Imagine if new knowledge and insights came not just from research centers, think tanks, and universities but also from games, of all things. Video games have been viewed as causing social problems, but what if they actually helped solve them? This question drives Karen Schrier’s Knowledge Games, which seeks to uncover the potentials and pitfalls of using games to make discoveries, solve real-world problems, and better understand our world. For example, so-called knowledge games—such as Foldit, a protein-folding puzzle game, SchoolLife, which crowdsources bullying interventions, and Reverse the Odds, in which mobile game players analyze breast cancer data—are already being used by researchers to gain scientific, psychological, and humanistic insights. Schrier argues that knowledge games are potentially powerful because of their ability to motivate a crowd of problem solvers within a dynamic system while also tapping into the innovative data processing and computational abilities of games. In the near future, Schrier asserts, knowledge games may be created to understand and predict voting behavior, climate concerns, historical perspectives, online harassment, susceptibility to depression, or optimal advertising strategies, among other things. In addition to investigating the intersection of games, problem solving, and crowdsourcing, Schrier examines what happens when knowledge emerges from games and game players rather than scientists, professionals, and researchers. This accessible book also critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen.
The first full-length consideration of Auden as a homosexual poet, this volume shows that Auden's career was tied to a process of gay self-interrogation unparalleled in modern poetry and argues that he was driven by a powerful yearning to ...
This book, begun by the late Kenneth Cmiel and completed by his close friend John Durham Peters, provides a genealogy of the information age from its early origins up to the reign of Google.
Knowledge. Capabilities. for. Economic. Diversification ... The developing countries, in particular, can benefit from the new economy by acquiring skills, knowledge and information to foster economic growth and diversify output.
Modeling the Acquisition of Fluent Skill in Educational Action Games Ryan S.J.D. Baker1, M.P. Jacob Habgood1, Shaaron E. Ainsworth1, and Albert T. Corbett2 1Learning Sciences Research Institute, University of Nottingham, Nottingham, ...
Robert Aumann is a versatile game theorist who has stamped his authority with creative contributions in a wide range of topics in game theory such as repeated games, correlated equilibria, bargaining theory, cooperative game theory, ...
Although this can be good for many serious games applications, by focusing on the essential aspects of the intended experience, it may fail in other cases. This is the case when the focus of the player should be in the surrounding ...
characteristic of effective educational games design [2, 17, 18]. However, not all researchers entirely agree on the source of motivation. Some think narrative is an important element of effective educational game design [8, 12, 19].
balance, coordination, synchronization and timing of muscles. It takes a tremendous amount of ... Unorganized sensory input creates a traffic jam in our brain making it difficult to pay attention and learn. To be successful learners, ...
This is the idea that is built into the analysis of games to cover how players form expectations: We assume that there is common knowledge of rationality held by the players. The common knowledge ...
Another theme that was considered is Corporate Governance. ... The main management accounting concepts that were presented to the students include: • Major activities from manufacturing, to use and maintenance, and final disposal: ...