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Gaming And Cognition: Theories And Practice From The Learning Sciences (Premier Reference Source) by Richard Van Eck
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The Resistance to Theory
Paul De Man - 1986
The core of his argument in this essay (and in those that follow) lies in the old opposition between theoria and aesthesis - terms that embody, on the one hand, a linguistic, specifically rhetorical approach to literature and, on the other, a phenomenological, aesthetic, or hermeneutic approach - and all the implications those two modes carry with them. The resistance to theory, says de Man, is a resistance to the use of language about language; it is a resistance to reading, and a resistance to the rhetorical or figurative dimensions of language. The six related essays in The Resistance to Theory were written by de Man in the few years that preceded his death in December 1983. Undertaken to find out why the theoretical enterprise is blind to, or "resists," the radical nature of reading, the essays share not only a theme but also the pedagogical intent that is central to most of his work. These concerns, implicit in the title essay, are openly argued in "The Return to Philology." Each of the remaining essays is devoted to a specific theorist: Michael Riffaterre, Hans Robert Jauss, Walter Benjamin, and Mikhail Bakhtin. The Resistance to Theory also includes a 1983 interview with de Man conducted for Italian radio, and a complete bibliography of his work. Wlad Godzich's foreword tells how de Man's late work was conceived and organized for publication, and discusses some of the basic terms in his discourse."Indispensable. . . . There is resistance to 'theory' and also confusion about its status with reference to both philosophy and criticism. De Man's defense of theory is subtle but uncompromising, and highly personal in its 'aporetic' conclusion."- Frank Kermode, Columbia UniversityPaul de Man was Sterling Professor of Comparative Literature at Yale University. His books include Blindness and Insight (1971; revised edition, Minnesota, 1983), Allegories of Reading ( 1980), and The Rhetoric of Romanticism (1984).
Studies in Words
C.S. Lewis - 1967
C. S. Lewis's Studies in Words explores this fascination by taking a series of words and teasing out their connotations using examples from a vast range of English literature, recovering lost meanings and analysing their functions. It doubles as an absorbing and entertaining study of verbal communication, its pleasures and problems. The issues revealed are essential to all who read and communicate thoughtfully, and are handled here by a masterful exponent and analyst of the English language.
The Art of Video Games: From Pac-Man to Mass Effect
Chris Melissinos - 2012
Fueled by unprecedented advances in technology, boundless imaginations, and an insatiable addiction to fantastic new worlds of play, the video game has gone supernova, rocketing two generations of fans into an ever-expanding universe where art, culture, reality, and emotion collide. As a testament to the cultural impact of the game industry’s mega morph, the Smithsonian American Art Museum, with curator and author Chris Melissinos, conceived the forthcoming exhibition, The Art of Video Games, which will run from March 16 to September 30, 2012.* Welcome Books will release the companion book this March. Melissinos presents video games as not just mere play, but richly textured emotional and social experiences that have crossed the boundary into culture and art.Along with a team of game developers, designers, and journalists, Melissinos chose a pool of 240 games across five different eras to represent the diversity of the game world. Criteria included visual effects, creative use of technologies, and how world events and popular culture manifested in the games. The museum then invited the public to go online to help choose the games. More than 3.7 million votes (from 175 countries) later, the eighty winners featured in The Art of Video Games exhibition and book were selected.From the Space Invaders of the seventies to sophisticated contemporary epics BioShock and Uncharted 2, Melissinos examines each of the winning games, providing a behind-the-scenes look at their development and innovation, and commentary on the relevance of each in the history of video games. Over 100 composite images, created by Patrick O’Rourke, and drawn directly from the games themselves, illustrate the evolution of video games as an artistic medium, both technologically and creatively. Additionally, The Art of Video Games includes fascinating interviews with influential artists and designers–from pioneers such as Nolan Bushnell to contemporary innovators including Warren Spector, Tim Schafer and Robin Hunicke. The foreword was written by Elizabeth Broun, director of the Smithsonian American Art Museum and Mike Mika, noted game preservationist and prolific developer, contributed the introduction the introduction. *After Washington D.C., the exhibition travels to several cities across the United States, including Boca Raton (Museum of Art), Seattle (EMP Museum), Yonkers, NY (Hudson River Museum) and Flint, MI (Flint Institute of Arts). For the latest confirmed dates and venues, please visit the The Art of Video Games exhibition page at http://americanart.si.edu/taovg
