Examining the evolution of gaming and its impact on social, cultural, and political perspectives /

"This book asks whether video games have the power to transform a player and his or her beliefs from a sociopolitical perspective, allowing users to immerse themselves in new worlds, situations, and politics"--Provided by publisher.

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Bibliographic Details
Corporate Authors: IGI Global
Group Author: Valentine, Keri Duncan (Editor); Jensen, Lucas John (Editor)
Published: IGI Global,
Publisher Address: Hershey, Pa. :
Publication Dates: [2016]
Literature type: eBook
Language: English
Subjects:
Online Access: http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-0261-6
Summary: "This book asks whether video games have the power to transform a player and his or her beliefs from a sociopolitical perspective, allowing users to immerse themselves in new worlds, situations, and politics"--Provided by publisher.
Carrier Form: PDFs (456 pages) : illustrations
Bibliography: Includes bibliographical references and index.
ISBN: 9781522502623
Access: Restricted to subscribers or individual electronic text purchasers.
Index Number: GV1469
CLC: G899-05
Contents: Toward broader definitions of "video games": shifts in narrative, player goals, subject matter, and digital play environments / Lucas John Jensen, Daisyane Barreto, Keri Duncan Valentine -- Telling tales with technology: remediating folklore and myth through the videogame Alan Wake / Dawn Catherine Stobbart -- "There are no observers here": the video game gaze in Outlast (2013) and Outlast: Whistleblower (2014) / Hazel E. Monforton -- The game space of Dear Esther and beyond: perspective shift and the subversion of player agency / Harrington Weihl -- Apportioned commodity fetishism and the transformative power of game studies / Ken S. McAllister [and 10 others] -- Co-creation and the distributed authorship of video games / Stephanie C Jennings -- She designs therefore she is?: evolving understandings of video game design / Carolyn Michelle Cunningham -- Gaming before e-sports: playing with gender in early gaming communities, 1993-2001 / Marley-Vincent Lindsey -- Serious games teaching values: discussing games dealing with human rights issues / Sonja Gabriel -- Affordances and constraints of analog games for ethics education: dilemmas and dragons / Spencer P. Greenhalgh -- Knowledge production in e-sports culture: learning with and from the masters / Robert James Hein, Jason A. Engerman -- Gaming to increase reading skills: a case study / Laura Kieran, Christine Anderson -- Game/write: gameplay as a factor in college-level literacy and writing ability / Sandy Baldwin, Nicholas D. Bowman, John Jones --
Implementing a game-based instructional design strategy in the eighth grade science classroom: teaching science the chutes and ladders way! / Angela Dowling, Terence C. Ahern -- Jamming econo: the phenomenon of perspectival shifts in indie video games / Keri Duncan Valentine, Lucas John Jensen -- Playful experiments: conditions of "an experience" in touchscreen games by a non-hermeneutic perspective / Felippe Calazans Thomaz, Jorge Cardoso Filho -- Games people play: a trilateral collaboration researching computer gaming across cultures / Sandy Baldwin, Kwabena Opoku-Agyemang, Dibyadyuti Roy -- Games beyond the screen: festivals of play across the western world / William Zachary Wood.