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Gaming


Gaming
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The Meaning Of Video Games


The Meaning Of Video Games
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Author : Steven E. Jones
language : en
Publisher: Routledge
Release Date : 2008-04-11

The Meaning Of Video Games written by Steven E. Jones and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-04-11 with Social Science categories.


The Meaning of Video Games takes a textual studies approach to an increasingly important form of expression in today’s culture. It begins by assuming that video games are meaningful–not just as sociological or economic or cultural evidence, but in their own right, as cultural expressions worthy of scholarly attention. In this way, this book makes a contribution to the study of video games, but it also aims to enrich textual studies. Early video game studies scholars were quick to point out that a game should never be reduced to merely its "story" or narrative content and they rightly insist on the importance of studying games as games. But here Steven E. Jones demonstrates that textual studies–which grows historically out of ancient questions of textual recension, multiple versions, production, reproduction, and reception–can fruitfully be applied to the study of video games. Citing specific examples such as Myst and Lost, Katamari Damacy, Halo, Façade, Nintendo’s Wii, and Will Wright’s Spore, the book explores the ways in which textual studies concepts–authorial intention, textual variability and performance, the paratext, publishing history and the social text–can shed light on video games as more than formal systems. It treats video games as cultural forms of expression that are received as they are played, out in the world, where their meanings get made.



Methods For Studying Video Games And Religion


Methods For Studying Video Games And Religion
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Author : Vít Šisler
language : en
Publisher: Routledge
Release Date : 2017-11-28

Methods For Studying Video Games And Religion written by Vít Šisler and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-11-28 with Religion categories.


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.



Indian Gaming Tribal Sovereignty


Indian Gaming Tribal Sovereignty
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Author : Steven Andrew Light
language : en
Publisher:
Release Date : 2005

Indian Gaming Tribal Sovereignty written by Steven Andrew Light and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2005 with Business & Economics categories.


Examines Indian gaming in detail: what it is, how it became on of the most politically charged phenomena for tribes and states today, and the legal and political compromises that shape its present and will determine its future.



Computers And Games For Mental Health And Well Being


Computers And Games For Mental Health And Well Being
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Author : Yasser Khazaal
language : en
Publisher: Frontiers Media SA
Release Date : 2018-07-12

Computers And Games For Mental Health And Well Being written by Yasser Khazaal and has been published by Frontiers Media SA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-07-12 with Video games in education categories.


Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users’ views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?



10th European Conference On Games Based Learning


10th European Conference On Games Based Learning
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Author :
language : en
Publisher: Academic Conferences and publishing limited
Release Date :

10th European Conference On Games Based Learning written by and has been published by Academic Conferences and publishing limited this book supported file pdf, txt, epub, kindle and other format this book has been release on with categories.




What Is A Game


What Is A Game
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Author : Gaines S. Hubbell
language : en
Publisher: McFarland
Release Date : 2020-02-28

What Is A Game written by Gaines S. Hubbell and has been published by McFarland this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-02-28 with Games & Activities categories.


What is a videogame? What makes a videogame "good"? If a game is supposed to be fun, can it be fun without a good story? If another is supposed to be an accurate simulation, does it still need to be entertaining? With the ever-expanding explosion of new videogames and new developments in the gaming world, questions about videogame criticism are becoming more complex. The differing definitions that players and critics use to decide what a game is and what makes a game successful, often lead to different ideas of how games succeed or fail. This collection of new essays puts on display the variety and ambiguity of videogames. Each essay is a work of game criticism that takes a different approach to defining the game and analyzing it. Through analysis and critical methods, these essays discuss whether a game is defined by its rules, its narrative, its technology, or by the activity of playing it, and the tensions between these definitions. With essays on Overwatch, Dark Souls 3, Far Cry 4, Farmville and more, this collection attempts to show the complex changes, challenges and advances to game criticism in the era of videogames.



Indian Gaming


Indian Gaming
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Author :
language : en
Publisher:
Release Date : 2006-07

Indian Gaming written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006-07 with Gambling categories.




Principles And Practices Of Gaming Simulation


Principles And Practices Of Gaming Simulation
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Author : Cathy S. Greenblat
language : en
Publisher: SAGE Publications, Incorporated
Release Date : 1981

Principles And Practices Of Gaming Simulation written by Cathy S. Greenblat and has been published by SAGE Publications, Incorporated this book supported file pdf, txt, epub, kindle and other format this book has been release on 1981 with Games & Activities categories.


The authors' 1975 classic Gaming-Simulation has been revised and abridged for this edition. Three new chapters have been written: one on evaluation of games, one on their application in policy making, and the third on microcomputers in game design. It is a comprehensive, up-to-date guide on the multiple uses of gaming and simulation in the social sciences.



Reality Is Broken


Reality Is Broken
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Author : Jane McGonigal
language : en
Publisher: Random House
Release Date : 2011-02-10

Reality Is Broken written by Jane McGonigal and has been published by Random House this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-02-10 with Science categories.


We are living in a world full of games. More than 31 million people in the UK are gamers. The average young person will spend 10,000 hours gaming by the age of twenty-one. The future belongs to those who play games. In this ground-breaking book, visionary game designer Jane McGonigaI challenges conventional thinking and shows that games - far from being simply escapist entertainment - have the potential not only to radically improve our own lives but to change the world.



Gaming And Gamers In Times Of Pandemic


Gaming And Gamers In Times Of Pandemic
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Author : Piotr Siuda
language : en
Publisher:
Release Date : 2024-02-08

Gaming And Gamers In Times Of Pandemic written by Piotr Siuda and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-02-08 with Computers categories.


This edited collection brings in multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games. The COVID-19 pandemic has impacted virtually every aspect of our lives, regardless of where we live. In the initial months, many industry reports noted the unexpected positive impact on online digital game sales. Games were not just lockdown-proof, but boosted by lockdowns. Stay-at-home orders triggered a rush toward games as an alternative form of entertainment, and the ubiquity of mobile phones allowed wider than ever participation. Gaming and Gamers in Times of Pandemic studies how the COVID-19 pandemic affected game players, game developers, game journalists and game scholars alike in many other ways, starting with the most direct – illness, and sometimes death. Some effects are temporary, others are here to stay.