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The pervasive use of games by students and their integration in formal education by a number of pioneer teachers creates a need for a different frame-of-mind to look at the learning experience offered by such innovative technology-enhanced learning experiences. Educational computer games are related to two disciplines, which are computer sciences (in particular, eLearning and related areas) and games development. A pattern-based design approach to overcome the problems and challenges of learning-games is proposed in this book. The aim is to awaken the learning-game community to approach learning-game design more structurally and to motivate them to communally create a theoretical and practical basis for learning-game design and game-based learning research. Furthermore, given the popularity of computer games and the educational and ethical problems they raise, we need a way of evaluating games. This book contributes to this task by articulating the epistemic, moral, and ethical aims of education and by applying these criteria to computer games.
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.
This book is a practical guide on how to create artwork for computer games - a burgeoning area in which thousands of artists are hired each year.
A Balanced Introduction to Computer Science, 3/e is ideal for Introduction to Computing and the Web courses in departments of Math and Computer Science.
Renowned classics and hidden gems alike congregate in this exceptional manual of card playing.
Written by longtime tutor and enthusiast of cards, Bernard Trevelyan, this book impeccably details dozens of classic card games. Well-known and world famous examples such as Whist and Cribbage receive detailed guidance and strategic discussion, while several hidden gems no longer commonly played likewise feature. Variations and clever interpretations also feature, encouraging the budding player to conjure his own playing quirks and methodology.
Richly written with lucidity and clarity, this book is comfortably successful in conveying the author's passion for cards. In obtaining this title, both the eager beginner and curious veteran eager to learn the workings of sometimes forgotten classic card games will be impressed and spurred to understanding.
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