Plays And Players Scholars Choice Edition
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Author | : Katie Salen Tekinbas |
Publisher | : MIT Press |
Total Pages | : 680 |
Release | : 2003-09-25 |
Genre | : Computers |
ISBN | : 9780262240451 |
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Author | : Randy Ribay |
Publisher | : Houghton Mifflin Harcourt |
Total Pages | : 339 |
Release | : 2018 |
Genre | : Juvenile Fiction |
ISBN | : 1328702278 |
A powerful novel about friendship, basketball, and one teen's mission to create a better life for his family. Written in the tradition of Jason Reynolds, Matt de la Pe a, and Walter Dean Myers, After the Shot Drops now has three starred reviews * "Belongs on the shelf alongside contemporary heavy-hitters like Angie Thomas's The Hate U Give, Brendan Kiely and Jason Reynolds's All-American Boys, and Nic Stone's Dear Martin."--School Library Journal, starred review Bunny and Nasir have been best friends forever, but when Bunny accepts an athletic scholarship across town, Nasir feels betrayed. While Bunny tries to fit in with his new, privileged peers, Nasir spends more time with his cousin, Wallace, who is being evicted. Nasir can't help but wonder why the neighborhood is falling over itself to help Bunny when Wallace is in trouble. When Wallace makes a bet against Bunny, Nasir is faced with an impossible decision--maybe a dangerous one. Told from alternating perspectives, After the Shot Drops is a heart-pounding story about the responsibilities of great talent and the importance of compassion.
Author | : Mary Flanagan |
Publisher | : MIT Press |
Total Pages | : 363 |
Release | : 2013-02-08 |
Genre | : Computers |
ISBN | : 0262518651 |
An examination of subversive games like The Sims—games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists’ alternative computer-based games and explores games for change, considering the way activist concerns—including worldwide poverty and AIDS—can be incorporated into game design. Arguing that this kind of conscious practice—which now constitutes the avant-garde of the computer game medium—can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.
Author | : Miro Roman |
Publisher | : Birkhäuser |
Total Pages | : 528 |
Release | : 2021-12-06 |
Genre | : Architecture |
ISBN | : 3035624054 |
How does coding change the way we think about architecture? This question opens up an important research perspective. In this book, Miro Roman and his AI Alice_ch3n81 develop a playful scenario in which they propose coding as the new literacy of information. They convey knowledge in the form of a project model that links the fields of architecture and information through two interwoven narrative strands in an “infinite flow” of real books. Focusing on the intersection of information technology and architectural formulation, the authors create an evolving intellectual reflection on digital architecture and computer science.
Author | : Kristine Jorgensen |
Publisher | : MIT Press |
Total Pages | : 328 |
Release | : 2019-02-05 |
Genre | : Games & Activities |
ISBN | : 026203865X |
Contributors from a range of disciplines explore boundary-crossing in videogames, examining both transgressive game content and transgressive player actions. Video gameplay can include transgressive play practices in which players act in ways meant to annoy, punish, or harass other players. Videogames themselves can include transgressive or upsetting content, including excessive violence. Such boundary-crossing in videogames belies the general idea that play and games are fun and non-serious, with little consequence outside the world of the game. In this book, contributors from a range of disciplines explore transgression in video games, examining both game content and player actions. The contributors consider the concept of transgression in games and play, drawing on discourses in sociology, philosophy, media studies, and game studies; offer case studies of transgressive play, considering, among other things, how gameplay practices can be at once playful and violations of social etiquette; investigate players' emotional responses to game content and play practices; examine the aesthetics of transgression, focusing on the ways that game design can be used for transgressive purposes; and discuss transgressive gameplay in a societal context. By emphasizing actual player experience, the book offers a contextual understanding of content and practices usually framed as simply problematic. Contributors Fraser Allison, Kristian A. Bjørkelo, Kelly Boudreau, Marcus Carter, Mia Consalvo, Rhys Jones, Kristine Jørgensen, Faltin Karlsen, Tomasz Z. Majkowski, Alan Meades, Torill Elvira Mortensen, Víctor Navarro-Remesal, Holger Pötzsch, John R. Sageng, Tanja Sihvonen, Jaakko Stenros, Ragnhild Tronstad, Hanna Wirman
Author | : Kathleen Bachynski |
Publisher | : UNC Press Books |
Total Pages | : 297 |
Release | : 2019-11-25 |
Genre | : Health & Fitness |
ISBN | : 1469653710 |
From the untimely deaths of young athletes to chronic disease among retired players, roiling debates over tackle football have profound implications for more than one million American boys—some as young as five years old—who play the sport every year. In this book, Kathleen Bachynski offers the first history of youth tackle football and debates over its safety. In the postwar United States, high school football was celebrated as a "moral" sport for young boys, one that promised and celebrated the creation of the honorable male citizen. Even so, Bachynski shows that throughout the twentieth century, coaches, sports equipment manufacturers, and even doctors were more concerned with "saving the game" than young boys' safety—even though injuries ranged from concussions and broken bones to paralysis and death. By exploring sport, masculinity, and citizenship, Bachynski uncovers the cultural priorities other than child health that made a collision sport the most popular high school game for American boys. These deep-rooted beliefs continue to shape the safety debate and the possible future of youth tackle football.
