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Ethics And Game Design Teaching Values Through Play

Author : Schrier, Karen
ISBN : 9781615208463
Genre : Education
File Size : 20. 79 MB
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"This book addressing an emerging field of study, ethics and gamesand answers how we can better design and use games to foster ethical thinking and discourse in classrooms"--Provided by publisher.

Ethics And Game Design

Author : David Gibson
ISBN : 1615208453
Genre : Computers
File Size : 70. 55 MB
Format : PDF
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"This book addressing an emerging field of study, ethics and gamesand answers how we can better design and use games to foster ethical thinking and discourse in classrooms"--Provided by publisher.

Ethics And Game Design

Author :
ISBN : OCLC:556969592
Genre : Electronic books
File Size : 82. 34 MB
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This book challenges scholars and researchers to answer questions such as: How can game design be improved to foster ethical thinking and discourse? What are the theories and methodologies that will help us understand, model, and assess ethical thinking in games? How do we use games in classrooms and informal educational settings to support moral development? This publication approaches such questions from a multidisciplinary perspective with the ultimate goal of inspiring further interdisciplinary dialogue and research in order to continue building the ethics and games community--Provided by publisher.

Gender Considerations And Influence In The Digital Media And Gaming Industry

Author : Prescott, Julie
ISBN : 9781466661431
Genre : Social Science
File Size : 78. 93 MB
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Occupational segregation is an important issue and can be detrimental to women. There is a strong need for more women in science, engineering, and information technology, which are traditionally male dominated fields. Female representation in the computer gaming industry is a potential way to increase the presence of women in other computer-related fields. Gender Considerations and Influence in the Digital Media and Gaming Industry provides a collection of high-quality empirical studies and personal experiences of women working in male-dominated fields with a particular focus on the media and gaming industries. Providing insight on best methods for attracting and retaining women in these fields, this volume is a valuable reference for executives and members of professional bodies who wish to encourage women in their career progression.

Location Based Mobile Games

Author : Davide Spallazzo
ISBN : 9783319752563
Genre : Computers
File Size : 76. 1 MB
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This book approaches Location Based Mobile Games from a design perspective, investigating the peculiar traits that make them compelling contemporary practices and challenging fields of investigation. Relying on an interdisciplinary theoretical background and empirical studies, it delves into LBMGs’ intertwining theoretical assumptions and describes their translation into practice. The authors examine these games from different perspectives, exploring how they can impact the way we look at our surroundings, their influence on our social dimension, their ability to translate a wide range of information into a game experience, and the negotiations they activate by intertwining two realities. Each issue is addressed from a twofold perspective: that of the designers who craft the games, and that of the users who interpret the designers’ choices and take part in the game experience. In so doing, the book covers the relationship between processes of designing and playing, investigating games that communicate through meaningful interactions, share perspectives as forms of narratives, and integrate physicality and surroundings in the play activity. The reasoning advanced throughout the chapters will benefit researchers, designers and entrepreneurs in the field, as it provides a novel perspective on LBMGs, seeks to increase designers’ awareness of often-neglected issues, and suggests interpretations and practices that can impact how commercial games are designed.

Gender Divide And The Computer Game Industry

Author : Prescott, Julie
ISBN : 9781466645356
Genre : Social Science
File Size : 84. 45 MB
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"This book takes a look at the games industry from a gendered perspective and highlights the variety of ways in which women remain underrepresented in this industry"--Provided by publisher.

Values At Play In Digital Games

Author : Mary Flanagan
ISBN : 9780262529976
Genre : Computers
File Size : 34. 40 MB
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A theoretical and practical guide to integrating human values into the conception and design of digital games. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at Play can also serve as a guide to designers who seek to implement values in the conception and design of their games. After developing a theoretical foundation for their proposal, Flanagan and Nissenbaum provide detailed examinations of selected games, demonstrating the many ways in which values are embedded in them. They introduce the Values at Play heuristic, a systematic approach for incorporating values into the game design process. Interspersed among the book's chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved.

Emotions Technology And Digital Games

Author :
ISBN : 9780128018408
Genre : Psychology
File Size : 85. 38 MB
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Emotions, Technology, and Digital Games explores the need for people to experience enjoyment, excitement, anxiety, anger, frustration, and many other emotions. The book provides essential information on why it is necessary to have a greater understanding of the power these emotions have on players, and how they affect players during, and after, a game. This book takes this understanding and shows how it can be used in practical ways, including the design of video games for teaching and learning, creating tools to measure social and emotional development of children, determining how empathy-related thought processes affect ethical decision-making, and examining how the fictional world of game play can influence and shape real-life experiences. Details how games affect emotions—both during and after play Describes how we can manage a player’s affective reactions Applies the emotional affect to making games more immersive Examines game-based learning and education Identifies which components of online games support socio-emotional development Discusses the impact of game-based emotions beyond the context of games

