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We study videogames.

We study videogames.

The Art & Business of Making Games Games in Schools "This grand vision of the integration of gaming culture with school culture will require a tremendous effort on the part of all involved – schools, parents, academics, government agencies, non-profit agencies, gaming professionals, and others. Providing access for all students to the kind of playful, investigative, collaborative and well-supported education that we envision in this document will necessarily depend on school culture and gaming culture coming to a respectful, mutual understanding and comfortable integration. Certainly, teachers and schools will have to take brave risks to innovate, but the learning games community will need to meet schools, understanding the constraints on the system and individual teachers." This is the conclusion of an important paper on games for learning from the Education Arcade at Massachusetts Institute of Technology. The paper starts by making a case for learning games grounded in principles of good fun and good learning.

AiGameDev.com | Your Online Hub for Game/AI Gamestudies Tragedies of the ludic commons - understanding cooperation in multiplayer games by Jonas Heide Smith Conflict, it is often assumed, is the essence of games. Modern multiplayer games, however, also rely heavily on the cooperation between players. In fact, given the rapidly increasing popularity and complexity of these games, game designers are arguably engaged in one of the most ambitious experiments with social software in recent years. Dynamic Lighting for Tension in Games by Magy Seif El-Nasr, Simon Niedenthal, Igor Knez, Priya Almeida, Joseph Zupko Video and computer games are among the most complex forms of interactive media. Screw the Grue: Mediality, Metalepsis, Recapture by Terry Harpold I begin with an assertion that I consider an axiom of videogame studies.

Computer Games and Instruction || Information Age Publishing There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games, over $7 Billion in 2005, and from the fact that over 200 academic institutions worldwide now offer game related programs of study. In view of the intense interest in computer games educators and trainers, in business, industry, the government, and the military would like to use computer games to improve the delivery of instruction. REVIEWS"Sigmund Tobias and J. "This is an important book that I can highly recommend for both beginning and experienced researchers in this area, and for anyone who has an interest in computer games and their current and future use to enhance the learning process." CONTENTSPreface.

Ludology Issue 1102, 2011 Interactivity, Inhabitation and Pragmatist Aesthetics by Phillip D. Deen Pragmatist philosophy of art provides an account of aesthetic experience particularly suited to the transactive and immersive qualities of video games and superior to spectatorial and institutional alternatives. It also distinguishes between mere emotion and artistic expression, providing a response to those who assert games cannot be aesthetic. [more] Optimizing Play: How Theorycraft Changes Gameplay and Design by Christopher A. Analyzing the role of theorycraft in optimizing play, this essay argues that theorycraft demonstrates a distinct approach of how to 'play' World of Warcraft, uniting game studies research that focuses on procedural rhetoric and paratexts, while expanding the role of rhetoric for the analysis of games. Bishōjo Games: ‘Techno-Intimacy’ and the Virtually Human in Japan by Patrick W. This paper offers an in-depth analysis of bishōjo games. The Leisure of Serious Games: A Dialogue What is Love?

Ludologica Games: Improving Education Educators increasingly recognize the impact of entertainment software and utilize games as a teaching device in a growing number of classrooms and business settings. In doing so, they are embracing the cultural and technological shifts of the 21st century and expanding the use of a favorite leisure activity, computer and video games, into a critical and still-emerging educational resource. More than just play, entertainment software helps impart knowledge, develop life skills and reinforce positive habits in students of all ages. Cognitive Research In addition to being a great way to keep students engaged, researchers have found that video games have real potential as next-generation learning tools. University of Wisconsin education professor Dr. In an effort to maintain this unprecedented momentum, the Department of Education announced in January 2010 that it would provide initial funding for the nonprofit National Center for Research in Advanced Information and Digital Technologies.

eXe - eLearning XHTML editor A Theory of Fun for Game Design Indaba Music Serious game A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to products used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, and politics.[citation needed] Definition and scope[edit] Serious games are simulations of real-world events or processes designed for the purpose of solving a problem. Overview[edit] The term "serious game" has been used long before the introduction of computer and electronic devices into entertainment. Reduced to its formal essence, a game is an activity among two or more independent decision-makers seeking to achieve their objectives in some limiting context. Mike Zyda provided an update and a logical approach to the term in his 2005 article in IEEE Computer entitled, "From Visual Simulation to Virtual Reality to Games". Other authors, though, (as Jeffery R. History[edit] Development[edit]

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