"Against Flow critically examines the idea of flow in order to temper a growing number of voices that focus on play's positive potentials"--OCLC-licensed vendor bibliographic record.
"Paul charts the appeal of free-to-play games and examines how they challenge dominant game industry norms"--OCLC-licensed vendor bibliographic record.
"Making Games conceptualizes the role of tools in game-making and to demonstrate their influence on both the politics and aesthetics of games"--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.
OCLC-licensed vendor bibliographic record.
"The author develops a model of peer pedagogy by examining the popular genre of Let's Play videos as a source of learning for Minecraft players"--OCLC-licensed vendor bibliographic record.
Can games measure intelligence? How will artificial intelligence inform games of the future? In 'Playing Smart', Julian Togelius explores the connections between games and intelligence to offer a new vision of future games and game design. Video games already depend on AI. We use games to test AI algorithms, challenge our thinking, and better understand both natural and artificial intelligence.…
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…