"Millions of children visit virtual worlds every day. In such virtual play spaces as Habbo Hotel, Toontown, and Whyville, kids chat with friends from school, meet new people, construct avatars, and earn and spend virtual currency. In 'Connected Play', Yasmin Kafai and Deborah Fields investigate what happens when kids play in virtual worlds, how this matters for their offline lives, and what thi…
OCLC-licensed vendor bibliographic record.
"A book on how video games changed monsters, and how video game monsters shape our notions of otherness"--OCLC-licensed vendor bibliographic record.
"This is Johan Huizinga's Homo Ludens for the 21st century. Miguel Sicart extends Huizinga's argument that play is essential to the generation of culture to the computational culture of today"--OCLC-licensed vendor bibliographic record.
"In an increasingly hectic world, walking simulators provide a chance for a meditative online experience. Wandering Games will be the first book to explore this genre"--OCLC-licensed vendor bibliographic record.
An important new voice provides a riveting look at why video games need feminism and why all of us should make space for more play in our lives. "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…
"GBA is the progentitor of handheld gaming platforms today. Who are You? offers fresh ways of thinking about the production, circulation, and actual use of a video game platform"--OCLC-licensed vendor bibliographic record.
A play-centered invitation to experience the power and delight unlocked by imagination.Bernard De Koven (1941-2018) was a pioneering designer of games and theorist of fun. He studied games long before the field of game studies existed. For De Koven, games could not be reduced to artifacts and rules; they were about a sense of transcendent fun. This book, his last, is about the imagination: the …
An approach to performance-based assessments that embeds assessments in digital games in order to measure how students are progressing toward targeted goals.To succeed in today's interconnected and complex world, workers need to be able to think systemically, creatively, and critically. Equipping K-16 students with these twenty-first-century competencies requires new thinking not only about wha…
"In Playing with Sound, Karen Collins examines video game sound from the player's perspective. She explores the many ways that players interact with a game's sonic aspects, ambient sound, dialogue, and interface sounds -- both within and outside of the game. She investigates the ways that meaning is found, embodied, created, evoked, hacked, remixed, negotiated, and renegotiated by players in th…