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Meaningful Games

Meaningful Games
Author: Robin Clark
Publisher: MIT Press
Total Pages: 373
Release: 2023-09-19
Genre: Language Arts & Disciplines
ISBN: 0262549182

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An engaging introduction to the use of game theory to study lingistic meaning. In Meaningful Games, Robin Clark explains in an accessible manner the usefulness of game theory in thinking about a wide range of issues in linguistics. Clark argues that we use grammar strategically to signal our intended meanings: our choices as speaker are conditioned by what choices the hearer will make interpreting what we say. Game theory—according to which the outcome of a decision depends on the choices of others—provides a formal system that allows us to develop theories about the kind of decision making that is crucial to understanding linguistic behavior. Clark argues the only way to understand meaning is to grapple with its social nature—that it is the social that gives content to our mental lives. Game theory gives us a framework for working out these ideas. The resulting theory of use will allow us to account for many aspects of linguistic meaning, and the grammar itself can be simplified. The results are nevertheless precise and subject to empirical testing. Meaningful Games offers an engaging and accessible introduction to game theory and the study of linguistic meaning. No knowledge of mathematics beyond simple algebra is required; formal definitions appear in special boxes outside the main text. The book includes an extended argument in favor of the social basis of meaning; a brief introduction to game theory, with a focus on coordination games and cooperation; discussions of common knowledge and games of partial information; models of games for pronouns and politeness; and the development of a system of social coordination of reference.


Meaningful Game Design

Meaningful Game Design
Author: Devon Allcoat
Publisher: CRC Press
Total Pages: 255
Release: 2023-11-24
Genre: Computers
ISBN: 1000982599

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This book provides readers with the tools and methods with which to create effective tabletop games. It covers the design and development process thoroughly, guiding readers through the necessary mechanics, messages, and motivations of games that must be understood in order to build successful tabletop games, including serious educational games for teaching or training. Through a range of learning activities and methodologies, readers will develop an understanding of games and an appreciation for the creating and testing of game play whilst critically exploring the relationship between games, motivation, and learning. It includes chapters on design methodology, narrative, accessibility, playtesting, and more. This book will be of great interest to students of game design and serious game design courses. It will also appeal to designers, educators, and hobbyists interested in designing and developing their own tabletop games, educational or otherwise.


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.


Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds

Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds
Author: Ferdig, Richard E.
Publisher: IGI Global
Total Pages: 361
Release: 2013-05-31
Genre: Education
ISBN: 1466640197

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Games and simulations have emerged as new and effective tools for educational learning by providing interactivity and integration with online resources that are typically unavailable with traditional educational resources. Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds presents developments and evaluations of games and computer-mediated simulations in order to showcase a better understanding of the role of electronic games in multiple studies. This book is useful for researchers, practitioners, and policymakers to gain a deeper comprehension of the relationship between research and practice of electronic gaming and simulations in the educational environment.


Games

Games
Author: Sandra Danilovic
Publisher: Emerald Group Publishing
Total Pages: 129
Release: 2024-08-20
Genre: Medical
ISBN: 1800435967

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Reimagining how we understand health, illness, life, and death, gaming expert Sandra Danilovic advocates for the potential games have to transform healthcare practices beyond the clinic or hospital in the way we care for each other and for ourselves.


The Infinite Game

The Infinite Game
Author: Simon Sinek
Publisher: Penguin
Total Pages: 272
Release: 2019-10-15
Genre: Business & Economics
ISBN: 0735213526

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From the New York Times bestselling author of Start With Why and Leaders Eat Last, a bold framework for leadership in today’s ever-changing world. How do we win a game that has no end? Finite games, like football or chess, have known players, fixed rules and a clear endpoint. The winners and losers are easily identified. Infinite games, games with no finish line, like business or politics, or life itself, have players who come and go. The rules of an infinite game are changeable while infinite games have no defined endpoint. There are no winners or losers—only ahead and behind. The question is, how do we play to succeed in the game we’re in? In this revelatory new book, Simon Sinek offers a framework for leading with an infinite mindset. On one hand, none of us can resist the fleeting thrills of a promotion earned or a tournament won, yet these rewards fade quickly. In pursuit of a Just Cause, we will commit to a vision of a future world so appealing that we will build it week after week, month after month, year after year. Although we do not know the exact form this world will take, working toward it gives our work and our life meaning. Leaders who embrace an infinite mindset build stronger, more innovative, more inspiring organizations. Ultimately, they are the ones who lead us into the future.


We the Gamers

We the Gamers
Author: Karen Schrier
Publisher: Oxford University Press
Total Pages: 401
Release: 2021
Genre: Education
ISBN: 0190926104

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Combining research-based perspectives and current examples including Minecraft and Animal Crossing : New Horizons, We the Gamers shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change.


Possible Worlds in Video Games: From Classic Narrative to Meaningful Actions

Possible Worlds in Video Games: From Classic Narrative to Meaningful Actions
Author: Antonio José Planells de la Maza
Publisher: Lulu.com
Total Pages: 270
Release: 2017-11-21
Genre: Performing Arts
ISBN: 1387386425

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In current digital games, classic fictional worlds are transformed into ludofictional worlds, spaces rich in characters and emotions that are especially affected by the intervention of a player. In this book, we propose a model, inspired by the Semantics of Fiction and Possible Worlds, which is oriented to the analysis of video games as integrated systems.


Rules of Play

Rules of Play
Author: Katie Salen Tekinbas
Publisher: MIT Press
Total Pages: 680
Release: 2003-09-25
Genre: Computers
ISBN: 9780262240451

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An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.


Bit by Bit

Bit by Bit
Author: Andrew Ervin
Publisher: Basic Books
Total Pages: 248
Release: 2017-05-02
Genre: Games & Activities
ISBN: 0465096581

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An acclaimed critic argues that video games are the most vital art form of our time Video games have seemingly taken over our lives. Whereas gamers once constituted a small and largely male subculture, today 67 percent of American households play video games. The average gamer is now thirty-four years old and spends eight hours each week playing -- and there is a 40 percent chance this person is a woman. In Bit by Bit, Andrew Ervin sets out to understand the explosive popularity of video games. He travels to government laboratories, junk shops, and arcades. He interviews scientists and game designers, both old and young. In charting the material and technological history of video games, from the 1950s to the present, he suggests that their appeal starts and ends with the sense of creativity they instill in gamers. As Ervin argues, games are art because they are beautiful, moving, and even political -- and because they turn players into artists themselves.