Digital Games
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Humanities Remediated Digital Games Criticism In Academic Discourse
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Author : Robert Kampf
language : en
Publisher: GRIN Verlag
Release Date : 2014-04-16
Humanities Remediated Digital Games Criticism In Academic Discourse written by Robert Kampf and has been published by GRIN Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-04-16 with Foreign Language Study categories.
Master's Thesis from the year 2010 in the subject Didactics for the subject English - Pedagogy, Literature Studies, grade: 1.3, University of Münster (English Department), language: English, abstract: Digital games are products of contemporary popular culture and indicators of social and cultural processes in modern computerized information societies. In recent years digital games asserted their status not only as a popular form of entertainment but also as virtual spaces for social interaction, escapism from reality, electronic sports and digital art. The first scientific studies of digital games date back to the late 1970s but recent debates about violence and addiction revived the interest in game research. The field of academic game studies describes the social, cultural, political, ideological, philosophical and psychological dimensions of digital games and their effects and influence on players. This paper presents an outline of game studies as academic school of thought and their role in scientific, public and political debates. The ambition of this paper is to demonstrate that game studies are a resourceful field of work and can be beneficial to the humanities. More importantly this work states that it is necessary to form an institutionalized frame of academic game research in order to retain the ability to describe and analyze a growing cultural and social phenomenon of unprecedented proportions. Without game studies, whole sectors of youth culture and virtual social networks will barely be accessible to academic research. Above that, the ability of digital games to imitate, explain and even influence real-world social systems is only a small part of the potential that will remain unexplored.
Exploring The Potential Of Digital Game Based Learning In The Efl Classroom
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Author : Marie Schneider
language : en
Publisher: GRIN Verlag
Release Date : 2012-11-27
Exploring The Potential Of Digital Game Based Learning In The Efl Classroom written by Marie Schneider and has been published by GRIN Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-11-27 with Foreign Language Study categories.
Examination Thesis from the year 2011 in the subject Didactics for the subject English - Pedagogy, Literature Studies, grade: 1,0, http://www.uni-jena.de/ (Anglistik/Amerikanistik), language: English, abstract: Die Staatsexamensarbeit trägt den Titel “Exploring the Potential of Digital Game Based Learning in the EFL Classroom” und lotet das Potenzial kommerzieller Computerspiele für die Ausbildung von Fach- und Medienkompetenz im Englischunterricht aus. Im Unterschied zu bisherigen Untersuchungen werden Computerspiele dabei nicht als Unterrichtsthema sondern als Werkzeug bzw. Methode unter die Lupe genommen. Die innovative Arbeit nimmt einen neuen Blickwinkel auf das Thema ein und trägt so zu einem noch sehr jungen Forschungsfeld bei, auf welchem – vor allem in Deutschland – nur wenige Publikationen erschienen sind und welches somit nur in Ansätzen untersucht worden ist.
Understanding Digital Games
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Author : Jason Rutter
language : en
Publisher: SAGE
Release Date : 2006-04-20
Understanding Digital Games written by Jason Rutter and has been published by SAGE this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006-04-20 with Language Arts & Disciplines categories.
There are an increasing number of courses on digital games and gaming, following the rise in the popularity of games themselves. Amongst these practical courses, there are now theoretical courses appearing on gaming on media, film and cultural studies degree programmes. The aim of this book is to satisfy the need for a single accessible textbook which offers a broad introductions to the range of literatures and approaches currently contributing to digital game research. Each of the chapters will outline key theoretical perspectives, theorists and literatures to demonstrate their relevance to, and use in, the study of digital games.
Multiliteracies In The Foreign Language Classroom Using Video Games In The Flc
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Author : Isabelle Humburg
language : en
Publisher: GRIN Verlag
Release Date : 2015-03-10
Multiliteracies In The Foreign Language Classroom Using Video Games In The Flc written by Isabelle Humburg and has been published by GRIN Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-03-10 with Foreign Language Study categories.