101 Things I Learned in Architecture School
Matthew Frederick - 2006
It is also a book they may want to keep out of view of their professors, for it expresses in clear and simple language things that tend to be murky and abstruse in the classroom. These 101 concise lessons in design, drawing, the creative process, and presentation--from the basics of "How to Draw a Line" to the complexities of color theory--provide a much-needed primer in architectural literacy, making concrete what too often is left nebulous or open-ended in the architecture curriculum. Each lesson utilizes a two-page format, with a brief explanation and an illustration that can range from diagrammatic to whimsical. The lesson on "How to Draw a Line" is illustrated by examples of good and bad lines; a lesson on the dangers of awkward floor level changes shows the television actor Dick Van Dyke in the midst of a pratfall; a discussion of the proportional differences between traditional and modern buildings features a drawing of a building split neatly in half between the two. Written by an architect and instructor who remembers well the fog of his own student days, 101 Things I Learned in Architecture School provides valuable guideposts for navigating the design studio and other classes in the architecture curriculum. Architecture graduates--from young designers to experienced practitioners--will turn to the book as well, for inspiration and a guide back to basics when solving a complex design problem.
Principles of Islamic Jurisprudence
Mohammad Hashim Kamali - 1991
In this work, Prof Kamali offers us the first detailed presentation available in English of the theory of Muslim law (usul al-fiqh). Often regarded as the most sophisticated of the traditional Islamic disciplines, Islamic Jurisprudence is concerned with the way in which the rituals and laws of religion are derived from the Qur'an and the Sunnah—the precedent of the Prophet. Written as a university textbook, Principles of Islamic Jurisprudence is distinguished by its clarity and readability; it is an essential reference work not only for students of Islamic law, but also for anyone with an interest in Muslim society or in issues of comparative Jurisprudence.
Lectures on the Foundations of Mathematics, Cambridge 1939
Ludwig Wittgenstein - 1989
A lecture class taught by Wittgenstein, however, hardly resembled a lecture. He sat on a chair in the middle of the room, with some of the class sitting in chairs, some on the floor. He never used notes. He paused frequently, sometimes for several minutes, while he puzzled out a problem. He often asked his listeners questions and reacted to their replies. Many meetings were largely conversation. These lectures were attended by, among others, D. A. T. Gasking, J. N. Findlay, Stephen Toulmin, Alan Turing, G. H. von Wright, R. G. Bosanquet, Norman Malcolm, Rush Rhees, and Yorick Smythies. Notes taken by these last four are the basis for the thirty-one lectures in this book. The lectures covered such topics as the nature of mathematics, the distinctions between mathematical and everyday languages, the truth of mathematical propositions, consistency and contradiction in formal systems, the logicism of Frege and Russell, Platonism, identity, negation, and necessary truth. The mathematical examples used are nearly always elementary.
Ambiguity of Play (Revised)
Brian Sutton-Smith - 1998
Is it a kind of adaptation, teaching us skills, inducting us into certain communities? Is it power, pursued in games of prowess? Fate, deployed in games of chance? Daydreaming, enacted in art? Or is it just frivolity? Brian Sutton-Smith, a leading proponent of play theory, considers each possibility as it has been proposed, elaborated, and debated in disciplines from biology, psychology, and education to metaphysics, mathematics, and sociology.Sutton-Smith focuses on play theories rooted in seven distinct "rhetorics"--the ancient discourses of Fate, Power, Communal Identity, and Frivolity and the modern discourses of Progress, the Imaginary, and the Self. In a sweeping analysis that moves from the question of play in child development to the implications of play for the Western work ethic, he explores the values, historical sources, and interests that have dictated the terms and forms of play put forth in each discourse's "objective" theory.This work reveals more distinctions and disjunctions than affinities, with one striking exception: however different their descriptions and interpretations of play, each rhetoric reveals a quirkiness, redundancy, and flexibility. In light of this, Sutton-Smith suggests that play might provide a model of the variability that allows for "natural" selection. As a form of mental feedback, play might nullify the rigidity that sets in after successful adaption, thus reinforcing animal and human variability. Further, he shows how these discourses, despite their differences, might offer the components for a new social science of play.