Author | : Julian Togelius |
Publisher | : MIT Press |
Total Pages | : 188 |
Release | : 2019-01-15 |
Genre | : Games & Activities |
ISBN | : 0262350157 |
THE FUTURE OF GAME DESIGN IN THE AGE OF AI: Can games measure intelligence? And 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. In the future, Togelius argues, game designers will be able to create smarter games that make us smarter in turn, applying advanced AI to help design games. In this book, he tells us how. Games are the past, present, and future of artificial intelligence. In 1948, Alan Turing, one of the founding fathers of computer science and artificial intelligence, handwrote a program for chess. Today we have IBM’s Deep Blue and DeepMind’s AlphaGo, and huge efforts go into developing AI that can play such arcade games as Pac-Man. Programmers continue to use games to test and develop AI, creating new benchmarks for AI while also challenging human assumptions and cognitive abilities. Game design is at heart a cognitive science, Togelius reminds us—when we play or design a game, we plan, think spatially, make predictions, move, and assess ourselves and our performance. By studying how we play and design games, Togelius writes, we can better understand how humans and machines think. AI can do more for game design than providing a skillful opponent. We can harness it to build game-playing and game-designing AI agents, enabling a new generation of AI-augmented games. With AI, we can explore new frontiers in learning and play.
Author | : Anu Bradford |
Publisher | : Oxford University Press |
Total Pages | : 425 |
Release | : 2020-01-27 |
Genre | : Law |
ISBN | : 0190088591 |
For many observers, the European Union is mired in a deep crisis. Between sluggish growth; political turmoil following a decade of austerity politics; Brexit; and the rise of Asian influence, the EU is seen as a declining power on the world stage. Columbia Law professor Anu Bradford argues the opposite in her important new book The Brussels Effect: the EU remains an influential superpower that shapes the world in its image. By promulgating regulations that shape the international business environment, elevating standards worldwide, and leading to a notable Europeanization of many important aspects of global commerce, the EU has managed to shape policy in areas such as data privacy, consumer health and safety, environmental protection, antitrust, and online hate speech. And in contrast to how superpowers wield their global influence, the Brussels Effect - a phrase first coined by Bradford in 2012- absolves the EU from playing a direct role in imposing standards, as market forces alone are often sufficient as multinational companies voluntarily extend the EU rule to govern their global operations. The Brussels Effect shows how the EU has acquired such power, why multinational companies use EU standards as global standards, and why the EU's role as the world's regulator is likely to outlive its gradual economic decline, extending the EU's influence long into the future.
Author | : Virgil Nemoianu |
Publisher | : John Benjamins Publishing |
Total Pages | : 280 |
Release | : 1991-01-01 |
Genre | : Literary Criticism |
ISBN | : 9027242372 |
The papers in this book respond to the public debate over literary canons, in the United States, and elsewhere, by placing the political-ideological aspects of the conflict inside perspectives derived from comparative literature. Canons are seen by most of the contributors as based on democratic and communal intentions or choices inevitable filtered through and colored by historical experiences and social biases.An examination of the canonical process over many centuries reveals both the impressive durability of its elements and the amazing flexibility of its outlines. The careful individual analyses, as well as the thought-provoking general contributions in this volume agree that the democracy of play is one of the strongest bonds uniting the human race. Canons or canons, the contributors argue, are based on it and reflect the intimate interdependence of cultural and intellectual matters with the workings of society as a whole. Contributors Charles Altieri, Lilian R. Furst, Michael G. Cooke, Robert Royal, Roger Shattuck, Rosa E.M.D. Penna, Glen M. Johnson, Yves Chevrel, Raymond A. Prier, Peter Walker, Christopher Clausen, Virgil Nemoianu.
Author | : Alenda Y. Chang |
Publisher | : U of Minnesota Press |
Total Pages | : 293 |
Release | : 2019-12-31 |
Genre | : Games & Activities |
ISBN | : 145296226X |
A potent new book examines the overlap between our ecological crisis and video games Video games may be fun and immersive diversions from daily life, but can they go beyond the realm of entertainment to do something serious—like help us save the planet? As one of the signature issues of the twenty-first century, ecological deterioration is seemingly everywhere, but it is rarely considered via the realm of interactive digital play. In Playing Nature, Alenda Y. Chang offers groundbreaking methods for exploring this vital overlap. Arguing that games need to be understood as part of a cultural response to the growing ecological crisis, Playing Nature seeds conversations around key environmental science concepts and terms. Chang suggests several ways to rethink existing game taxonomies and theories of agency while revealing surprising fundamental similarities between game play and scientific work. Gracefully reconciling new media theory with environmental criticism, Playing Nature examines an exciting range of games and related art forms, including historical and contemporary analog and digital games, alternate- and augmented-reality games, museum exhibitions, film, and science fiction. Chang puts her surprising ideas into conversation with leading media studies and environmental humanities scholars like Alexander Galloway, Donna Haraway, and Ursula Heise, ultimately exploring manifold ecological futures—not all of them dystopian.