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  • Fandoms in the Classroom

    A Social Justice Approach to Transforming Literacy Learning

    What is a fandom, and why do fandoms matter for school?Fandoms are passionate communities dedicated to appreciating and engaging with texts of interest (movies, TV shows, books, bands, brands, sports teams, etc.) via personally and communally meaningful literacy practices. It is increasingly obvious that scripted literacy curricula and standardized tests fall short of meeting meaningful literacy ... Leer más

    $35.99 USD o gratis con Kobo Plus

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  • Robot Ethics 2.0

    From Autonomous Cars to Artificial Intelligence

    The robot population is rising on Earth and other planets. (Mars is inhabited entirely by robots.) As robots slip into more domains of human life--from the operating room to the bedroom--they take on our morally important tasks and decisions, as well as create new risks from psychological to physical. This makes it all the more urgent to study their ethical, legal, and policy impacts. To help the ... Leer más

    $22.99 USD

  • Communities of Play

    Emergent Cultures in Multiplayer Games and Virtual Worlds

    de Celia Pearce ...
    The odyssey of a group of “refugees” from a closed-down online game and an exploration of emergent fan cultures in virtual worlds.Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play ... Leer más

    $21.99 USD

  • Role-Playing Game Studies

    Transmedia Foundations

    Edición de Sebastian Deterding, José Zagal ...
    This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively ... Leer más

    $80.99 USD

  • Video Games as Culture

    Considering the Role and Importance of Video Games in Contemporary Society

    Series series Routledge Advances in Sociology
    Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life.Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, ... Leer más

    $60.99 USD

  • Emotional AI

    The Rise of Empathic Media

    de Andrew McStay ...
    What happens when media technologies are able to interpret our feelings, emotions, moods, and intentions? In this cutting edge new book, Andrew McStay explores that very question and argues that these abilities result in a form of technological empathy. Offering a balanced and incisive overview of the issues raised by ‘Emotional AI’, this book:Provides a clear account of the social benefits and ... Leer más

    $69.99 USD

  • A Fan Studies Primer

    Method, Research, Ethics

    Series series Fandom & Culture
    The discipline of fan studies is famously undisciplined. But that doesn’t mean it isn’t structured. This is the first comprehensive primer for classroom use that shows students how to do fan studies in practical terms. With contributions from a range of established and emerging scholars, coeditors Paul Booth and Rebecca Williams pull together case studies that demonstrate the wide array of ... Leer más

    $25.99 USD

  • The Video Game Theory Reader 2

    Edición de Bernard Perron, Mark J.P. Wolf ...
    The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games ... Leer más

    $70.99 USD

  • Engineering Play

    A Cultural History of Children's Software

    de Mizuko Ito ...
    Series series The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning
    How the influential industry that produced such popular games as Oregon Trail and KidPix emerged from experimental efforts to use computers as tools in child-centered learning.Today, computers are part of kids' everyday lives, used both for play and for learning. We envy children's natural affinity for computers, the ease with which they click in and out of digital worlds. Thirty years ago, ... Leer más

    $11.99 USD

  • An Introduction to Game Studies

    de Frans Mayra ...
    An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research.Key concepts and theories are illustrated with discussion of games taken from different ... Leer más

    $87.99 USD

  • The Worldbuilding Workshop

    Teaching Critical Thinking and Empathy Through World Modeling, Simulation, and Play

    A research-based instructional approach that cultivates critical thinking, empathy, and inquiry through collaborative environmental and societal modeling.In The Worldbuilding Workshop, Trent Hergenrader and Stephen Slota explore collaborative worldbuilding as an educational tool for deconstructing and analyzing the planet’s most urgent, relevant, and mind-boggling questions.Their process unfolds ... Leer más

    $38.99 USD

  • Teaching the Game

    A collection of syllabi for game design, development, and implementation, Vol. 1

    The goal of this book was to collect interdisciplinary syllabi of courses that implement, utilize, and/or teach the development or analyses of games. Chapters include a catalog description, course purposes and objectives, context, pedagogy, assignments, assessment, an expanded course outline, and a set of best practices for instruction. Readers will be able to develop or adapt their own syllabi ... Leer más

    $2.99 USD