Rules Compendium: A Game Reference for All Players (4th Edition D&D)
James Wyatt - 2010
This handy and comprehensive Dungeons and Dragons book is intended as a quick rules reference. It contains the complete core rules for the 4th Edition Dungeons and Dragons Fantasy Roleplaying Game. In addition to providing an overview of the game and how it is played, this book presents the core rules in a format that is easily referenced during a game. It includes information on level advancement, combat, experience points, treasure, skills, equipment, and more.
Significant Zero: Heroes, Villains, and the Fight for Art and Soul in Video Games
Walt Williams - 2017
Williams pulls back the curtain on an astonishingly profitable industry that has put its stamp on pop culture and yet is little known to those outside its walls. In his reflective yet comically-observant voice, Williams walks you through his unlikely and at times inglorious rise within one of the world’s top gaming companies, exposing an industry abundant in brain power and out-sized egos, but struggling to stay innovative. Significant Zero also provides clear-eyed criticism of the industry’s addiction to violence and explains how the role of the narrative designer—the poor soul responsible for harmonizing gameplay with storylines—is crucial for expanding the scope of video games into more immersive and emotional experiences. Significant Zero offers a rare look inside this fascinating, billion-dollar industry and a path forward for its talented men and women—gamers and nongamers alike—that imagines how video games might inspire the best in all of us.
1001 Video Games You Must Play Before You Die
Tony MottMitch Krpata - 2010
The video game has arrived as entertainment and as an art form. This is the first serious critical evaluation ever published of the best video games and is a testament to the medium’s innovativeness and increasing emphasis on aesthetics. Organized chronologically and for all platforms (PC, Xbox, PlayStation, etc.) and covering all genres from the bold (Grand Theft Auto and Halo) and dark (Resident Evil and Silent Hill) to the spiritual (Final Fantasy) and whimsical (Legend of Zelda), the book traces the video game from the rough early days of Pong to the latest visual fantasia.
My Tiny Life: Crime and Passion in a Virtual World
Julian Dibbell - 1999
Bungle and of the author's journey, in consequence thereof, to the heart of a half-real world called LambdaMoo.From In Cold Blood to Midnight in the Garden of Good and Evil, readers have been gripped by the novelistic rering of eccentric communities torn apart by violent crime.Julian Dibbell's reporting of the "Mr. Bungle" rape case first appeared as the cover story in The Village Voice. Since that time it has become a cause célèbre, cited as a landmark case in numerous books and articles and a source of less discussion on the Internet. That's because the scene of the crime was a "Multi-User Domain," an electronic "salon" where Internet junkies have created their own interactive fantasy realm. In a "place" where race, ger, and identity are infinitely malleable, the addictive denizens had thought they'd escaped all traditional cultural and moral limits. Yet Mr. Bungle's primal transgression challenged all their illusions, confronting even this electronic utopia with the same issues of order and social norms that humanity has faced since the Stone Age. When this fantasy imbroglio threatens Dibbell's actual marriage, we see how the virtual world at once mirrors and mocks real life.
First Person: New Media as Story, Performance, and Game
Noah Wardrip-Fruin - 2004
Yet it is widely believed that the market for electronic literature--predicted by some to be the future of the written word--languishes. Even bestselling author Stephen King achieved disappointing results with his online publication of Riding the Bullet and The Plant.Isn't it possible, though, that many hugely successful computer games--those that depend on or at least utilize storytelling conventions of narrative, character, and theme--can be seen as examples of electronic literature? And isn't it likely that the truly significant new forms of electronic literature will prove to be (like games) so deeply interactive and procedural that it would be impossible to present them as paper-like e-books? The editors of First Person have gathered a remarkably diverse group of new media theorists and practitioners to consider the relationship between story and game, as well as the new kinds of artistic creation (literary, performative, playful) that have become possible in the digital environment.This landmark collection is organized as a series of discussions among creators and theorists; each section includes three presentations, with each presentation followed by two responses. Topics considered range from Cyberdrama to Ludology (the study of games), to The Pixel/The Line to Beyond Chat. The conversational structure inspired contributors to revise, update, and expand their presentations as they prepared them for the book, and the panel discussions have overflowed into a First Person web site (created in conjunction with the online journal Electronic Book Review).