Seminar paper from the year 2014 in the subject Didactics for the subject English - Pedagogy, Literature Studies, grade: 1,7, Justus-Liebig-University Giessen, course: Multiliteracies in the Foreign Language Classroom, language: English, abstract: According to a survey published in 2013 nearly every youth spends roughly 180 minutes online every day during the school week (MPFS 2013: 64). Of the asked adolescents, 45% said that they play computer, console or online games regularly and gave the estimate of “76 minutes on weekdays and 101 minutes on weekends” (MPFS 2013:65) spend playing digital games. There is a term for all those born after the 1970s, that grew up surrounded and using technology on a daily basis: digital natives (Schoolnet 2009: 6). This new generation of born natives uses digital devices with little to no instruction. One could say they are fluent or literate in this 'language'. These digital natives use this technology based language to communicate, express themselves, as well as to understand and manipulate their environment. They use social networking sites as well as digital games, often combined with each other, to entertain themselves. Through their constant use digital natives are used to an environment, which constantly rewards them for things like endurance (daily log in rewards) or finishing things in a timely matter (finishing in a quest in a certain time frame). This kind of reward system is what they expect in the classroom. A traditional classroom environment may not be motivating enough for this new generation of learners (Schoolnet 2009: 6). This term paper deals with digital games in the English foreign language classroom (EFL). As students clearly enjoy playing these games and are motivated to do so on a nearly daily basis, why not use this kind of motivation to learn English? In the following the theory behind the usage and advantage of digital games in the classroom is outlined. In the end there is a teaching proposal for a unit, that uses an online game to teach historical facts and events.
Digital Games Revised Edition
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Author : Ananda Mitra
language : en
Publisher: Infobase Holdings, Inc
Release Date : 2020-03-01
Digital Games Revised Edition written by Ananda Mitra and has been published by Infobase Holdings, Inc this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-03-01 with Science categories.
In 2006, about 67 percent of Americans played video games using a computer or game console such as PlayStation, Xbox, or Wii. Video games have come a long way since they were developed in the 1970s. In the past, game programs used a computer-like gadget that could be connected to the television. The players would look at the image on the television screen, hence the name "video game." With the development of personal computers in the 1980s, the computer monitor became a more popular display device, leading to the new term "computer game." These terms, along with "digital game," are now interchangeable. Digital Games, Revised Edition explains the history of digital games, explores how the games have affected players and society, and discusses emerging trends in the digital gaming industry.
Computer Games As A Sociocultural Phenomenon
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Author : Andreas Jahn-Sudmann
language : en
Publisher: Palgrave MacMillan
Release Date : 2008-01-17
Computer Games As A Sociocultural Phenomenon written by Andreas Jahn-Sudmann and has been published by Palgrave MacMillan this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-01-17 with Games & Activities categories.
In the course of their increasing sociocultural importance, the academic interest in computer games has been growing considerably in the last years. This profound anthology comprehensibly introduces latest approaches in the central fields of game studies and provides an extensive survey of the contemporary game culture. Internationally renowned media and literature scholars, social scientists, game designers, and artists explore the cultural potential of computer games and present new concepts of researching sociocultural, industrial, and aesthetic aspects of digital entertainment.
Computer Gaming World
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Author :
language : en
Publisher:
Release Date : 2002
Computer Gaming World written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2002 with Computer games categories.
Computer Game Graphics
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Author : Liz Faber
language : en
Publisher: Watson-Guptill Publications
Release Date : 1998
Computer Game Graphics written by Liz Faber and has been published by Watson-Guptill Publications this book supported file pdf, txt, epub, kindle and other format this book has been release on 1998 with Computers categories.
This book chronicles the rapid graphic evolution of a multibillion-dollar industry and examines the enormous impact of computer games on our culture.
Computer Games Ii
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Author : David N.L. Levy
language : en
Publisher: Springer
Release Date : 1988-06-24
Computer Games Ii written by David N.L. Levy and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 1988-06-24 with Computers categories.
Long before the advent of the electronic computer, man was fascinated by the idea of automating the thought processes employed in playing games of skill. The very first chess "Automaton" captured the imagination oflate eighteenth century Vienna, and by the early 1900s there was a genuine machine that could play the chess endgame of king and rook against a lone king. Soon after the invention of the computer, scientists began to make a serious study of the problems involved in programming a machine to play chess. Within a decade this interest started to spread, first to draughts (checkers) and later to many other strategy games. By the time the home computer was born, there had already been three decades of research into computer games. Many of the results of this research were published, though usually in publications that are extremely difficult (or even impossible for most people) to find. Hence the present volumes. Interest in computers and programming has now reached into almost every home in the civilized world. Millions of people have regular access to computers, and most of them enjoy playing games. In fact, approximately 80 percent of all software sold for use on personal computers is games software.
Superbetter How A Gameful Life Can Make You Stronger Happier Braver And More Resilient
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Author : Jane McGonigal
language : en
Publisher: HarperCollins UK
Release Date : 2016-01-28
Superbetter How A Gameful Life Can Make You Stronger Happier Braver And More Resilient written by Jane McGonigal and has been published by HarperCollins UK this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-01-28 with Self-Help categories.
A revolutionary new self-help book by top flight game designer Jane McGonigal.