Listing 1 - 2 of 2 |
Sort by
|
Choose an application
Didactic strategies --- Educational games --- English language --- Handbooks, manuals, etc --- Study and teaching (Elementary) --- -English language --- -Germanic languages --- Instructive games --- Training games --- Education --- Games --- Simulation methods --- -Handbooks, manuals, etc --- Handbooks, manuals, etc. --- Study and teaching (Elementary). --- Communication skills (Elementary education) --- Germanic languages --- Educational games - Handbooks, manuals, etc --- English language - Study and teaching (Elementary)
Choose an application
Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.
Computer games -- Social aspects -- Handbooks, manuals, etc. --- Computer games -- Social aspects. --- Educational games -- Handbooks, manuals, etc. --- Education --- Social Sciences --- Education - General --- Computer games --- Educational games --- Social aspects --- Education. --- Social sciences. --- Personality. --- Social psychology. --- Education, general. --- Social Sciences, general. --- Personality and Social Psychology. --- Computers and Education. --- Data processing. --- Application software --- Electronic games --- Consciousness. --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Apperception --- Mind and body --- Perception --- Philosophy --- Psychology --- Spirit --- Self --- Behavioral sciences --- Human sciences --- Sciences, Social --- Social science --- Social studies --- Education—Data processing. --- Mass psychology --- Psychology, Social --- Human ecology --- Social groups --- Sociology --- Personal identity --- Personality psychology --- Personality theory --- Personality traits --- Personology --- Traits, Personality --- Individuality --- Persons --- Temperament
Listing 1 - 2 of 2 |
Sort by
|