Design User Experience And Usability Design For Contemporary Interactive Environments

Author : Aaron Marcus
ISBN : 9783030497606
Genre : Computers
File Size : 78. 90 MB
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This book constitutes the refereed proceedings of the 9th International Conference on Design, User Experience, and Usability, DUXU 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020, in Copenhagen, Denmark, in July 2020. The conference was held virtually due to the COVID-19 pandemic. From a total of 6326 submissions, a total of 1439 papers and 238 posters has been accepted for publication in the HCII 2020 proceedings. The 50 papers included in this volume were organized in topical sections on interactions in intelligent and IoT environments, usability aspects of handheld and mobile devices, designing games and immersive experiences, and UX studies in automotive and transport.

Supporting Multiculturalism And Gender Diversity In University Settings

Author : Zhou, Molly Y.
ISBN : 9781466683228
Genre : Education
File Size : 28. 18 MB
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Despite modern technology and the focus on international business striving to make the world a smaller place, many organizations still struggle with the need for diversity and multiculturalism. This issue is also present in academia, as women of color and those previously perceived to be in the ethnic minority continue the journey to become the educators and leaders that universities need. Supporting Multiculturalism and Gender Diversity in University Settings examines the experiences of some of these female leaders and what they learned in their rise through education and academia. Highlighting stories of feminism, race, and what it means to use these life lessons in the classroom, this book is a valuable resource for higher education administrators, policymakers, and women professionals everywhere.

Designing Games For Ethics Models Techniques And Frameworks

Author : Schrier, Karen
ISBN : 9781609601225
Genre : Games & Activities
File Size : 70. 2 MB
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"This book brings together the diverse and growing community of voices on ethics in gaming and begins to define the field, identify its primary challenges and questions, and establish the current state of the discipline"--Provided by publisher.

The Arts Of Larp

Author : David Simkins
ISBN : 9781476617305
Genre : Games & Activities
File Size : 51. 23 MB
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This ethnography of a live-action role play (LARP) community examines the structure of play, how new participants are introduced and apprenticed into the culture, player expectations and motivations, and games as they are designed and as they are performed. The main focus is on LARP’s affordance for learning across a variety of disciplines and interests. The book is intended for LARP participants, academics interested in play or in collaborative development, those interested in new uses of familiar learning environments, and game developers with an interest in creating games with highly interactive narratives and co-creative play experiences in which the role of designer and player is blurred.

Clash Of Realities 2015 16

Author : Clash of Realities
ISBN : 9783839440315
Genre : Social Science
File Size : 24. 91 MB
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Digital games as transmedia works of art - Games as social environments - The aesthetics of play - Digital games in pedagogy - Cineludic aesthetics - Ethics in games - these were some of the important and fascinating topics addressed during the international research conference "Clash of Realities" in 2015 and 2016 by more than a hundred international speakers, academics as well as artists. This volume represents the best contributions - by, inter alia, Janet H. Murray, David OReilly, Eric Zimmerman, Thomas Elsaesser, Lorenz Engell, Susana Tosca, Miguel Sicart, Frans Mäyrä, and Mark J.P. Wolf.

Engaging Consumers Through Branded Entertainment And Convergent Media

Author : Parreno, Jose Marti
ISBN : 9781466683433
Genre : Business & Economics
File Size : 89. 27 MB
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Branded entertainment is gaining popularity within marketing communications strategies. Blurring the lines between advertisements and editorial content, branded marketing provides advertisers and consumers with highly engaging media content that benefits them both. Engaging Consumers through Branded Entertainment and Convergent Media provides an interdisciplinary approach to connecting with the consumer through branding strategies in the entertainment and media fields. Featuring information regarding emergent research and techniques, this publication is a critical reference source for academics, university teachers, researchers and post-graduate students, as well as universities, advertising agencies, marketing directors, brand managers, and professionals interested in the usage and benefits of branded entertainment.

