Book picks similar to
Gameworld Interfaces by Kristine Jorgensen
design
design-thinking
game-design-writing
gaming
Subculture: The Meaning of Style
Dick Hebdige - 1979
Hebdige [...] is concerned with the UK's postwar, music-centred, white working-class subcultures, from teddy boys to mods and rockers to skinheads and punks.' - Rolling StoneWith enviable precision and wit Hebdige has addressed himself to a complex topic - the meanings behind the fashionable exteriors of working-class youth subcultures - approaching them with a sophisticated theoretical apparatus that combines semiotics, the sociology of devience and Marxism and come up with a very stimulating short book - Time OutThis book is an attempt to subject the various youth-protest movements of Britain in the last 15 years to the sort of Marxist, structuralist, semiotic analytical techniques propagated by, above all, Roland Barthes. The book is recommended whole-heartedly to anyone who would like fresh ideas about some of the most stimulating music of the rock era - The New York Times
The Tourist Gaze: Leisure And Travel In Contemporary Societies
John Urry - 1990
Urry develops this analysis through various levels - historical, economic, social, cultural and visual.Mass tourism is charted from its origins in the English seaside resorts to its development as a global industry. The economic impact and complex social relations involved in international tourism are explored. Changing patterns of tourism are shown to be connected to the broader cultural changes of postmodernism and related to the role of the service and middle classes. The author argues that we
Games of Empire: Global Capitalism and Video Games
Nick Dyer-Witheford - 2009
No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment.In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street.Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development.Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.
Theory Into Practice
Ann B. Dobie - 2001
Beginning with approaches that students are already familiar with and then moving to less common schools of criticism, Theory into Practice provides extensive guidance for writing literary analyses from each of the critical perspectives.
Persuasive Technology: Using Computers to Change What We Think and Do
B.J. Fogg - 2002
B.J. Fogg, director of the Persuasive Technology Lab at Stanford University. Fogg has coined the phrase Captology(an acronym for computers as persuasive technologies) to capture the domain of research, design, and applications of persuasive computers.In this thought-provoking book, based on nine years of research in captology, Dr. Fogg reveals how Web sites, software applications, and mobile devices can be used to change people's attitudes and behavior. Technology designers, marketers, researchers, consumers--anyone who wants to leverage or simply understand the persuasive power of interactive technology--will appreciate the compelling insights and illuminating examples found inside.Persuasive technology can be controversial--and it should be. Who will wield this power of digital influence? And to what end? Now is the time to survey the issues and explore the principles of persuasive technology, and B.J. Fogg has written this book to be your guide.
How to Talk about Videogames
Ian Bogost - 2015
Games are part art and part appliance, part tableau and part toaster. In How to Talk about Videogames, leading critic Ian Bogost explores this paradox more thoroughly than any other author to date.Delving into popular, familiar games like Flappy Bird, Mirror’s Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Bogost posits that videogames are as much like appliances as they are like art and media. We don’t watch or read games like we do films and novels and paintings, nor do we perform them like we might dance or play football or Frisbee. Rather, we do something in-between with games. Games are devices we operate, so game critique is both serious cultural currency and self-parody. It is about figuring out what it means that a game works the way it does and then treating the way it works as if it were reasonable, when we know it isn’t.Noting that the term games criticism once struck him as preposterous, Bogost observes that the idea, taken too seriously, risks balkanizing games writing from the rest of culture, severing it from the “rivers and fields” that sustain it. As essential as it is, he calls for its pursuit to unfold in this spirit: “God save us from a future of games critics, gnawing on scraps like the zombies that fester in our objects of study.”
Specifications Grading: Restoring Rigor, Motivating Students, and Saving Faculty Time
Linda B. Nilson - 2014
She argues that the grading system most commonly in use now is unwieldy, imprecise and unnecessarily complex, involving too many rating levels for too many individual assignments and tests, and based on a hairsplitting point structure that obscures the underlying criteria and encourages students to challenge their grades.This new specifications grading paradigm restructures assessments to streamline the grading process and greatly reduce grading time, empower students to choose the level of attainment they want to achieve, reduce antagonism between the evaluator and the evaluated, and increase student receptivity to meaningful feedback, thus facilitating the learning process - all while upholding rigor. In addition, specs grading increases students' motivation to do well by making expectations clear, lowering their stress and giving them agency in determining their course goals. Among the unique characteristics of the schema, all of which simplify faculty decision making, are the elimination of partial credit, the reliance on a one-level grading rubric and the -bundling- of assignments and tests around learning outcomes. Successfully completing more challenging bundles (or modules) earns a student a higher course grade. Specs grading works equally well in small and large class settings and encourages -authentic assessment.- Used consistently over time, it can restore credibility to grades by demonstrating and making transparent to all stakeholders the learning outcomes that students achieve.This book features many examples of courses that faculty have adapted to spec grading and lays out the surprisingly simple transition process. It is intended for all members of higher education who teach, whatever the discipline and regardless of rank, as well as those who oversee, train, and advise those who teach.Specification grading promotes the following values and outcomes. It: 1. Upholds High Academic Standards2. Reflects Student Attainment of Skills and Knowledge 3. Motivates Students to Learn and to Excel4. Fosters Higher-Order Cognitive Development and Creativity5. Discourages Cheating6. Reduces Student Stress7. Makes Students Feel Responsible for Their Grades8. Minimizes Conflict Between Faculty and Students9. Saves Faculty Time and Is Simple to Administer10. Makes Expectations Clear and Simplifies Feedback for Improvement11. Assesses Authentically12. Achieves High Inter-Rater Agreement
