Beyond Fun

Beyond Fun
Author: Drew Davidson
Publisher: Lulu.com
Total Pages: 208
Release: 2008
Genre: Computers
ISBN: 055700750X

This book focuses on strategies for applying games, simulations and interactive experiences in learning contexts. A facet of this project is the interactive and collaborative method in which it was created. Instead of separated individual articles, the authors and editors have orchestrated the articles together, reading and writing as a whole so that the concepts across the articles resonate with each other. It is our intention that this text will serve as the basis of many more discussions across conference panels, online forums and interactive media that in turn will engender more special collaborative issues and texts.

Beyond Donkey Kong

Beyond Donkey Kong
Author: Ken Horowitz
Publisher: McFarland
Total Pages: 274
Release: 2020-08-20
Genre: Games & Activities
ISBN: 1476684200

Before the enormously successful NES console changed the video game landscape in the 1980s, Nintendo became famous for producing legendary arcade machines like Donkey Kong and Mario Bros. Drawing on original interviews, news reports and other documents, this book traces Nintendo's rise from a small business that made playing cards to the top name in the arcade industry. Twenty-eight game titles are examined in-depth, along with the people and events that defined the company for more than four decades.

Beyond Games

Beyond Games
Author: Harvey G. Lord
Publisher: Atheneum Books
Total Pages: 110
Release: 1985
Genre: Computers
ISBN: 9780689311529

Offers step-by-step instructions for preparing a program for a home computer to organize names, addresses, and other information suitable for a record-keeping file. Also includes shortcuts used by professional programmers.

Gaming: A Guide to Overcoming and Thriving Beyond Gaming Addiction (How Artificial Intelligence is Transforming Virtual Worlds and Esports)

Gaming: A Guide to Overcoming and Thriving Beyond Gaming Addiction (How Artificial Intelligence is Transforming Virtual Worlds and Esports)
Author: John Anderson
Publisher: John Anderson
Total Pages: 42
Release: 101-01-01
Genre: Games & Activities
ISBN:

You will learn specific step-by-step strategies to help you be able to overcome any desire or urge to Video games. While many books will tell you not to play video games and give you strategies to help you stop playing video games, they aren't dealing with the SOURCE of the problem. The source of being an addict to video games can be a variety of factors, such as having certain emotions trigger (like being depressed, sad, bored, or tired), or it could be just a pattern that you've conditioned in the past. Grab your copy of the play station 5 gaming guide and learn: · The best ps5 games for kids, teens and adults. · Which play station 5 games you can play online or co-op with friends. · Where to buy a ps5 and ps5 video games at the cheapest price. · How to decide on which play station accessories and peripherals you need. In offers insightful perspectives, practical strategies, and real life narratives that demonstrate that recovery from gaming addiction is possible and a journey towards personal growth. His work fosters dialogue between the gaming community and mental health advocacy, fostering understanding and support on both sides.

In-Game

In-Game
Author: Gordon Calleja
Publisher: MIT Press
Total Pages: 235
Release: 2011-05-13
Genre: Games & Activities
ISBN: 0262294540

An investigation of what makes digital games engaging to players and a reexamination of the concept of immersion. Digital games offer a vast range of engaging experiences, from the serene exploration of beautifully rendered landscapes to the deeply cognitive challenges presented by strategic simulations to the adrenaline rush of competitive team-based shoot-outs. Digital games enable experiences that are considerably different from a reader's engagement with literature or a moviegoer's experience of a movie. In In-Game, Gordon Calleja examines what exactly it is that makes digital games so uniquely involving and offers a new, more precise, and game-specific formulation of this involvement. One of the most commonly yet vaguely deployed concepts in the industry and academia alike is immersion—a player's sensation of inhabiting the space represented onscreen. Overuse of this term has diminished its analytical value and confused its meaning, both in analysis and design. Rather than conceiving of immersion as a single experience, Calleja views it as blending different experiential phenomena afforded by involving gameplay. He proposes a framework (based on qualitative research) to describe these phenomena: the player involvement model. This model encompasses two constituent temporal phases—the macro, representing offline involvement, and the micro, representing moment-to-moment involvement during gameplay—as well as six dimensions of player involvement: kinesthetic, spatial, shared, narrative, affective, and ludic. The intensified and internalized experiential blend can culminate in incorporation—a concept that Calleja proposes as an alternative to the problematic immersion. Incorporation, he argues, is a more accurate metaphor, providing a robust foundation for future research and design.