Encyclopedia Of The Sciences Of Learning

Author : Norbert M. Seel
ISBN : 9781441914279
Genre : Education
File Size : 75. 88 MB
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Over the past century, educational psychologists and researchers have posited many theories to explain how individuals learn, i.e. how they acquire, organize and deploy knowledge and skills. The 20th century can be considered the century of psychology on learning and related fields of interest (such as motivation, cognition, metacognition etc.) and it is fascinating to see the various mainstreams of learning, remembered and forgotten over the 20th century and note that basic assumptions of early theories survived several paradigm shifts of psychology and epistemology. Beyond folk psychology and its naïve theories of learning, psychological learning theories can be grouped into some basic categories, such as behaviorist learning theories, connectionist learning theories, cognitive learning theories, constructivist learning theories, and social learning theories. Learning theories are not limited to psychology and related fields of interest but rather we can find the topic of learning in various disciplines, such as philosophy and epistemology, education, information science, biology, and – as a result of the emergence of computer technologies – especially also in the field of computer sciences and artificial intelligence. As a consequence, machine learning struck a chord in the 1980s and became an important field of the learning sciences in general. As the learning sciences became more specialized and complex, the various fields of interest were widely spread and separated from each other; as a consequence, even presently, there is no comprehensive overview of the sciences of learning or the central theoretical concepts and vocabulary on which researchers rely. The Encyclopedia of the Sciences of Learning provides an up-to-date, broad and authoritative coverage of the specific terms mostly used in the sciences of learning and its related fields, including relevant areas of instruction, pedagogy, cognitive sciences, and especially machine learning and knowledge engineering. This modern compendium will be an indispensable source of information for scientists, educators, engineers, and technical staff active in all fields of learning. More specifically, the Encyclopedia provides fast access to the most relevant theoretical terms provides up-to-date, broad and authoritative coverage of the most important theories within the various fields of the learning sciences and adjacent sciences and communication technologies; supplies clear and precise explanations of the theoretical terms, cross-references to related entries and up-to-date references to important research and publications. The Encyclopedia also contains biographical entries of individuals who have substantially contributed to the sciences of learning; the entries are written by a distinguished panel of researchers in the various fields of the learning sciences.

Games And Ethics

Author : Maike Groen
ISBN : 9783658281755
Genre : Education
File Size : 44. 10 MB
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The number of digital gamers is increasing worldwide, but public debates about digital games commonly focus on questionable game content or problematic gaming behavior. This book offers a broader ethical perspective on digital game cultures, presenting theoretical and empirical work on the ethical dimensions of the development, production and distribution of digital games, as well as issues relating to responsible gaming and the pedagogical use of digital games. Questions of the communicative-cultural change in game cultures are linked with questions of media education and media ethics. With such a comprehensive approach, the volume promotes ethical discourse on digital game cultures.

Game Design Education

Author : Özge Cordan
ISBN : 9783030650605
Genre : Education
File Size : 33. 30 MB
Format : PDF
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This book gathers the papers of the PUDCAD Universal Design Practice Conference: Game + Design Education, organized by Istanbul Technical University and held online on June 24-26, 2020. The conference represented one of the key events of the Practicing Universal Design Principles in Design Education through a CAD-Based Game (PUDCAD) project, which developed a design game on a CAD-based platform, enabling students and designers to learn about universal design principles and develop accessible and innovative design ideas. As such, the PUDCAD project met one of the foremost goals of the European Commission, making sure the inclusion and efficient accessibility for people with disabilities into everyday life. The main topics of the conference include: universal design and education, universal design and user experience, game and design studies, gamification, virtual reality experiment, e-learning in design, and playful spaces and interfaces. The contributions, which were selected by means of a rigorous international peer-review process, highlight numerous exciting ideas that will spur novel research directions and foster multidisciplinary collaboration among different specialists.

War Games

Author : Philip Hammond
ISBN : 9781501351167
Genre : Social Science
File Size : 79. 10 MB
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Many of today's most commercially successful videogames, from Call of Duty to Company of Heroes, are war-themed titles that play out in what are framed as authentic real-world settings inspired by recent news headlines or drawn from history. While such games are marketed as authentic representations of war, they often provide a selective form of realism that eschews problematic, yet salient aspects of war. In addition, changes in the way Western states wage and frame actual wars makes contemporary conflicts increasingly resemble videogames when perceived from the vantage point of Western audiences. This interdisciplinary volume brings together scholars from games studies, media and cultural studies, politics and international relations, and related fields to examine the complex relationships between military-themed videogames and real-world conflict, and to consider how videogames might deal with history, memory, and conflict in alternative ways. It asks: What is the role of videogames in the formation and negotiation of cultural memory of past wars? How do game narratives and designs position the gaming subject in relation to history, war and militarism? And how far do critical, anti-war/peace games offer an alternative or challenge to mainstream commercial titles?

Design Utilization And Analysis Of Simulations And Game Based Educational Worlds

Author : Ferdig, Richard E.
ISBN : 9781466640191
Genre : Education
File Size : 78. 78 MB
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Games and simulations have emerged as new and effective tools for educational learning by providing interactivity and integration with online resources that are typically unavailable with traditional educational resources. Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds presents developments and evaluations of games and computer-mediated simulations in order to showcase a better understanding of the role of electronic games in multiple studies. This book is useful for researchers, practitioners, and policymakers to gain a deeper comprehension of the relationship between research and practice of electronic gaming and simulations in the educational environment.

Proceedings Of The 7th European Conference On Management Leadership And Governance

Author : Charles Despres
ISBN : 9781908272171
Genre : Corporate governance
File Size : 46. 14 MB
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