Social Research Methods: Quantitative and Qualitative Approaches
W. Lawrence Neuman - 1991
It provides dozens of new examples from actual research studies are used to provide illustrations of concepts and methods. Key terms are now called out and defined in boxes at the bottom of the pages where they appear, for easier study and review. In chapter 1, there are now separate descriptions and examples of the steps in the research process for quantitative and qualitative approaches, to underscore some of the fundamental differences. Chapter 2 has new discussions of participatory action research, instrumental and reflexive knowledge, the various audiences for social research findings, and researcher autonomy when research is commissioned. The discussion of social theories in Chapter 3 now covers levels of abstraction, and relationships among concepts
Shape of Things: A Philosophy of Design
Vilém Flusser - 1993
It puts forward the view that our future depends on design. In a series of insightful essays on such ordinary "things" as wheels, carpets, pots, umbrellas and tents, Flusser emphasizes the interrelationships between art and science, theology and technology, and archaeology and architecture. Just as formal creativity has produced both weapons of destruction and great works of art, Flusser believed that the shape of things (and the designs behind them) represents both a threat and an opportunity for designers of the future.
Fandom: Identities and Communities in a Mediated World
Jonathan Gray - 2007
Whether we log on to Web sites to scrutinize the latest plot turns in Lost, "stalk" our favorite celebrities on Gawker, attend gaming conventions, or simply wait with bated breath for the newest Harry Potter novel--each of us is a fan. Fandom extends beyond television and film to literature, opera, sports, and pop music, and encompasses both high and low culture.Fandom brings together leading scholars to examine fans, their practices, and their favorite texts. This unparalleled selection of original essays examines instances across the spectrum of modern cultural consumption from Karl Marx to Paris Hilton, Buffy the Vampire Slayer to backyard wrestling, Bach fugues to Bollywood cinema, and nineteenth-century concert halls to computer gaming. Contributors examine fans of high cultural texts and genres, the spaces of fandom, fandom around the globe, the impact of new technologies on fandom, and the legal and historical contexts of fan activity. Fandom is key to understanding modern life in our increasingly mediated and globalized world.
Game Feel: A Game Designer's Guide to Virtual Sensation
Steve Swink - 2008
The language could be compared to the building blocks of music (time signatures, chord progressions, verse)—no matter the instruments, style or time period—these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the designer can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.
Teaching Online: A Practical Guide
Susan Ko - 2001
This updated edition has been fully revamped and reflects important changes that have occurred since the second edition's publication. A leader in the online field, this best- selling resource maintains its reader friendly tone and offers exceptional practical advice, new teaching examples, faculty interviews, and an updated resource section.New to this edition:new chapter on how faculty and instructional designers can work collaboratively expanded chapter on Open Educational Resources, copyright, and intellectual property more international relevance, with global examples and interviews with faculty in a wide variety of regions new interactive Companion Website that invites readers to post questions to the author, offers real-life case studies submitted by users, and includes an updated, online version of the resource section.Focusing on the "how" and "whys" of implementation rather than theory, this text is a must-have resource for anyone teaching online or for students enrolled in Distance Learning and Educational Technology Masters Programs.
Course of Theoretical Physics: Vol. 1, Mechanics
L.D. Landau - 1969
The exposition is simple and leads to the most complete direct means of solving problems in mechanics. The final sections on adiabatic invariants have been revised and augmented. In addition a short biography of L D Landau has been inserted.
Nuclear Energy: What Everyone Needs to Know(r)
Charles D. Ferguson - 2011
Worries about the dangers that nuclear plants and their radioactive waste posed to nearby communities grew over time, and plant construction in the UnitedStates virtually died after the early 1980s. The 1986 disaster at Chernobyl only reinforced nuclear power's negative image. Yet in the decade prior to the Japanese nuclear crisis of 2011, sentiment about nuclear power underwent a marked change. The alarming acceleration of global warming due to theburning of fossil fuels and concern about dependence on foreign fuel has led policymakers, climate scientists, and energy experts to look once again at nuclear power as a source of energy.In this accessible overview, Charles D. Ferguson provides an authoritative account of the key facts about nuclear energy. What is the origin of nuclear energy? What countries use commercial nuclear power, and how much electricity do they obtain from it? How can future nuclear power plants be madesafer? What can countries do to protect their nuclear facilities from military attacks? How hazardous is radioactive waste? Is nuclear energy a renewable energy source? Featuring a discussion of the recent nuclear crisis in Japan and its ramifications, Ferguson addresses these questions and more inNuclear Energy: What Everyone Needs to Know(R), a book that is essential for anyone looking to learn more about this important issue.What Everyone Needs to Know(R) is a registered trademark of Oxford University Press.
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.