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Mental Health | Atmospheres | Video Games
  • Language: en
  • Pages: 290

Mental Health | Atmospheres | Video Games

  • Type: Book
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  • Published: 2022-10
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  • Publisher: Unknown

Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions.

Mental Health | Atmospheres | Video Games
  • Language: en
  • Pages: 263

Mental Health | Atmospheres | Video Games

Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions.

Violence | Perception | Video Games
  • Language: en
  • Pages: 231

Violence | Perception | Video Games

This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2017 and 2018. The 2017 workshop - Perceiving Video Games - explored the video game medium by focusing on perception and meaning-making processes. The 2018 workshop - Reframing the Violence and Video Games Debate - transcended misleading claims that link video games and violent behavior by offering a range of fresh topical perspectives. From BA students to postdoctoral researchers, the young academics of this anthology stem from a spectrum of backgrounds, including game studies, game design, and phenomenology. This volume also features an entry by renowned psychologist Christopher J. Ferguson.

The Study of Games
  • Language: en
  • Pages: 548

The Study of Games

  • Type: Book
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  • Published: 2015-01-27
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  • Publisher: Ishi Press

The authors, Elliott Morton Avedon and Brian Sutton-Smith are recognized authorities on the study of games. Elliott Morton Avedon was born on 28 April 1930 in Florida. He is the author of "Therapeutic Recreation Service: An Applied Behavioural Approach." Brian Sutton-Smith was born in Wellington, New Zealand in 1924. His academic career is focused on children's games, adult games, children's play, children's drama, films and narratives, as well as children's gender issues and sibling position. Brian Sutton-Smith is the author of some 50 books, the most recent of which is The Ambiguity of Play, and some 350 scholarly articles. He has been the President of The Anthropological Association for the Study of Play and of The American Psychological Association, Division g10 (Psychology and the Arts). As a founder of the Children's Folklore Society he has received a Lifetime Achievement Award from the American Folklore Society.

History in Games
  • Language: en
  • Pages: 285

History in Games

Where do we end up when we enter the time machine that is the digital game? One axiomatic truth of historical research is that the past is the time-space that eludes human intervention. Every account made of the past is therefore only an approximation. But how is it that strolling through ancient Alexandria can feel so real in the virtual world? Claims of authenticity are prominent in discussions surrounding the digital games of our time. What is historical authenticity and does it even matter? When does authenticity or the lack thereof become political? By answering these questions, the book illuminates the ubiquitous category of authenticity from the perspective of historical game studies.

Ludoliteracy
  • Language: en
  • Pages: 164

Ludoliteracy

  • Type: Book
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  • Published: 2010
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  • Publisher: Lulu.com

On the surface, it seems like teaching about games should be easy. After all, students are highly motivated, enjoy engaging with course content, and have extensive personal experience with videogames. However, games education can be surprisingly complex.

The Art of Failure
  • Language: en
  • Pages: 173

The Art of Failure

  • Type: Book
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  • Published: 2013
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  • Publisher: MIT Press

An exploration of why we play video games despite the fact that we are almost certain to feel unhappy when we fail at them.

Diversity of Play
  • Language: en
  • Pages: 112

Diversity of Play

The early days when digital games were new, harmless, and a niche are long gone. Today's games can simulate battlefields, predict disaster, and crash markets. We are faced with a diversity of play and the ubiquity of games, making them not only a popular medium, but the leading medium of our contemporary society. Based on the keynote lectures held at DiGRA2015, "Diversity of Play" provides a critical view on the current stage of digital games from a theoretic, artistic, and practical perspective by pointing towards the uncanny, the power of "unnatural" narratives, and the exceptions and uncertainties of digital ludic environments. With an interview with Karen Palmer and essays by Astrid Ensslin, Mathias Fuchs, Tanya Krzywinska, and Markus Rautzenberg. This work was published by Saint Philip Street Press pursuant to a Creative Commons license permitting commercial use. All rights not granted by the work's license are retained by the author or authors.

Game Research Methods: An Overview
  • Language: en
  • Pages: 374

Game Research Methods: An Overview

  • Type: Book
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  • Published: 2015
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  • Publisher: Lulu.com

"Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games."--Provided by publisher.

Play like a Feminist.
  • Language: en
  • Pages: 182

Play like a Feminist.

  • Type: Book
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  • Published: 2020-08-18
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  • Publisher: MIT Press

Why video games need feminism and feminism needs video games. “You play like a girl”: it's meant to be an insult, accusing a player of subpar, un-fun playing. If you're a girl, and you grow up, do you “play like a woman”—whatever that means? In this provocative and enlightening book, Shira Chess urges us to play like feminists. Furthermore, she urges us to play video games like feminists. Playing like a feminist is empowering and disruptive; it exceeds the boundaries of gender yet still advocates for gender equality. Playing like a feminist offers a new way to think about how humans play —and also a new way to think about how feminists do their feministing. Chess argues that femi...