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The Civic Potential of Video Games (John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning)

By Joseph Kahne & Chris Evans

The MIT Press
Paperback (63 pages)

The Civic Potential of Video Games (John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning)
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  • ISBN13: 9780262513609
  • Notes: Brand New from Publisher. No Remainder Mark.
Product Description:
This report focuses on the civic aspects of video game play among youth. According to a 2006 survey, 58 percent of young people aged 15 to 25 were civically "disengaged," meaning that they participated in fewer than two types of either electoral activities (defined as voting, campaigning, etc.) or civic activities (for example, volunteering). Kahne and his coauthors are interested in what role video games may or may not play in this disengagement.

Until now, most research in the field has considered how video games relate to children's aggression and to academic learning. Digital media scholars suggest, however, that other social outcomes also deserve attention. For example, as games become more social, some scholars argue that they can be important spheres in which to foster civic development. Others disagree, suggesting that games, along with other forms of Internet involvement, may in fact take time away from civic and political engagement.

Drawing on data from the 2006 survey, the authors examine the relationship between video game play and civic development. They call for further research on teen gaming experiences so that we can understand and promote civic engagement through video games.

The Ultimate History of Video Games: From Pong to Pokemon--The Story Behind the Craze That Touched Our Lives and Changed the World

By Steven L. Kent

Three Rivers Press
Released: 2001-10-02
Paperback (624 pages)

The Ultimate History of Video Games: From Pong to Pokemon--The Story Behind the Craze That Touched Our Lives and Changed the World
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  • ISBN13: 9780761536437
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Product Description:
Inside the Games You Grew Up with but Never Forgot
With all the whiz, bang, pop, and shimmer of a glowing arcade. The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning.
This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover:
·The video game that saved Nintendo from bankruptcy
·The serendipitous story of Pac-Man's design
·The misstep that helped topple Atari's $2 billion-a-year empire
·The coin shortage caused by Space Invaders
·The fascinating reasons behind the rise, fall, and rebirth of Sega
·And much more!
Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick.

Understanding Video Games: The Essential Introduction

By Simon Egenfeldt-Nielson & Susana Pajares Tosca

Routledge
Paperback (304 pages)

Understanding Video Games: The Essential Introduction
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  • ISBN13: 9780415977210
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Product Description:
Today millions of people around the world are playing video games at any given time. From Pong to Playstation 2 and beyond, Understanding Video Games is the first general introduction to the burgeoning field of video game studies-it traces the history of the medium, introduces the major theories developed to analyze video games, examines the core elements of game design, and addresses the major debates surrounding the medium.

Authored by members of the Center for Computer Games Research, described by The New York Times as the "hub" of game studies research, this book is essential reading for scholars, gaming enthusiasts, aspiring game designers, and anyone interested in understanding the ways video games are reshaping popular culture and entertainment.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition: Revised and Updated Edition

By James Paul Gee

Palgrave Macmillan
Released: 2007-12-26
Paperback (256 pages)

What Video Games Have to Teach Us About Learning and Literacy. Second Edition: Revised and Updated Edition
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  • ISBN13: 9781403984531
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Product Description:
James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.

The Ultimate Guide to Video Game Writing and Design

By Flint Dille

Lone Eagle
Released: 2008-01-08
Paperback (272 pages)

The Ultimate Guide to Video Game Writing and Design
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  • ISBN13: 9781580650663
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Product Description:
• Authors are top game designers
• Aspiring game writers and designers must have this complete bible

There are other books about creating video games out there. Sure, they cover the basics. But The Ultimate Guide to Video Game Writing and Design goes way beyond the basics. The authors, top game designers, focus on creating games that are an involving, emotional experience for the gamer. Topics include integrating story into the game, writing the game script, putting together the game bible, creating the design document, and working on original intellectual property versus working with licenses. Finally, there’s complete information on how to present a visionary new idea to developers and publishers. Got game? Get The Ultimate Guide to Video Game Writing and Design.

Playing Video Games: Motives, Responses, and Consequences (Lea's Communication Series)

Lawrence Erlbaum Associates
Paperback (480 pages)

Playing Video Games: Motives, Responses, and Consequences (Lea s Communication Series)
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From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives, Responses, and Consequences integrates communication, psychology, and technology to examine the psychological and mediated aspects of playing video games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm of entertainment studies, the next big wave in media studies. The book targets one of the most popular and pervasive media in modern times, and it will serve to define the area of study and provide a theoretical spine for future research.

This unique and timely volume will appeal to scholars, researchers, and graduate students in media studies and mass communication, psychology, and marketing.

Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time

By Bill Loguidice

Focal Press
Paperback (408 pages)

Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time
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  • ISBN13: 9780240811468
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Product Description:
Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.

*Explores the gameplay, history, development, and influence of the most important videogames of all time
*Includes material from interviews, contemporary reviews, manuals, and other primary and secondary sources
*Identifies and analyzes the key concepts behind each videogame
*Features hundreds of exclusive, full-color images


Professional Techniques for Video Game Writing

By Wendy Despain

A K Peters
Paperback (250 pages)

Professional Techniques for Video Game Writing
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  • ISBN13: 9781568814162
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Product Description:
This book by the International Game Developers Association (IGDA) Game Writing Special Interest Group focuses on various aspects of working as a professional game writer, including how to break in to game writing, writing manuals, narrative design, writing in a team, working as a freelancer, working with new intellectual property, and more. It includes exercises and writing samples; additional writing samples are available from the book's website.

Good Video Games and Good Learning: Collected Essays on Video Games, Learning and Literacy (New Literacies and Digital Epistemologies)

By James Paul Gee

Peter Lang Publishing
Released: 2007-03-26
Paperback (208 pages)

Good Video Games and Good Learning: Collected Essays on Video Games, Learning and Literacy (New Literacies and Digital Epistemologies)
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This book discusses a broad range of topics concerning video games, learning and literacy. These include the ways games can marry pleasure, learning and mastery through the sense of ownership, agency and control players enjoy when gaming, as well as controversial issues surrounding games. The book explores relationships between values, identity, content and learning, and focuses on how to understand and explain many young people s differential experiences of learning in gaming and schooling respectively.

Changing the Game: How Video Games Are Transforming the Future of Business

By David Edery

FT Press
Hardcover (240 pages)

Changing the Game: How Video Games Are Transforming the Future of Business
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  • ISBN13: 9780132357814
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Product Description:
Use Video Games to Drive Innovation, Customer Engagement, Productivity, and Profit! Companies of all shapes and sizes have begun to use games to revolutionize the way they interact with customers and employees, becoming more competitive and more profitable as a result. Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army's total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force--encouraging them to manually label the millions of images found on the Web that Google's computers cannot identify on their own. Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity!in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. *In-game advertising, advergames, adverworlds, and beyond Choose your best marketing opportunities--and avoid the pitfalls *Use gaming to recruit and develop better employees Learn practical lessons from America's Army and other innovative case studies *Channel the passion of your user communities Help your customers improve your products and services--and have fun doing it *What gamers do better than computers, scientists, or governments Use games to solve problems that can't be solved any other way

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