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Sports Videogames
  • Language: en
  • Pages: 318

Sports Videogames

  • Type: Book
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  • Published: 2013-07-18
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  • Publisher: Routledge

From Pong to Madden NFL to Wii Fit, Sports Videogames argues for the multiple ways that sports videogames—alongside televised and physical sports—impact one another, and how players and viewers make sense of these multiple forms of play and information in their daily lives. Through case studies, ethnographic explorations, interviews and surveys, and by analyzing games, players, and the sports media industry, contributors from a wide variety of disciplines demonstrate the depth and complexity of games that were once considered simply sports simulations. Contributors also tackle key topics including the rise of online play and its implications for access to games, as well as how regulations surrounding player likenesses present challenges to the industry. Whether you’re a scholar or a gamer, Sports Videogames offers a grounded, theory-building approach to how millions make sense of videogames today.

Video Games Around the World
  • Language: en
  • Pages: 715

Video Games Around the World

  • Type: Book
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  • Published: 2015-05-01
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  • Publisher: MIT Press

Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offer...

Discontinuity in Learning
  • Language: en
  • Pages: 207

Discontinuity in Learning

Argues for the educational value of discontinuous experiences such as doubt and struggle, based on fresh readings of John Dewey and J. F. Herbart.

Psychological and Social Implications Surrounding Internet and Gaming Addiction
  • Language: en
  • Pages: 336

Psychological and Social Implications Surrounding Internet and Gaming Addiction

  • Type: Book
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  • Published: 2015-08-03
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  • Publisher: IGI Global

Addiction takes many forms and has the potential to impact individuals of all ages, socio-economic statuses, and ethnic backgrounds. Digital addiction has become one of the latest topics of interest among researchers and mental health professionals as individuals become more engrossed in and reliant on digital devices. Psychological and Social Implications Surrounding Internet and Gaming Addiction focuses on the dark side of technology and the ways in which individuals are falling victim to compulsive internet use as well as gaming and gambling addictions. Highlighting socio-cultural, psycho-social, and techno-cultural perspectives on problematic technology use, this critical publication is ...

Computer Games and New Media Cultures
  • Language: en
  • Pages: 694

Computer Games and New Media Cultures

Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conf...

Cyber Wargaming
  • Language: en
  • Pages: 239

Cyber Wargaming

A first-of-its-kind theoretical overview and practical guide to wargame design Government, industry, and academia need better tools to explore threats, opportunities, and human interactions in cyberspace. The interactive exercises called cyber wargames are a powerful way to solve complex problems in a digital environment that involves both cooperation and conflict. Cyber Wargaming is the first book to provide both the theories and practical examples needed to successfully build, play, and learn from these interactive exercises. The contributors to this book explain what cyber wargames are, how they work, and why they offer insights that other methods cannot match. The lessons learned are not...

Faces of Communities
  • Language: en
  • Pages: 278

Faces of Communities

Was sind die konstitutiven Elemente verschiedener Formen sozialer Nahbeziehungen? Welche Rolle spielen Praktiken der Inklusion und Exklusion bei der Formierung, Aushandlung und Aufrechterhaltung von Gruppen? Wie werden Vertrauens- und Loyalitätsbindungen geschaffen und bewahrt? Wie gehen Gemeinschaften mit Konflikten um? Dieser Band hat das Ziel, den Fokus von dyadischen Nahbeziehungen hin zu Gemeinschaften und Gruppen zu verlagern. Er beinhaltet interdisziplinäre Beiträge und Fallstudien zu unterschiedlichen kulturellen, historischen und geographischen Kontexten. Die Beiträge konzentrieren si.

Serious Games and Edutainment Applications
  • Language: en
  • Pages: 502

Serious Games and Edutainment Applications

The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain. Serious Games and Edutainment Applications offers an insightful introduction to the develo...

Replayed
  • Language: en
  • Pages: 377

Replayed

  • Type: Book
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  • Published: 2023-06-06
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  • Publisher: JHU Press

A leading voice in technology studies shares a collection of essential essays on the preservation of software and history of games. Since the early 2000s, Henry Lowood has led or had a key role in numerous initiatives devoted to the preservation and documentation of virtual worlds, digital games, and interactive simulations, establishing himself as a major scholar in the field of game studies. His voluminous writings have tackled subject matter spanning the history of game design and development, military simulation, table-top games, machinima, e-sports, wargaming, and historical software archives and collection development. Replayed consolidates Lowood's far-flung and significant publications on these subjects into a single volume.

A LUDIC SOCIETY
  • Language: en
  • Pages: 443

A LUDIC SOCIETY

Contemporary game scholarship offers a broad palette of theories and methods inherited from such fields as sociology and communication studies, experimental sciences, literary analysis, educational sciences and cultural critique. At large, this inherently interdisciplinary research aims for a holistic perspective on the 'LUDIC SOCIETY'. With that in mind, this book is organized into four sections that present related and often intertwined ideas and observations about the ways we manifest ourselves in games and play, how games represent us in the present and in the past, how games and play change us, and what it all may mean for contemporary society. This book invites readers to engage with the key challenges of a ludic society, explore new perspectives and initiate fruitful discussions. It is aimed at both passionate game scholars and all those who want to get a first taste of the multifaceted research field of game studies.