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Conference Proceedings of The Philosophy of Computer Games 2008

Conference Proceedings of The Philosophy of Computer Games 2008
Author: Stephan Günzel
Publisher: Universitätsverlag Potsdam
Total Pages: 344
Release: 2009
Genre: Computer games
ISBN: 3940793493

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This first volume of the DIGAREC Series holds the proceedings of the conference The Philosophy of Computer Gamesʺ, held at the University of Potsdam from May 8-10, 2008. The contributions of the conference address three fields of computer game research that are philosophically relevant and, likewise, to which philosophical reflection is crucial. These are: ethics and politics, the action-space of games, and the magic circle. All three topics are interlinked and constitute the paradigmatic object of computer games: Whereas the first describes computer games on the outside, looking at the cultural effects of games as well as on moral practices acted out with them, the second describes computer games on the inside, i.e. how they are constituted as a medium. The latter finally discusses the way in which a border between these two realms, games and non-games, persists or is already transgressed in respect to a general performativity.


The Philosophy of Computer Games

The Philosophy of Computer Games
Author: John Richard Sageng
Publisher: Springer Science & Business Media
Total Pages: 281
Release: 2012-07-10
Genre: Philosophy
ISBN: 9400742495

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Computer games have become a major cultural and economic force, and a subject of extensive academic interest. Up until now, however, computer games have received relatively little attention from philosophy. Seeking to remedy this, the present collection of newly written papers by philosophers and media researchers addresses a range of philosophical questions related to three issues of crucial importance for understanding the phenomenon of computer games: the nature of gameplay and player experience, the moral evaluability of player and avatar actions, and the reality status of the gaming environment. By doing so, the book aims to establish the philosophy of computer games as an important strand of computer games research, and as a separate field of philosophical inquiry. The book is required reading for anyone with an academic or professional interest in computer games, and will also be of value to readers curious about the philosophical issues raised by contemporary digital culture.


ICT Critical Infrastructures and Society

ICT Critical Infrastructures and Society
Author: Magda David Hercheui
Publisher: Springer
Total Pages: 402
Release: 2012-09-21
Genre: Computers
ISBN: 364233332X

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This book constitutes the refereed proceedings of the 10th IFIP TC 9 International Conference on Human Choice and Computers, HCC10 2012, held in Amsterdam, The Netherlands, in September 2012. The 37 revised full papers presented were carefully reviewed and selected for inclusion in the volume. The papers are organized in topical sections on national and international policies, sustainable and responsible innovation, ICT for peace and war, and citizens' involvement, citizens' rights and ICT.


Clash of Realities 2015/16

Clash of Realities 2015/16
Author: Clash of Realities
Publisher: transcript Verlag
Total Pages: 639
Release: 2017-10-31
Genre: Social Science
ISBN: 3839440319

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Digital games as transmedia works of art - Games as social environments - The aesthetics of play - Digital games in pedagogy - Cineludic aesthetics - Ethics in games - these were some of the important and fascinating topics addressed during the international research conference "Clash of Realities" in 2015 and 2016 by more than a hundred international speakers, academics as well as artists. This volume represents the best contributions - by, inter alia, Janet H. Murray, David OReilly, Eric Zimmerman, Thomas Elsaesser, Lorenz Engell, Susana Tosca, Miguel Sicart, Frans Mäyrä, and Mark J.P. Wolf.


Design, User Experience, and Usability: Health, Learning, Playing, Cultural, and Cross-Cultural User Experience

Design, User Experience, and Usability: Health, Learning, Playing, Cultural, and Cross-Cultural User Experience
Author: Aaron Marcus
Publisher: Springer
Total Pages: 637
Release: 2013-07-03
Genre: Computers
ISBN: 3642392415

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The four-volume set LNCS 8012, 8013, 8014 and 8015 constitutes the proceedings of the Second International Conference on Design, User Experience, and Usability, DUXU 2013, held as part of the 15th International Conference on Human-Computer Interaction, HCII 2013, held in Las Vegas, USA in July 2013, jointly with 12 other thematically similar conferences. The total of 1666 papers and 303 posters presented at the HCII 2013 conferences was carefully reviewed and selected from 5210 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 282 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this four-volume set. The 67 papers included in this volume are organized in the following topical sections: cross-cultural and intercultural user experience; designing for the learning and culture experience; designing for the health and quality of life experience; and games and gamification.


Entertainment Computing and Serious Games

Entertainment Computing and Serious Games
Author: Ralf Dörner
Publisher: Springer
Total Pages: 549
Release: 2016-10-05
Genre: Computers
ISBN: 3319461524

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The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field. The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015.


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: 1462
Release: 2011-04-30
Genre: Education
ISBN: 1609604962

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"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.


Ludotopia

Ludotopia
Author: Espen Aarseth
Publisher: transcript Verlag
Total Pages: 317
Release: 2019-08-31
Genre: Social Science
ISBN: 3839447305

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Where do computer games »happen«? The articles collected in this pioneering volume explore the categories of »space«, »place« and »territory« featuring in most general theories of space to lay the groundwork for the study of spatiality in games. Shifting the focus away from earlier debates on, e.g., the narrative nature of games, this collection proposes, instead, that thorough attention be given to the tension between experienced spaces and narrated places as well as to the mapping of both of these.


Digital Games and Mental Health

Digital Games and Mental Health
Author: Rachel Kowert
Publisher: Frontiers Media SA
Total Pages: 218
Release: 2021-10-04
Genre: Science
ISBN: 2889714616

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