"All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. In this book, authors present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games ... provide detailed examinations of selected games, demonstrating the many ways in which values are embedded in them. They introduce the Values at Play heuristic, a systematic approach for incorporating values into the game design process. Interspersed among the book's chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved."--Provided by publishser.
It was also a matchup of two great coaches: Dean Smith of North Carolina and John Thompson of Georgetown. The game was hard fought and came down to the last seconds. North Carolina went ahead by 1 with eighteen seconds to go on a jump ...
This book is full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. 22 contributors (developers, scholars, reviewers and bloggers) look at video games through both ...
... the rise of game companies such as Parker Brothers, known for Tiddlywinks (1897), Post Office Game (1897), and War at Sea (1898), and the McLoughlin Brothers, which offered Pilgrim's Progress (1893) and Soldier Ten Pins (1890), ...
"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.
This book gives an in-depth philosophical analysis of moral problems to which information technology gives rise, for example, problems related to privacy, intellectual property, responsibility, friendship, and trust, with contributions from ...
Design Focus: Games as Social Play (chapter 28) Description: Using concepts from the schema on social play, students analyze a game. ... Some of the New Games games are twists on classic designs; others are remarkably original.
The fact that we play games demonstrates something remarkable about the nature of our own agency: we are capable of incredible fluidity with our ownmotivations and rationality.This volume presents a new theory of games which insists on ...
Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself.
These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.
In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players.