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Gaming Lives in the Twenty-First Century

Gaming Lives in the Twenty-First Century
Author: G. Hawisher
Publisher: Springer
Total Pages: 273
Release: 2016-06-07
Genre: Psychology
ISBN: 0230601766

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This volume examines the claim that computer games can provide better literacy and learning environments than schools. Using case-studies in the US at the beginning of the twenty-first century and the words and observations of individual gamers, the book offers historical and cultural analyses of their literacy development, practices and values.


Gaming Lives in the Twenty-First Century

Gaming Lives in the Twenty-First Century
Author: G. Hawisher
Publisher: Palgrave Macmillan
Total Pages: 273
Release: 2007-06-06
Genre: Psychology
ISBN: 9781403972200

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This volume examines the claim that computer games can provide better literacy and learning environments than schools. Using case-studies in the US at the beginning of the twenty-first century and the words and observations of individual gamers, the book offers historical and cultural analyses of their literacy development, practices and values.


Women and Gaming

Women and Gaming
Author: J. Gee
Publisher: Springer
Total Pages: 208
Release: 2010-05-10
Genre: Education
ISBN: 0230106730

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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.


Trigger Happy

Trigger Happy
Author: Steven Poole
Publisher: Arcade Publishing
Total Pages: 268
Release: 2004
Genre: Computers
ISBN: 9781559705981

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Examines the history and phenomenal success of video games, and argues that the popular games are on the way to becoming a legitimate art form, much in the same way movies did a century earlier.


21st Century Game Design

21st Century Game Design
Author: Chris Mark Bateman
Publisher: Charles River Media Game Devel
Total Pages: 332
Release: 2006
Genre: Computers
ISBN: 9781584504290

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Principles of interface design; game world abstraction; avatar abstraction; game structures; genres; and the evolution of games. Annotation 2005 Book News, Inc., Portland, OR (booknews.com).


Gaming the World

Gaming the World
Author: Andrei S. Markovits
Publisher: Princeton University Press
Total Pages: 361
Release: 2013-12
Genre: History
ISBN: 0691162034

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The globalizing influence of professional sports Professional sports today have truly become a global force, a common language that anyone, regardless of their nationality, can understand. Yet sports also remain distinctly local, with regional teams and the fiercely loyal local fans that follow them. This book examines the twenty-first-century phenomenon of global sports, in which professional teams and their players have become agents of globalization while at the same time fostering deep-seated and antagonistic local allegiances and spawning new forms of cultural conflict and prejudice. Andrei Markovits and Lars Rensmann take readers into the exciting global sports scene, showing how soccer, football, baseball, basketball, and hockey have given rise to a collective identity among millions of predominantly male fans in the United States, Europe, and around the rest of the world. They trace how these global—and globalizing—sports emerged from local pastimes in America, Britain, and Canada over the course of the twentieth century, and how regionalism continues to exert its divisive influence in new and potentially explosive ways. Markovits and Rensmann explore the complex interplay between the global and the local in sports today, demonstrating how sports have opened new avenues for dialogue and shared interest internationally even as they reinforce old antagonisms and create new ones. Gaming the World reveals the pervasive influence of sports on our daily lives, making all of us citizens of an increasingly cosmopolitan world while affirming our local, regional, and national identities.


Reality Is Broken

Reality Is Broken
Author: Jane McGonigal
Publisher: Penguin
Total Pages: 416
Release: 2011-01-20
Genre: Psychology
ISBN: 1101475498

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“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.


Twenty-First Century Blackjack

Twenty-First Century Blackjack
Author: Walter Thomason
Publisher: Bonus Books, Inc.
Total Pages: 212
Release: 1999
Genre: Games & Activities
ISBN: 9781566251327

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Thomason offers a revolutionary alternative to card counting -- a betting system that is easy to learn, impervious to casino harassment and, most importantly, more profitable than flat or so-called inspired betting. Thomason conducts live casino field tests joined by several gaming experts.


Games and Gaming

Games and Gaming
Author: Larissa Hjorth
Publisher: Berg
Total Pages: 192
Release: 2011-01-01
Genre: Games & Activities
ISBN: 1847888380

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The computer games industry has rapidly matured. Once a preoccupation only of young technophiles, games are now one of the dominant forms of global popular culture. From consoles such as Nintendo Wii and Microsoft's Xbox, to platforms such as iPhones and online gaming worlds, the realm of games and their scope have become all-pervasive. The study of games is no longer a niche interest but rather an integral part of cultural and media studies. The analysis of games reveals much about contemporary social relations, online communities and media engagement. Presenting a range of approaches and analytical tools through which to explore the role of games in everyday life, and packed with case material, Games and Gaming provides a comprehensive overview of this new media and how it permeates global culture in the twenty-first century.


Fun Inc

Fun Inc
Author: Tom Chatfield
Publisher: Random House
Total Pages: 274
Release: 2011
Genre: Electronic games industry
ISBN: 0753519453

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'Fun Inc.' is a window into the gaming industry, which for many of us is a foreign country, written by one of the industry's leading experts.