Video Games Yes Or No
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Author | : Erin Palmer |
Publisher | : |
Total Pages | : 0 |
Release | : 2015-08 |
Genre | : Video games |
ISBN | : 9781634303491 |
After a long day of school it's nice to be able to come home and play your favorite video game, but could too much game time be helpful or harmful? It might keep you from getting the exercise you need, interacting with friends and family, or completing your homework. Put the game control down and think about it. You decide! This title will allow students to determine the main idea of a text; recount the key details and explain how they support the main idea. * Bold keywords with phonetic glossary * Text based questions * Table of contents and headings
Author | : Erin Palmer |
Publisher | : Carson-Dellosa Publishing |
Total Pages | : 24 |
Release | : 2018-11-30 |
Genre | : Juvenile Nonfiction |
ISBN | : 1643697145 |
After a long day of school it’s nice to be able to come home and play your favorite video game, but could too much game time be helpful or harmful? It might keep you from getting the exercise you need, interacting with friends and family, or completing your homework. Put the game control down and think about it. You decide! This title will allow students to determine the main idea of a text; recount the key details and explain how they support the main idea. • Bold keywords with phonetic glossary • Text based questions • Table of contents and headings
Author | : Nick Christopher |
Publisher | : Greenhaven Publishing LLC |
Total Pages | : 26 |
Release | : 2017-12-15 |
Genre | : Juvenile Nonfiction |
ISBN | : 1534524266 |
Violence in the media is a major topic of debate, and video games are often at the center of these debates. Are they too violent? Does playing a violent video game have any impact on a young person becoming violent themselves? Readers are encouraged to form their own answers to these challenging questions and to back them up with facts from the enlightening text. A detailed graphic organizer, vivid photographs, and helpful fact boxes are also included to guide readers as they explore the many facets of this controversial issue.
Author | : Megan Madison |
Publisher | : Penguin |
Total Pages | : 36 |
Release | : 2022-02-01 |
Genre | : Juvenile Nonfiction |
ISBN | : 0593386620 |
A picture book edition of the bestselling board book about consent, offering adults the opportunity to begin important conversations with young children in an informed, safe, and supported way. A board book bestseller – now in picture book! Developed by experts in the fields of early childhood development and activism against injustice, this topic-driven book offers clear, concrete language and imagery to introduce the concept of consent. This book serves to normalize and celebrate the experience of asking for and being asked for permission to do something involving one's body. It centers on respect for bodily autonomy, and reviews the many ways that one can say or indicate "No." While young children are avid observers and questioners of their world, adults often shut down or postpone conversations on complicated topics because it's hard to know where to begin. Research shows that talking about issues like race, gender, and our bodies from the age of two not only helps children understand what they see, but also increases self-awareness, self-esteem, and allows them to recognize and confront things that are unfair, like discrimination and prejudice. These books offer a supportive approach that considers both the child and the adult. Illustrative art accompanies the simple and interactive text, and the backmatter offers additional resources and ideas for extending this discussion.
Author | : Asi Burak |
Publisher | : Macmillan + ORM |
Total Pages | : 237 |
Release | : 2017-01-31 |
Genre | : Social Science |
ISBN | : 1250089344 |
“An insider’s view of the good things that can emerge from being glued to a screen. . . . A solid piece of pop-culture/business journalism.” —Kirkus Reviews The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception—from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement’s most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer Prize–winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.
Author | : Alfie Bown |
Publisher | : John Wiley & Sons |
Total Pages | : 140 |
Release | : 2017-10-16 |
Genre | : Social Science |
ISBN | : 1509518061 |
From mobile phones to consoles, tablets and PCs, we are now a generation of gamers. The PlayStation Dreamworld is – to borrow a phrase from Slavoj Zizek – the pervert's guide to videogames. It argues that we can only understand the world of videogames via Lacanian dream analysis. It also argues that the Left needs to work inside this dreamspace – a powerful arena for constructing our desires – or else the dreamworld will fall entirely into the hands of dominant and reactionary forces. While cyberspace is increasingly dominated by corporate organization, gaming, at its most subversive, can nevertheless produce radical forms of enjoyment which threaten the capitalist norms that are created and endlessly repeated in our daily relationships with mobile phones, videogames, computers and other forms of technological entertainment. Far from being a book solely for dedicated gamers, this book dissects the structure of our relationships to all technological entertainment at a time when entertainment has become ubiquitous. We can no longer escape our fantasies but rather live inside their digital reality.
Author | : Braxton Soderman |
Publisher | : MIT Press |
Total Pages | : 329 |
Release | : 2021-04-13 |
Genre | : Games & Activities |
ISBN | : 0262045508 |
A critical discussion of the experience and theory of flow (as conceptualized by Mihaly Csikszentmihalyi) in video games. Flow--as conceptualized by the psychologist Mihaly Csikszentmihalyi--describes an experience of "being in the zone," of intense absorption in an activity. It is a central concept in the study of video games, although often applied somewhat uncritically. In Against Flow, Braxton Soderman takes a step back and offers a critical assessment of flow's historical, theoretical, political, and ideological contexts in relation to video games. With close readings of games that implement and represent flow, Soderman not only evaluates the concept of flow in terms of video games but also presents a general critique of flow and its sibling, play.
Author | : James Paul Gee |
Publisher | : Macmillan |
Total Pages | : 233 |
Release | : 2014-12-02 |
Genre | : Education |
ISBN | : 1466886420 |
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
Author | : Celia Hodent |
Publisher | : Routledge |
Total Pages | : 105 |
Release | : 2020-10-07 |
Genre | : Psychology |
ISBN | : 1000194760 |
What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena? The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.
Author | : Rachel Seigel |
Publisher | : North Star Editions, Inc. |
Total Pages | : 51 |
Release | : 2018-01-01 |
Genre | : Juvenile Nonfiction |
ISBN | : 1635176689 |
Provides a thorough overview of the major pros and cons of playing video games. Readable text, interesting sidebars, and illuminating infographics invite readers to jump in and join the debate.