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From Pong to virtual reality, Understanding Video Games, 4th
Edition, takes video game studies into the next decade of the
twenty-first century, highlighting changes in the area, including
mobile, social, and casual gaming. In this new edition of the
pioneering text, students learn to assess the major theories used
to analyze games, such as ludology and narratology, and gain
familiarity with the commercial and organizational aspects of the
game industry. Drawing from historical and contemporary examples,
the student-friendly text also explores the aesthetics of games,
evaluates the cultural position of video games, and considers the
potential effects of both violent and "serious" games. Extensively
illustrated and featuring discussion questions, a glossary of key
terms, and a detailed video game history timeline, this new edition
is an indispensable resource for students, scholars, and teachers
interested in examining the ways video games continue to reshape
entertainment and society.
From Pong to virtual reality, Understanding Video Games, 4th
Edition, takes video game studies into the next decade of the
twenty-first century, highlighting changes in the area, including
mobile, social, and casual gaming. In this new edition of the
pioneering text, students learn to assess the major theories used
to analyze games, such as ludology and narratology, and gain
familiarity with the commercial and organizational aspects of the
game industry. Drawing from historical and contemporary examples,
the student-friendly text also explores the aesthetics of games,
evaluates the cultural position of video games, and considers the
potential effects of both violent and "serious" games. Extensively
illustrated and featuring discussion questions, a glossary of key
terms, and a detailed video game history timeline, this new edition
is an indispensable resource for students, scholars, and teachers
interested in examining the ways video games continue to reshape
entertainment and society.
Computer games have attracted much attention over the years, mostly
attention of the less flattering kind. This has been true for
computer games focused on entertainment, but also for what for
years seemed a sure winner, edutainment. These years the area has
gained new momentum and labels - game-based learning, serious games
and educational games are just some of them. This dissertation aims
to be a contribution to understanding educational use of computer
games by building a framework that goes beyond edutainment. The
framework laid out extends from an experiential learning approach,
where concrete experiences are the starting point that can be
transformed through reflection, instruction and active
experimentation. It is concluded that computer games provide rich
concrete experience that can be manipulated in the game universe
providing more handles for the student compared to other media
formats.
There is increasing focus on the use of computer games across all
ages. The trend is leading to educators, theorists and researchers,
most especially those in the UK, US and Nordic countries,
investigating how games can be effectively applied in everyday
learning contexts. In this book, based on his PhD dissertation,
Simon Egenfeldt-Nielsen aims to establish a new framework for
understanding educational use of computer games that go beyond what
we know as edutainment. The book presents a thorough overview,
analysis and discussion of current research and then goes on to
create the foundation for a new approach to educational use of
computer games that goes beyond current reliance on behaviorism.
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