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Organizations value insights from reflexive, iterative processes of designing interactive environments that reflect user experience. “I really like this definition of experience architecture, which requires that we understand ecosystems of activity, rather than simply considering single-task scenarios.”—Donald Norman (The Design of Everyday Things)
Their bond was forged in the crucible of combat. No matter what life threw at them, they were Marines--ready to do anything for each other. But these four decorated veterans now have one hour to stop the unthinkable ... When a small town home invasion results in a tragic death, retired Marine Master Sergeant James "Johnny" Johansen agonizes over questions whose answers threaten his loved ones, his career, and his company.
"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.
"With an increasing use of vido games in various disciplines within the scientific community, this book seeks to understand the nature of effective games and to provide guidance for how best to harness the power of gaming technology to successfully accomplish a more serious goal"--Provided by publisher.
Digital ethnography can be understood as a method for representing real-life cultures through storytelling in digital media. Enabling audiences to go beyond absorbing facts, computer-based storytelling allows for immersion in the experience of another culture. A guide for anyone in the social sciences who seeks to enrich ethnographic techniques, Digital Ethnography offers a groundbreaking approach that utilizes interactive components to simulate cultural narratives. Integrating insights from cultural anthropology, folklore, digital humanities, and digital heritage studies, this work brims with case studies that provide in-depth discussions of applied projects. Web links to multimedia example...
Although higher education institutes are not typically thought of as a business, colleges and universities utilize marketing strategies in order to compete for students. Information and communication technologies have enhanced and changed the nature and context of communication exchange, allowing for a broader range of competition. Marketing Strategies for Higher Education Institutions: Technological Considerations and Practices provides different aspects of marketing management and technological innovations in all parts of education, including K-12, non-formal, and distance education. Highlighting research studies, experiences, and cases on educational marketing, this book is essential for educational planners, administrators, researchers, and marketing practitioners involved in all aspects of educational development.
The Handbook of Experiential Learning is a comprehensive resource that draws together contemporary thought and practice on a wide range of experiential learning applications from the best-known authorities on the topic. In this book, volume editor and leading experiential learning expert, Mel Silberman presents a contemporary review of experiential learning in the workplace complete with models, applications, and innovative uses. The handbook covers a broad range of experiential learning methods including: Games and simulations Action learning Role-play and Improv Story-telling Adventure activity Reflective practice Creative play It also describes the use of experiential learning in topics such as technical skills, leadership, team building, diversity and cross-cultural training, and emotional intelligence.
Charles Brockden Brown (1771–1810) was a key writer of the revolutionary era and early U.S. republic, known for his landmark novels and other writings in a variety of genres. The Collected Writings of Charles Brockden Brown presents all of Brown’s non-novelistic writings—letters, political pamphlets, fictions, periodical writings, historical writings, and poety—in a seven-volume scholarly set. This series’ volumes are edited to the highest scholarly standards and will bear the seal of the Modern Language Association Committee on Scholarly Editions (MLA-CSE). Poems,volume 7 of the series, is the first comprehensive collection of the poetry of Charles Brockden Brown (1771– 1810), o...
For thousands of years storytelling has been a key means of instruction in cultures around the world. Today stories are told for educational purposes in virtually every domain of human endeavor. This book explores various theoretical and practical aspects of storytelling as an instructional method. It is divided into sections that examine instructional uses of the four types of storytelling: scenario-based, problem-based, case-based and narrative. The book’s chapters cover a variety of topics including; theories of storytelling instructional effectiveness, story archetypes, cognition and storytelling, the use of stories in instructional games, and effective instructional strategies that employ stories. In addition, practical applications of storytelling are given for healing combat stress and improving information security.
What is a videogame? What makes a videogame "good"? If a game is supposed to be fun, can it be fun without a good story? If another is supposed to be an accurate simulation, does it still need to be entertaining? With the ever-expanding explosion of new videogames and new developments in the gaming world, questions about videogame criticism are becoming more complex. The differing definitions that players and critics use to decide what a game is and what makes a game successful, often lead to different ideas of how games succeed or fail. This collection of new essays puts on display the variety and ambiguity of videogames. Each essay is a work of game criticism that takes a different approach to defining the game and analyzing it. Through analysis and critical methods, these essays discuss whether a game is defined by its rules, its narrative, its technology, or by the activity of playing it, and the tensions between these definitions. With essays on Overwatch, Dark Souls 3, Far Cry 4, Farmville and more, this collection attempts to show the complex changes, challenges and advances to game criticism in the era of videogames.