The World of Games: Technologies for Experimenting, Thinking, Learning
Title | The World of Games: Technologies for Experimenting, Thinking, Learning PDF eBook |
Author | Daria Bylieva |
Publisher | Springer Nature |
Total Pages | 420 |
Release | 2023-12-19 |
Genre | Computers |
ISBN | 3031480163 |
This book reflects the various dimensions of play. It gathers together experience with role-play, tabletop, and online games and develops and assesses tools. It also reflects the human condition in this world of games as it becomes a digital world. We are living in a World of Games where every game is a world through which we learn about the world. A World of Games is fun and engaging, but it also provides deceptive pleasures. What may seem like fun is far from harmless. And then there are the many ways of learning in the mode of play.
The World of Games: Technologies for Experimenting, Thinking, Learning
Title | The World of Games: Technologies for Experimenting, Thinking, Learning PDF eBook |
Author | Daria Bylieva |
Publisher | Springer Nature |
Total Pages | 449 |
Release | 2023-12-25 |
Genre | Computers |
ISBN | 3031480201 |
This book reflects the various dimensions of play. It gathers together experience with role-play, tabletop, and online games and develops and assesses tools. It also reflects the human condition in this world of games as it becomes a digital world. We are living in a World of Games where every game is a world through which we learn about the world. A World of Games is fun and engaging, but it also provides deceptive pleasures. What may seem like fun is far from harmless. And then there are the many ways of learning in the mode of play.
The World of Games: Technologies for Experimenting, Thinking, Learning
Title | The World of Games: Technologies for Experimenting, Thinking, Learning PDF eBook |
Author | Daria Bylieva |
Publisher | Springer |
Total Pages | 0 |
Release | 2023-11-24 |
Genre | Computers |
ISBN | 9783031480195 |
This book reflects the various dimensions of play. It gathers together experience with role-play, tabletop, and online games and develops and assesses tools. It also reflects the human condition in this world of games as it becomes a digital world. We are living in a World of Games where every game is a world through which we learn about the world. A World of Games is fun and engaging, but it also provides deceptive pleasures. What may seem like fun is far from harmless. And then there are the many ways of learning in the mode of play.
The World of Games: Technologies for Experimenting, Thinking, Learning
Title | The World of Games: Technologies for Experimenting, Thinking, Learning PDF eBook |
Author | Daria Bylieva |
Publisher | Springer |
Total Pages | 0 |
Release | 2023-12-28 |
Genre | Computers |
ISBN | 9783031480157 |
This book reflects the various dimensions of play. It gathers together experience with role-play, tabletop, and online games and develops and assesses tools. It also reflects the human condition in this world of games as it becomes a digital world. We are living in a World of Games where every game is a world through which we learn about the world. A World of Games is fun and engaging, but it also provides deceptive pleasures. What may seem like fun is far from harmless. And then there are the many ways of learning in the mode of play.
Learning and Collaboration Technologies
Title | Learning and Collaboration Technologies PDF eBook |
Author | Panayiotis Zaphiris |
Publisher | Springer Nature |
Total Pages | 300 |
Release | |
Genre | |
ISBN | 3031616855 |
Game Thinking
Title | Game Thinking PDF eBook |
Author | Amy Jo Kim |
Publisher | Gamethinking.IO |
Total Pages | 214 |
Release | 2018-05-25 |
Genre | Games |
ISBN | 9780999788547 |
During her time working on genre-defining games like The Sims, Rock Band, and Ultima Online, Amy Jo learned that customers stick with products that help them get better at something they care about, like playing an instrument or leading a team. Amy Jo has used her insights from gaming to help hundreds of companies like Netflix, Disney, The New York Times, Ubisoft and Happify innovate faster and smarter, and drive long-term engagement.
What Video Games Have to Teach Us About Learning and Literacy. Second Edition
Title | What Video Games Have to Teach Us About Learning and Literacy. Second Edition PDF eBook |
Author | James Paul Gee |
Publisher | Macmillan |
Total Pages | 256 |
Release | 2014-12-02 |
Genre | Education |
ISBN | 1466886420 |
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.