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Beyond Fun

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

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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.


Video Games Have Always Been Queer

Video Games Have Always Been Queer
Author: Bo Ruberg
Publisher: NYU Press
Total Pages: 278
Release: 2019-03-19
Genre: Social Science
ISBN: 1479843741

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Argues for the queer potential of video games While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can—and should—be read queerly. In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D. A. Miller can bring to the popular 2007 video game Portal, or what Eve Sedgwick offers Pong, Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in Octodad or explore the pleasure of failure in Burnout: Revenge, Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games—because video games have, in fact, always been queer.


Play Between Worlds

Play Between Worlds
Author: T. L. Taylor
Publisher: MIT Press
Total Pages: 206
Release: 2009-02-13
Genre: Computers
ISBN: 0262250543

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A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.


Unit Operations

Unit Operations
Author: Ian Bogost
Publisher: MIT Press
Total Pages: 261
Release: 2008-01-25
Genre: Social Science
ISBN: 0262524872

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In Unit Operations, Ian Bogost argues that similar principles underlie both literary theory and computation, proposing a literary-technical theory that can be used to analyze particular videogames. Moreover, this approach can be applied beyond videogames: Bogost suggests that any medium—from videogames to poetry, literature, cinema, or art—can be read as a configurative system of discrete, interlocking units of meaning, and he illustrates this method of analysis with examples from all these fields. The marriage of literary theory and information technology, he argues, will help humanists take technology more seriously and hep technologists better understand software and videogames as cultural artifacts. This approach is especially useful for the comparative analysis of digital and nondigital artifacts and allows scholars from other fields who are interested in studying videogames to avoid the esoteric isolation of "game studies." The richness of Bogost's comparative approach can be seen in his discussions of works by such philosophers and theorists as Plato, Badiou, Zizek, and McLuhan, and in his analysis of numerous videogames including Pong, Half-Life, and Star Wars Galaxies. Bogost draws on object technology and complex adaptive systems theory for his method of unit analysis, underscoring the configurative aspects of a wide variety of human processes. His extended analysis of freedom in large virtual spaces examines Grand Theft Auto 3, The Legend of Zelda, Flaubert's Madame Bovary, and Joyce's Ulysses. In Unit Operations, Bogost not only offers a new methodology for videogame criticism but argues for the possibility of real collaboration between the humanities and information technology.


End-Game

End-Game
Author: Lorenzo DiTommaso
Publisher: Walter de Gruyter GmbH & Co KG
Total Pages: 331
Release: 2024-09-02
Genre: Games & Activities
ISBN: 3110752867

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Video games are a global phenomenon, international in their scope and democratic in their appeal. This is the first volume dedicated to the subject of apocalyptic video games. Its two dozen papers engage the subject comprehensively, from game design to player experience, and from the perspectives of content, theme, sound, ludic textures, and social function. The volume offers scholars, students, and general readers a thorough overview of this unique expression of the apocalyptic imagination in popular culture, and novel insights into an important facet of contemporary digital society.


Student Culture and Identity in Higher Education

Student Culture and Identity in Higher Education
Author: Shahriar, Ambreen
Publisher: IGI Global
Total Pages: 392
Release: 2017-03-27
Genre: Education
ISBN: 1522525521

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The pursuit of higher education has become increasingly popular among students of many different backgrounds and cultures. As these students embark on higher learning, it is imperative for educators and universities to be culturally sensitive to their differing individualities. Student Culture and Identity in Higher Education is an essential reference publication including the latest scholarly research on the impact that gender, nationality, and language have on educational systems. Featuring extensive coverage on a broad range of topics and perspectives such as internationalization, intercultural competency, and gender equity, this book is ideally designed for students, researchers, and educators seeking current research on the cultural issues students encounter while seeking higher education.


The Twelve Keys Leaders' Guide

The Twelve Keys Leaders' Guide
Author: Kennon L. Callahan
Publisher: John Wiley & Sons
Total Pages: 217
Release: 2010-01-19
Genre: Religion
ISBN: 0470559284

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Since it was published in 1983, the first edition of the original Twelve Keys to an Effective Church has benefited thousands of congregations around the world. The thoroughly revised and updated Twelve Keys Leaders' Guide, designed to accompany Twelve Keys to an Effective Church, offers leaders an indispensable, step-by-step resource for creating and implementing their long-range plans. It clearly shows how to examine a church's strengths and move the congregation toward action, accomplishment, and achievement. This valuable guide thoroughly explains the basic principles of the planning process and gives helpful insights into the dynamics of memory, change, conflict, and hope in congregations. You will discover possibilities to build the momentum, deepen the resources, and advance the strengths of your congregation. This important resource can also be used to help build an effective, successful business, develop a strong, healthy non-profit grouping, advance an effective, healthy college or university, and create a strong, healthy family.


Parenting When You're Autistic

Parenting When You're Autistic
Author: Pooky Knightsmith
Publisher: Jessica Kingsley Publishers
Total Pages: 322
Release: 2024-09-19
Genre: Family & Relationships
ISBN: 1839978791

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Parenting is hard. It's one of those universal constants, like water being wet or grass being green. And being neurodivergent can add an extra layer of tricky to the whole thing. So what can you do? Speaking from a wealth of experience as both a mental health expert and an autistic parent, Pooky Knightsmith guides you through the joys and challenges of raising children in a neurotypical world. From self-care and special interests to meltdowns and managing conflict, the tips and strategies in this book will help you to build a positive relationship with your child, whether they're neurotypical or neurodivergent, all while looking after your own mental health. Always authentic, always practical, sometimes funny, and never judgemental, this book is an essential read for ADHD and neurodivergent parents (and future parents!) looking for advice from someone who's been there and made it work.


33 Minutes

33 Minutes
Author: Todd Hasak-Lowy
Publisher: Simon and Schuster
Total Pages: 224
Release: 2014-01-07
Genre: Juvenile Nonfiction
ISBN: 1442445017

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An epic lunch period leads to a fateful showdown as small, skinny seventh-grader Sam's former best friend--now a popular athlete--promises to beat Sam up at recess in exactly thirty-three minutes.