Actionable Gamification: Beyond Points, Badges, and Leaderboards
Yu-kai Chou - 2015
Within the industry, studies on game mechanics and behavioral psychology have become proliferate. However, few people understand how to merge the two fields into experience designs that reliably increases business metrics and generates a return on investment. Gamification Pioneer Yu-kai Chou takes reader on a journey to learn his twelve years of obsessive research in creating the Octalysis Framework, and how to apply the framework to create engaging and successful experiences in their product, workplace, marketing, and personal lives. Effective gamification is a combination of game design, game dynamics, behavioral economics, motivational psychology, UX/UI (User Experience and User Interface), neurobiology, technology platforms, as well as ROI-driving business implementations. This book explores the interplay between these disciplines to capture the core principles that contribute to good gamification design. The goal for this book is to become a strategy guide to help readers master the games that truly make a difference in their lives. Readers who absorb the contents of this book will have literally obtained what many companies pay tens of thousands of dollars to acquire. The ultimate aim is to enable the widespread adoption of good gamification and human-focused design in all types of industries.
The Tetris Effect: The Game that Hypnotized the World
Dan Ackerman - 2016
But how did an obscure Soviet programmer, working on frail, antiquated computers, create a product which has now earned nearly 1 billion in sales? How did a makeshift game turn into a worldwide sensation, which has been displayed at the Museum of Modern Art, inspired a big-budget sci-fi movie, and been played in outer space? A quiet but brilliant young man, Alexey Pajitnov had long nurtured a love for the obscure puzzle game pentominoes, and became obsessed with turning it into a computer game. Little did he know that the project that he labored on alone, hour after hour, would soon become the most addictive game ever made. In this fast-paced business story, reporter Dan Ackerman reveals how Tetris became one of the world's first viral hits, passed from player to player, eventually breaking through the Iron Curtain into the West. British, American, and Japanese moguls waged a bitter fight over the rights, sending their fixers racing around the globe to secure backroom deals, while a secretive Soviet organization named ELORG chased down the game's growing global profits.The Tetris Effect is an homage to both creator and creation, and a must-read for anyone who's ever played the game-which is to say everyone.
Future Presence: How Virtual Reality Is Changing Human Connection, Intimacy, and the Limits of Ordinary Life
Peter Rubin - 2018
Though this tech is still in its infancy, to those on the inside, it is the future. VR will change how we work, how we experience entertainment, how we feel pleasure and other emotions, how we see ourselves, and most importantly, how we relate to each other in the real world. And we will never be the same.Peter Rubin, senior culture editor for Wired and the industry’s go-to authority on the subject, calls it an "intimacy engine." While once we needed another person to feel the sensations of closeness, trust, vulnerability, confidence, and titillation, VR will give us the ability to induce these sensations by ourselves for the first time in human history. This metamorphosis, Rubin argues, is going to have a powerful impact on relationships that will ripple throughout our society and our individual lives.A journey into this uncertain future and a glimpse at the cultural implications and promises of a new reality, Future Presence explores a host of complex questions about what makes us human, what connects us, and what is real. Offering a glimpse into the mind-blowing things happening in universities, labs, and tech companies around the world, Rubin leads readers on an entertaining tour of the weirdest, wildest corners of this fascinating new universe. Describing this book as "half travelogue and half crystal ball", Rubin will:Introduce readers to the creators and consumers of VR technologyShow readers what an experience is like inside the current VR devicesExplain how this technology will upend everything we know about human connection in the futureAt once the incredible, inevitable story of virtual reality’s rise and a look towards the future of our fantasies, Future Presence is a deeply personal examination of what connects us, and an analysis of what relationships, empathy, and sex could look like—sooner than we think.