Playing Games
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Author | : Joseph Laycock |
Publisher | : Univ of California Press |
Total Pages | : 364 |
Release | : 2015-02-12 |
Genre | : Religion |
ISBN | : 0520284917 |
Download Dangerous Games Book in PDF, Epub and Kindle
The 1980s saw the peak of a moral panic over fantasy role-playing games such as Dungeons and Dragons. A coalition of moral entrepreneurs that included representatives from the Christian Right, the field of psychology, and law enforcement claimed that these games were not only psychologically dangerous but an occult religion masquerading as a game. Dangerous Games explores both the history and the sociological significance of this panic. Fantasy role-playing games do share several functions in common with religion. However, religionÑas a socially constructed world of shared meaningÑcan also be compared to a fantasy role-playing game. In fact, the claims of the moral entrepreneurs, in which they presented themselves as heroes battling a dark conspiracy, often resembled the very games of imagination they condemned as evil. By attacking the imagination, they preserved the taken-for-granted status of their own socially constructed reality. Interpreted in this way, the panic over fantasy-role playing games yields new insights about how humans play and together construct and maintain meaningful worlds. LaycockÕs clear and accessible writing ensures that Dangerous Games will be required reading for those with an interest in religion, popular culture, and social behavior, both in the classroom and beyond.
Author | : Bitmap Books |
Publisher | : |
Total Pages | : 0 |
Release | : 2021-10-25 |
Genre | : |
ISBN | : 9781838019143 |
Download A Guide to Japanese Role-Playing Games Book in PDF, Epub and Kindle
Author | : Barrie Gunter |
Publisher | : A&C Black |
Total Pages | : 186 |
Release | : 1998-01-01 |
Genre | : Social Science |
ISBN | : 9781850758334 |
Download The Effects of Video Games on Children Book in PDF, Epub and Kindle
The rapid growth in popularity of computer and video games, particularly among children and teenagers, has given rise to public concern about the effects they might have on youngsters. The violent themes of many of these games, coupled with their interactive nature, have led to accusations that they may be worse than televised violence in affecting children's antisocial behaviour. Other allegations are that they have an addictive quality and that excessive playing results in a diminished social contact and poorer school performance. But how bad are video games? There are strong methodological reasons for not accepting the evidence for video games effects at face value. There are also positive signs that playing these games can enhance particular mental competencies in children. This book provides an up-to-date review and critique of research evidence from around the world in an attempt to put the issue of video game effects into perspective.
Author | : David Williamson Shaffer |
Publisher | : Macmillan |
Total Pages | : 264 |
Release | : 2006-12-26 |
Genre | : Computers |
ISBN | : 9781403975058 |
Download How Computer Games Help Children Learn Book in PDF, Epub and Kindle
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Author | : Christian Rollinger |
Publisher | : Bloomsbury Publishing |
Total Pages | : 297 |
Release | : 2020-01-09 |
Genre | : Games & Activities |
ISBN | : 1350066656 |
Download Classical Antiquity in Video Games Book in PDF, Epub and Kindle
From gaming consoles to smartphones, video games are everywhere today, including those set in historical times and particularly in the ancient world. This volume explores the varied depictions of the ancient world in video games and demonstrates the potential challenges of games for scholars as well as the applications of game engines for educational and academic purposes. With successful series such as “Assassin's Creed” or "Civilization” selling millions of copies, video games rival even television and cinema in their role in shaping younger audiences' perceptions of the past. Yet classical scholarship, though embracing other popular media as areas of research, has so far largely ignored video games as a vehicle of classical reception. This collection of essays fills this gap with a dedicated study of receptions, remediations and representations of Classical Antiquity across all electronic gaming platforms and genres. It presents cutting-edge research in classics and classical receptions, game studies and archaeogaming, adopting different perspectives and combining papers from scholars, gamers, game developers and historical consultants. In doing so, it delivers the first state-of-the-art account of both the wide array of 'ancient' video games, as well as the challenges and rewards of this new and exciting field.
Author | : Kevin Hile |
Publisher | : Greenhaven Publishing LLC |
Total Pages | : 106 |
Release | : 2009-10-26 |
Genre | : Young Adult Nonfiction |
ISBN | : 1420503065 |
Download Video Games Book in PDF, Epub and Kindle
The evolution of the video game is incredible; from a two-colored screen with paddle and pong to fully immersive alternate playing worlds, it is one technology that seems to be constantly evolving. This volume explains the history of video games, the considerations of their impact on players and society, and how they can be used as educational tools. Readers will learn about the future of video games as well.
Author | : Vít Šisler |
Publisher | : Routledge |
Total Pages | : 222 |
Release | : 2017-11-28 |
Genre | : Religion |
ISBN | : 1315518325 |
Download Methods for Studying Video Games and Religion Book in PDF, Epub and Kindle
Game studies has been an understudied area within the emerging field of digital media and religion. Video games can reflect, reject, or reconfigure traditionally held religious ideas and often serve as sources for the production of religious practices and ideas. This collection of essays presents a broad range of influential methodological approaches that illuminate how and why video games shape the construction of religious beliefs and practices, and also situates such research within the wider discourse on how digital media intersect with the religious worlds of the 21st century. Each chapter discusses a particular method and its theoretical background, summarizes existing research, and provides a practical case study that demonstrates how the method specifically contributes to the wider study of video games and religion. Featuring contributions from leading and emerging scholars of religion and digital gaming, this book will be an invaluable resource for scholars in the areas of digital culture, new media, religious studies, and game studies across a wide range of disciplines.
Author | : Schrier, Karen |
Publisher | : IGI Global |
Total Pages | : 396 |
Release | : 2010-02-28 |
Genre | : Education |
ISBN | : 1615208461 |
Download Ethics and Game Design: Teaching Values through Play Book in PDF, Epub and Kindle
"This book addressing an emerging field of study, ethics and gamesand answers how we can better design and use games to foster ethical thinking and discourse in classrooms"--Provided by publisher.
Author | : Graeme Kirkpatrick |
Publisher | : Polity |
Total Pages | : 229 |
Release | : 2013-10-07 |
Genre | : Games & Activities |
ISBN | : 0745641105 |
Download Computer Games and the Social Imaginary Book in PDF, Epub and Kindle
Computer games have fundamentally altered the relation of self and society in the digital age. Analysing topics such as technology and power, the formation of gaming culture and the subjective impact of play with computer games, this text will be of great interest to students and scholars of digital media, games studies and the information society.
Author | : Weimin Toh |
Publisher | : Routledge |
Total Pages | : 241 |
Release | : 2018-10-10 |
Genre | : Language Arts & Disciplines |
ISBN | : 135118475X |
Download A Multimodal Approach to Video Games and the Player Experience Book in PDF, Epub and Kindle
This volume puts forth an original theoretical framework, the ludonarrative model, for studying video games which foregrounds the empirical study of the player experience. The book provides a comprehensive introduction to and description of the model, which draws on theoretical frameworks from multimodal discourse analysis, game studies, and social semiotics, and its development out of participant observation and qualitative interviews from the empirical study of a group of players. The volume then applies this approach to shed light on how players’ experiences in a game influence how they understand and make use of game components in order to progress its narrative. The book concludes with a frame by frame analysis of a popular game to demonstrate the model’s principles in action and its subsequent broader applicability to analyzing video game interaction and design. Offering a new way forward for video game research, this volume is key reading for students and scholars in multimodality, discourse analysis, game studies, interactive storytelling, and new media.