Over the past decade, Video games have come to rely on violent and antisocial content with more realistic and often gruesome graphics and sound effects. Couple this with the global expansion in gaming and it's potential for destructive addiction, and the future of video games seems gloomy. Unfortunately, game companies have little incentive to change the kind of games they produce. They look to minimize risk by producing games that follow successful patterns of design. And as less attention is given to innovation, the evolution of games has slowed and even stagnated.In Reset, gaming journalist…mehr
Over the past decade, Video games have come to rely on violent and antisocial content with more realistic and often gruesome graphics and sound effects. Couple this with the global expansion in gaming and it's potential for destructive addiction, and the future of video games seems gloomy. Unfortunately, game companies have little incentive to change the kind of games they produce. They look to minimize risk by producing games that follow successful patterns of design. And as less attention is given to innovation, the evolution of games has slowed and even stagnated.In Reset, gaming journalist and best selling author Rusel DeMaria champions the evolution of a new perspective on games that would inspire designs that offer positive benefits to those who play them. DeMaria introduces readers to the basic concepts of two important topics: the nature of play and how people learn. He demonstrates how video games contain power to teach and engage at the same time. Through games, DeMaria shows, we can foster new attitudes, and present effective modes of communication or critical thinking. Both domestically and internationally, games can even help erode prejudices and resolve conflict. Games' power to promote change stems not only from their popularity, he argues, but also from their ability to teach through interactive experiences while not seeming to teach at all.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Rusel DeMaria (Grants Pass, OR) has been an observer and/or participant in the electronic gaming industry since its inception. Beginning in 1980, he began writing professionally about games. He has written nearly 60 strategy guides and is acknowledged as one of the pioneers of that book genre. In addition to his books, Rusel has been a senior editor and columnist for several national magazines. Johnny L. Wilson (Seattle, WA) is Group Publisher for Wizards of the Coast's magazine group, which includes Dragon, Dungeon, Top Deck, Star Wars Gamer and Star Wars Insider. He is perhaps better known as the former editor-in-chief of Computer Gaming World (1992-1999), the premier magazine for computer-gaming fans.
Inhaltsangabe
IntroductionChapter 1: The State of the Game TodayChapter 2: The Evolving Nature of Games - Problems and PotentialChapter 3: Why We PlayChapter 4: How We Learn Chapter 5: The Next StepChapter 6: Making It SoChapter 7: It Has Been DoneChapter 8: Ways that Games can Inspire and TeachChapter 9: The Various Shades of GamesChapter 10: The ChallengeChapter 11: Ethical ConsiderationsChapter 12: ActivismAppendix
IntroductionChapter 1: The State of the Game TodayChapter 2: The Evolving Nature of Games - Problems and PotentialChapter 3: Why We PlayChapter 4: How We Learn Chapter 5: The Next StepChapter 6: Making It SoChapter 7: It Has Been DoneChapter 8: Ways that Games can Inspire and TeachChapter 9: The Various Shades of GamesChapter 10: The ChallengeChapter 11: Ethical ConsiderationsChapter 12: ActivismAppendix
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