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"The internet is a complex environment that affronts many practices while constraining others. The challenge is to develop language and tools to critically engage with these environments and to navigate the topology of being a citizen in a technologically mediated environment. This book begins this undertaking." -- Back Cover
User interfaces (Computer systems) --- Internet searching. --- Computer network resources --- Interfaces (Informatique) --- Recherche sur Internet --- Information électronique --- Public opinion --- Opinion publique --- Internet searching --- Public opinion. --- Internet resources --- Remote access electronic resources --- Remote electronic resources --- Resources, Computer network --- Electronic information resources --- Uniform Resource Identifiers --- Searching the Internet --- Web searching --- World Wide Web searching --- Electronic information resource searching --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- User interfaces (Computer systems). --- Information électronique --- Computer network resources - Public opinion
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Theory of knowledge --- Primary groups --- Mass communications --- Computer architecture. Operating systems
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This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Social, casual and mobile games, played on devices such as smartphones, tablets, or PCs and accessed through online social networks, have become extremely popular, and are changing the ways in which games are designed, understood, and played. These games have sparked a revolution as more people from a broader demographic than ever play games, shifting the stereotype of gaming away from that of hardcore, dedicated play to that of activities that fit into everyday life. Social, Casual and Mobile Games explores the rapidly changing gaming landscape and discusses the ludic, methodological, theoretical, economic, social and cultural challenges that these changes invoke. With chapters discussing locative games, the new freemium economic model, and gamer demographics, as well as close studies of specific games (including Candy Crush Saga, Angry Birds, and Ingress), this collection offers an insight into the changing nature of games and the impact that mobile media is having upon individuals and societies around the world.
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"Social, casual and mobile games, played on devices such as smartphones, tablets, or PCs and accessed through online social networks, have become extremely popular, and are changing the ways in which games are designed, understood, and played. These games have sparked a revolution as more people from a broader demographic than ever play games, shifting the stereotype of gaming away from that of hardcore, dedicated play to that of activities that fit into everyday life. Social, Casual and Mobile Games explores the rapidly changing gaming landscape and discusses the ludic, methodological, theoretical, economic, social and cultural challenges that these changes invoke. With chapters discussing locative games, the new freemium economic model, and gamer demographics, as well as close studies of specific games (including Candy Crush Saga, Angry Birds, and Ingress), this collection offers an insight into the changing nature of games and the impact that mobile media is having upon individuals and societies around the world"-- "The first collection dedicated to analysing the casual, social, and mobile gaming movements that are changing games the world over"--
Mobile games --- Jeux sur mobile --- Mobile games. --- Games --- Social science --- General. --- Media Studies.
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"Social, casual and mobile games, played on devices such as smartphones, tablets, or PCs and accessed through online social networks, have become extremely popular, and are changing the ways in which games are designed, understood, and played. These games have sparked a revolution as more people from a broader demographic than ever play games, shifting the stereotype of gaming away from that of hardcore, dedicated play to that of activities that fit into everyday life. Social, Casual and Mobile Games explores the rapidly changing gaming landscape and discusses the ludic, methodological, theoretical, economic, social and cultural challenges that these changes invoke. With chapters discussing locative games, the new freemium economic model, and gamer demographics, as well as close studies of specific games (including Candy Crush Saga, Angry Birds, and Ingress), this collection offers an insight into the changing nature of games and the impact that mobile media is having upon individuals and societies around the world."-- "The first collection dedicated to analysing the casual, social, and mobile gaming movements that are changing games the world over"--
Games --- Mobile games. --- Computer games --- Children --- Children's games --- Games, Primitive --- Games for children --- Pastimes --- Primitive games --- Recreations --- Entertaining --- Physical education and training --- Amusements --- Play --- Sports --- Recreation --- Video games
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Educational systems. Teaching systems --- Kindergarten --- Mass communications --- Biotechnology --- communicatie --- biotechnologie --- kleuterdidactiek --- peuters
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This volume focuses on very young children's (aged 0-8) rights in a digital world. It gathers current research from around the globe that focuses on young children's rights as agental citizens to the provision of and participation in digital devices and content-as well as their right to protection from harm. The UN Digital Rights Framework of 2014 addresses children's needs, agency and vulnerability to harm in today's digital world and implies roles and responsibilities for a variety of social actors including the state, families, schools, commercial entities, researchers and children themselves. This volume presents a broad range of research, including chapters on parental supervision and control, the changing forms of play, early childhood education, media and cultural studies, law, design, health, special-needs education, and engineering. Implicit within this book is the acknowledgement that children of various ages, abilities, socioeconomic and geographic backgrounds should have equal access to, and positive / non-harmful experiences with, new digital technologies and content-as well as adult support and expertise that enhances these experiences. This wonderful book has global relevance, balancing children's embrace of digital content with adult responsibilities for education, privacy and protection. Professor Lelia Green, Professor of Communications, Edith Cowan University, Perth, Western Australia.
Educational systems. Teaching systems --- Kindergarten --- Mass communications --- Biotechnology --- communicatie --- biotechnologie --- kleuterdidactiek --- peuters
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