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Worth A Thousand Words

Values at Play in Digital Games PDF Author: Mary Flanagan
Publisher: MIT Press
ISBN: 0262529971
Category : Computers
Languages : en
Pages : 224

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Book Description
A theoretical and practical guide to integrating human values into the conception and design of digital games. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at Play can also serve as a guide to designers who seek to implement values in the conception and design of their games. After developing a theoretical foundation for their proposal, Flanagan and Nissenbaum provide detailed examinations of selected games, demonstrating the many ways in which values are embedded in them. They introduce the Values at Play heuristic, a systematic approach for incorporating values into the game design process. Interspersed among the book's chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved.

Values at Play in Digital Games

Values at Play in Digital Games PDF Author: Mary Flanagan
Publisher: MIT Press
ISBN: 0262529971
Category : Computers
Languages : en
Pages : 224

View

Book Description
A theoretical and practical guide to integrating human values into the conception and design of digital games. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at Play can also serve as a guide to designers who seek to implement values in the conception and design of their games. After developing a theoretical foundation for their proposal, Flanagan and Nissenbaum provide detailed examinations of selected games, demonstrating the many ways in which values are embedded in them. They introduce the Values at Play heuristic, a systematic approach for incorporating values into the game design process. Interspersed among the book's chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved.

Values at Play in Digital Games

Values at Play in Digital Games PDF Author: Mary Flanagan
Publisher:
ISBN: 9780262324441
Category : Computers
Languages : en
Pages : 207

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Book Description
A theoretical and practical guide to integrating human values into the conception and design of digital games. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. "Big ideas" such as justice, equity, honesty, and cooperation--as well as other kinds of ideas, including violence, exploitation, and greed--may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at Play can also serve as a guide to designers who seek to implement values in the conception and design of their games. After developing a theoretical foundation for their proposal, Flanagan and Nissenbaum provide detailed examinations of selected games, demonstrating the many ways in which values are embedded in them. They introduce the Values at Play heuristic, a systematic approach for incorporating values into the game design process. Interspersed among the book's chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved. approach for incorporating values into the game design process. Interspersed among the book's chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved.

Worlds in Play

Worlds in Play PDF Author: Suzanne De Castell
Publisher: Peter Lang
ISBN: 9780820486437
Category : Education
Languages : en
Pages : 349

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Book Description
Worlds in Play, a map of the «state of play» in digital games research today, illustrates the great variety and extreme contrasts in the landscape cleft by contemporary digital games research. The chapters in this volume are the work of an international review board of seventy game-study specialists from fields spanning social sciences, arts, and humanities to the physical and applied sciences and technologies. A wellspring of inspiring concepts, models, protocols, data, methods, tools, critical perspectives, and directions for future work, Worlds in Play will support and assist in reading not only within, but across fields of play - disciplinary, temporal, and geographical - and encourage all of us to widen our focus to encompass the omni-dimensional phenomenon of «worlds in play.»

Entertainment Computing and Serious Games

Entertainment Computing and Serious Games PDF Author: Ralf Dörner
Publisher: Springer
ISBN: 3319461524
Category : Computers
Languages : en
Pages : 541

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Book Description
The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field. The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015.

The World Is Born From Zero

The World Is Born From Zero PDF Author: Cameron Kunzelman
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110719452
Category : History
Languages : en
Pages : 206

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Book Description
The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furthest reaches. Claiming that the best way to understand games is through rigorous formal analysis of their aesthetic strategies and the cultural context those strategies emerge from, Kunzelman investigates a diverse array of games like The Last of Us, VA-11 Hall-A, and Civilization VI in order to explore what science fiction video games can tell us about their genres, their ways of speculating, and how the medium of the video game does (or does not) direct us down experiential pathways that are both oppressive and liberatory. Taking a multidisciplinary look at these games, The World is Born From Zero offers a unique theorization of science fiction games that provides both science fiction studies and video game studies with new tools for thinking how this medium and mode inform each other.