Women and Gaming

Women and Gaming
Author: J. Gee
Publisher: Springer
Total Pages: 209
Release: 2010-05-10
Genre: Education
ISBN: 0230106730

The authors argue that women gamers, too often ignored as gamers, are in many respects leading the way in this trend towards design, cultural production, new learning communities, and the combination of technical proficiency with emotional and social intelligence.

Against Flow

Against Flow
Author: Braxton Soderman
Publisher: MIT Press
Total Pages: 329
Release: 2021-04-27
Genre: Games & Activities
ISBN: 0262362481

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.

The Internet as a Game

The Internet as a Game
Author: Jill Anne Morris
Publisher: Parlor Press LLC
Total Pages: 172
Release: 2018-08-14
Genre: Computers
ISBN: 1643170279

In THE INTERNET AS A GAME, Jill Anne Morris proposes that by defining internet arguments as games, we can analyze ad hominem and ad baculum arguments coming from online mobs and trolls using procedural rhetoric. Building upon and extending Ian Bogost's definition of procedural rhetoric and Jesper Juul's definition of games, Morris extends the usage of the term into human systems and groups that have proceduralized their arguments online. By studying the development of online adhocracies such as 4Chan, Anonymous, and even Reddit during their early development (roughly 2006 to 2014), Morris shows how these groups have proceduralized rhetoric so that thousands of group members can ìspeakî with a single voice and singular name that they call "anonymous." Morris examines these techniques to reveal their function and purpose as rhetoric. Understanding how internet arguments work can also positively affect pedagogy, especially now as social media and memes have been used to influence national elections, our views of the news, and our views of each other. Can we continue to teach only traditional rhetoric in classrooms when students will face arhetorical tropes and logic in their personal and professional lives? THE INTERNET AS A GAME shows why the stakes are high and the answer to this question is "no."

Gods & Games

Gods & Games
Author: David L. Miller
Publisher: Stillpoint/Athena
Total Pages: 228
Release: 2013-08-15
Genre: Philosophy
ISBN: 1938808088

A deeply thoughtful, deeply irreverent look at the mythology of play, Gods and Games ties together Joseph Campbell's approach to myth and religion with Johan Huizinga's view of our species as Homo ludens — "Man the Game-player" — which suggests that play is a central aspect of the human spirit and human culture. "A comprehensive and clear review.... loaded with quotations both pertinent and entertaining that may be eye-openers both to traditional religionists and readers who may never have thought about play in a philosophical or religious sense." —Publishers Weekly

The Video Game Explosion

The Video Game Explosion
Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
Total Pages: 401
Release: 2007-11-30
Genre: Social Science
ISBN: 031308243X

The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part of popular culture today. All aspects of video games and gaming culture are covered inside this engaging reference, including the leading video game innovators, the technological advances that made the games of the late 1970s and those of today possible, the corporations that won and lost billions of dollars pursing this lucrative market, arcade culture, as well as the demise of free-standing video consoles and the rise of home-based and hand-held gaming devices. In the United States alone, the video game industry raked in an astonishing $12.5 billion last year, and shows no signs of slowing. Once dismissed as a fleeting fad of the young and frivolous, this booming industry has not only proven its staying power, but promises to continue driving the future of new media and emerging technologies. Today video games have become a limitless and multifaceted medium through which Fortune 50 corporations and Hollywood visionaries alike are reaching broader global audiences and influencing cultural trends at a rate unmatched by any other media.