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The Psychology of Video Games

The Psychology of Video Games
Author: Celia Hodent
Publisher: Routledge
Total Pages: 105
Release: 2020-10-07
Genre: Psychology
ISBN: 1000194760

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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.


From Video Games to Real Life

From Video Games to Real Life
Author: Mary L. Gazdik
Publisher: Bloomsbury Publishing USA
Total Pages: 160
Release: 2016-09-19
Genre: Language Arts & Disciplines
ISBN:

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This guide shows youth librarians how to use the appeal of Minecraft—a game that many young learners are intensely passionate about—to create engaging library programs that encourage creativity and build STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning through library programs. Minecraft is more than "just a video game"; it's a powerful tool that librarians and other educators can use to engage students and spark legitimate learning experiences. This book shows you how to use Minecraft as a vehicle to promote learning and creativity, supplying specific, easy-to-replicate programs, ideas, and instructions for hands-on activities. By connecting the game to the maker movement and building off the game's popularity, you'll be able to use Minecraft to promote STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning. The book ties Minecraft to maker activities, learning in the library, three-dimensional printing, literary activities, crafting, and more. The activities in this book will also enable you to help children ages 8–14 to expand their key 21st-century skills, such as collaboration, trial and error, and discovery.


Reset

Reset
Author: Rusel DeMaria
Publisher: ReadHowYouWant.com
Total Pages: 446
Release: 2009-02
Genre: Video gamers
ISBN: 1442964499

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Offers a roadmap for parents, educators, gamers, and industry insiders to leverage the inherent potential of video games to promote positive personal and social change.


Why Video Games are Good for Your Soul

Why Video Games are Good for Your Soul
Author: James Paul Gee
Publisher: Common Ground
Total Pages: 132
Release: 2005
Genre: Computers
ISBN: 186335574X

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Imprint. In this text, built entirely around computer games and game play, the author shows how good video games marry pleasure and learning and, at the same time, have the potential to empower people.


Changing the Game

Changing the Game
Author: David Edery
Publisher: FT Press
Total Pages: 238
Release: 2008-10-07
Genre: Business & Economics
ISBN: 0137151756

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Use Video Games to Drive Innovation, Customer Engagement, Productivity, and Profit! Companies of all shapes and sizes have begun to use games to revolutionize the way they interact with customers and employees, becoming more competitive and more profitable as a result. Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force--encouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own. Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity...in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyond Choose your best marketing opportunities--and avoid the pitfalls Use gaming to recruit and develop better employees Learn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communities Help your customers improve your products and services--and have fun doing it What gamers do better than computers, scientists, or governments Use games to solve problems that can’t be solved any other way


The History of Video Games

The History of Video Games
Author: Lydia Bjornlund
Publisher: Referencepoint Press
Total Pages: 0
Release: 2014-08
Genre: Video games
ISBN: 9781601527462

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Advances in video game technology have fueled a growing appetite for video games of all sorts. Gaming at its core is a form of entertainment but for some it has also become an obsession. Video Games and Society explores the highs and lows of this most ubiquitous technology-how video games have influenced people and daily life. Sidebars, direct quotes, and a list of organizations to contact add depth and information to the books in this series. Book jacket.


Video Games, Violence, and Crime

Video Games, Violence, and Crime
Author: Patricia D. Netzley
Publisher: Referencepoint Press
Total Pages: 0
Release: 2014-08
Genre: Crime
ISBN: 9781601527523

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Advances in video game technology have fueled a growing appetite for video games of all sorts. Gaming at its core is a form of entertainment but for some it has also become an obsession. Video Games and Society explores the highs and lows of this most ubiquitous technology-how video games have influenced people and daily life. Sidebars, direct quotes, and a list of organizations to contact add depth and information to the books in this series. Book jacket.


Moral Combat

Moral Combat
Author: Patrick M. Markey
Publisher: BenBella Books, Inc.
Total Pages: 256
Release: 2017-03-21
Genre: Social Science
ISBN: 1942952996

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In family rooms across America, millions of children and teenagers are playing video games, such as Call of Duty, Halo, and Grand Theft Auto, roaming violent virtual worlds—with virtual guns in their hands. In what sometimes seems like an increasingly violent world, it's only natural to worry about the effects of all this pixelated gore. But is that concern misplaced? Authors and psychologists Patrick M. Markey and Christopher J. Ferguson say it is. The media and politicians have been sounding the alarm for years, and with every fresh tragedy involving a young perpetrator comes another flurry of articles about the dangers of violent media. The problem is this: Their fear isn't supported by the evidence. In fact, unlike the video game–trained murder machines depicted in the press, school shooters are actually less likely to be interested in violent games than their peers. In reality, most well-adjusted children and teenagers play violent video games, all without ever exhibiting violent behavior in real life. What's more, spikes in sales of violent games actually correspond to decreased rates of violent crime. If that surprises you, you're not alone—the national dialogue on games and violence has been hopelessly biased. But that's beginning to change. Scholars are finding that not only are violent games not one of society's great evils, they may even be a force for good. In Moral Combat, Markey and Ferguson explore how video games—even the bloodiest—can have a positive impact on everything from social skills to stress, and may even make us more morally sensitive. Tracing the rise of violent games from arcades to online deathmatches, they have spent years on the front lines of the video game debate and now offer a comprehensive overview of the scientific research on gaming. With humor, complete honesty, and extensive research, they separate the myth from the medium. Moral Combat is an irreverent and informative guide to the worries—and wonders—of our violent virtual world.


The Greatest Stories Ever Played

The Greatest Stories Ever Played
Author: Dustin Hansen
Publisher: Feiwel & Friends
Total Pages: 235
Release: 2022-04-12
Genre: Young Adult Nonfiction
ISBN: 125018357X

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In this fun and informative YA Non-fiction title, Dustin Hansen, author of Game On!, a self-confessed video game addict with over 20-years experience in the gaming industry, examines the storytelling skills shown in some of the most beloved and moving games of all time. We all know that video games are fun, but can a video game make you cry? Can it tell you a powerful love story? Can a video game make you think differently about war? About the environment? About the choices you make? Whether it's playing through blockbuster-esque adventures (Uncharted, God of War, The Last of Us), diving deep into hidden bits of story and lore (Red Dead Redemption II, Bioshock, Journey) or building relationships that change the fate of the world itself (Persona 5, Undertale), video games are bringing stories to life in ways that are immediate, interactive and immersive. Focusing on some of the best, most memorable, experiences in gaming, The Greatest Stories Ever Played, examines the relationship between gaming and storytelling in a new way.


Argumentation in Everyday Life

Argumentation in Everyday Life
Author: Jeffrey P. Mehltretter Drury
Publisher: SAGE Publications
Total Pages: 345
Release: 2019-01-21
Genre: Language Arts & Disciplines
ISBN: 1506383602

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Argumentation in Everyday Life provides you with the tools you need to argue effectively in the classroom and beyond. Jeffrey P. Mehltretter Drury offers rich coverage of theory while balancing everyday applicability, allowing you to use your skills soundly. Drury introduces the fundamentals of constructing and refuting arguments using the Toulmin model and ARG conditions (Acceptability, Relevance, and Grounds). Numerous real-word examples are connected to the theories of rhetoric and argumentation discussed—enabling you to practice and apply the content in personal, civic, and professional contexts, as well as traditional academic debates. Encouraging self-reflection, this book empowers you to find your voice and create positive change through argumentation in everyday life.