Game Value

Game Value PDF Author: Vedat Yiğitoğlu
Publisher: Vedat Yigitoglu
ISBN: 6257912776
Category : Social Science
Languages : en
Pages : 183

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Book Description
‘Game’ as a term, implies the game beyond its meaning and expands on it. This work solidifies the idea that, in essence games are “a form of communication” between numerous planes of thought. As such along with their rising importance, it’s no longer sufficient for games to be investigated under any single discipline, instead requiring the subject to be investigated under a variety of disciplines. In this sense, while various other works on the nature of games have tried to draw their own borders; defining their own terminologies and methods, it had at times advanced forth in an almost purist fashion; each keeping close watch on their own wellestablished areas. However, in order to completely comprehend games and their inner-workings, an inter-disciplinary approach is a necessity. in this work, “games” are being investigated in its anthropocosmological meaning, and as a form of new media. Language games, digital games, and topics like gamification are taken into account in a uniformed sense, by a variety of thinkers who are qualified as game philosophers, each with their own area expertise.

What Is a Game?

What Is a Game? PDF Author: Gaines S. Hubbell
Publisher: McFarland
ISBN: 1476639019
Category : Games & Activities
Languages : en
Pages : 291

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Book Description
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.

Urban Informatics

Urban Informatics PDF Author: Kristene Unsworth
Publisher: Routledge
ISBN: 1317312619
Category : Language Arts & Disciplines
Languages : en
Pages : 150

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Book Description
Information shapes urban spaces in ways that most people rarely stop to consider. From data-driven planning to grassroots activism to influencing the routes we walk, bike, and drive, new information technologies are helping city dwellers to leverage information in new ways. These technologies shape the uses and character of urban spaces. Information technologies and tools such as social media and GIS tracking applications are being used by individuals as they go about their daily lives, not as alternatives to social interaction, but as opportunities to participate in the shared experience of urban life. This edited volume focuses on the creative application and management of information technologies in urban environments, with an emphasis on the intersection between citizen participation in creating city environments and the policy-making that supports it. The chapters address critical issues including the digital divide, transportation planning, use of public spaces, community building, and local events. This book was originally published as a special issue of the Journal of Urban Technology.

Context-Aware Systems and Applications, and Nature of Computation and Communication

Context-Aware Systems and Applications, and Nature of Computation and Communication PDF Author: Phan Cong Vinh
Publisher: Springer
ISBN: 3319778188
Category : Computers
Languages : en
Pages : 237

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Book Description
This book constitutes the refereed post-conference proceedings of the International Conferences ICCASA and ICTCC 2017, held in November 2017 in Tam Ky City, Vietnam. The 23 revised full papers presented were carefully selected from 31 submissions. The papers of ICCASA cover a wide spectrum in the area of context-aware-systems. CAS is characterized by its self- facets such as self-organization, self-configuration, self-healing, self-optimization, self-protection used to dynamically control computing and networking functions. The papers of ICTCC cover formal methods for self-adaptive systems and discuss natural approaches and techniques for computation and communication.

Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives

Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives PDF Author: Valentine, Keri Duncan
Publisher: IGI Global
ISBN: 1522502629
Category : Computers
Languages : en
Pages : 456

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Book Description
With complex stories and stunning visuals eliciting intense emotional responses, coupled with opportunities for self-expression and problem solving, video games are a powerful medium to foster empathy, critical thinking, and creativity in players. As these games grow in popularity, ambition, and technological prowess, they become a legitimate art form, shedding old attitudes and misconceptions along the way. Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives asks whether videogames have the power to transform a player and his or her beliefs from a sociopolitical perspective. Unlike traditional forms of storytelling, videogames allow users to immerse themselves in new worlds, situations, and politics. This publication surveys the landscape of videogames and analyzes the emergent gaming that shifts the definition and cultural effects of videogames. This book is a valuable resource to game designers and developers, sociologists, students of gaming, and researchers in relevant fields.