impact on learning and behavior of
this imaginative, increasingly popular, seductive social
phenomenon, a phenomenon that many take lightly, but none should
ignore.
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