The Access Principle

The Access Principle
Author: John Willinsky
Publisher: Digital Libraries and Electron
Total Pages: 320
Release: 2006
Genre: Computers
ISBN:

Questions about access to scholarship have always raged. The great libraries of the past stood as arguments for increasing access. John Willinsky describes the latest chapter in this ongoing story - online open access publishing by scholarly journals and makes a case for open access as a public good.

Gaming the Metrics

Gaming the Metrics
Author: Mario Biagioli
Publisher: MIT Press
Total Pages: 307
Release: 2020-01-28
Genre: Education
ISBN: 0262356570

How the increasing reliance on metrics to evaluate scholarly publications has produced new forms of academic fraud and misconduct. The traditional academic imperative to “publish or perish” is increasingly coupled with the newer necessity of “impact or perish”—the requirement that a publication have “impact,” as measured by a variety of metrics, including citations, views, and downloads. Gaming the Metrics examines how the increasing reliance on metrics to evaluate scholarly publications has produced radically new forms of academic fraud and misconduct. The contributors show that the metrics-based “audit culture” has changed the ecology of research, fostering the gaming and manipulation of quantitative indicators, which lead to the invention of such novel forms of misconduct as citation rings and variously rigged peer reviews. The chapters, written by both scholars and those in the trenches of academic publication, provide a map of academic fraud and misconduct today. They consider such topics as the shortcomings of metrics, the gaming of impact factors, the emergence of so-called predatory journals, the “salami slicing” of scientific findings, the rigging of global university rankings, and the creation of new watchdogs and forensic practices.

Works of Game

Works of Game
Author: John Sharp
Publisher: MIT Press
Total Pages: 157
Release: 2015-03-06
Genre: Games & Activities
ISBN: 0262029073

An exploration of the relationship between games and art that examines the ways that both gamemakers and artists create game-based artworks. Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes—to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. “Game Art,” which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. “Artgames,” created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, “Artists' Games”—with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman—represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities.

Handbook of Research on Effective Electronic Gaming in Education

Handbook of Research on Effective Electronic Gaming in Education
Author: Ferdig, Richard E.
Publisher: IGI Global
Total Pages: 1762
Release: 2008-07-31
Genre: Technology & Engineering
ISBN: 1599048116

"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.

Game-Based Learning

Game-Based Learning
Author: Patrick Felicia
Publisher: Cambridge Scholars Publishing
Total Pages: 280
Release: 2014-06-26
Genre: Juvenile Nonfiction
ISBN: 1443862436

This book is an invitation to delve into the world of Game-Based Learning, to understand the many facets that make games a truly interesting and effective tool to teach and train in the 21st century. It includes nine chapters which were initially presented at the iGBL conference, a conference held throughout Ireland, where researchers, practitioners, students and other stakeholders meet and share their interest in games and education. These chapters touch on some very important topics, including games for health; formal education; poetry and games; science teaching through mobile games; relaxation with gaming devices; and accounting for disabilities with handheld devices. Together, these chapters illustrate the advancements in the field of Game-Based Learning, the challenges faced by developers and educators, as well as the opportunities that this medium can offer. Each chapter is written with practicality in mind in an effort to provide the reader with both a solid theoretical approach and background, coupled to some practical guidelines and suggestions that can be applied easily.

Handbook of Computer Game Studies

Handbook of Computer Game Studies
Author: Joost Raessens
Publisher: MIT Press
Total Pages: 471
Release: 2011-08-19
Genre: Computers
ISBN: 0262516586

A broad treatment of computer and video games from a wide range of perspectives, including cognitive science and artificial intelligence, psychology, history, film and theater, cultural studies, and philosophy. New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others. Part I considers the "prehistory" of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer's point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture.

Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches

Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches
Author: Felicia, Patrick
Publisher: IGI Global
Total Pages: 1374
Release: 2011-04-30
Genre: Education
ISBN: 1609604962

"This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design"--Provided by publisher.

Casinonomics

Casinonomics
Author: Douglas M. Walker
Publisher: Springer Science & Business Media
Total Pages: 329
Release: 2013-05-15
Genre: Business & Economics
ISBN: 1461471230

Casinonomics provides a comprehensive analysis of the economic and social impacts of the casino industry. Examining the latest cutting-edge research, with a mix of theory and empirical evidence, Casinonomics informs the reader on the most important facets at the forefront of the public policy debate over this controversial industry. While the casino industry has continued to expand across the United States, and around the world, critics argue that casinos bring negative social impacts that offset any economic benefits. Casinonomics examines the evidence on the frequently claimed benefits and costs stemming from expansions in the casino industry, including the impact on economic growth, consumer welfare, and government tax revenues, as well as gambling disorders, crime rates, and the impact on other businesses. Readers will come away with a better-informed opinion on the merits of these arguments for and against public policies that would expand casino gambling.