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Formato Físico Adicional: | Online version: Ecology of games. Cambridge, Mass. : MIT Press, ©2008 (OCoLC)608436620 Online version: Ecology of games. Cambridge, Mass. : MIT Press, ©2008 (OCoLC)608484807 |
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Tipo de Material: | Recurso Internet |
Tipo de Documento | Livro, Recursos de internet |
Todos os Autores / Contribuintes: |
Katie Salen Tekinbaş |
ISBN: | 9780262195751 0262195755 9780262693646 026269364X |
Número OCLC: | 156975274 |
Descrição: | ix, 278 pages : illustrations ; 26 cm. |
Conteúdos: | Toward an ecology of gaming / Katie Salen -- Learning and games / James Paul Gee -- In-game, in-room, in-world : reconnecting video game play to the rest of kidsʹ lives / Reed Stevens, Tom Satwicz, and Laurie McCarthy -- E is for everyone : the case for inclusive game design / Amit Pitaru -- Education vs. entertainment : a cultural history of children's software / Mizuko Ito -- Rhetoric of video games / Ian Bogost -- Power of play : the portrayal and performance of race in video games / Anna Everett and S. Craig Watkins -- Open-ended video games : a model for developing learning for the interactive age / Kurt Squire -- Why I love bees : a case study in collective intelligence gaming / Jane McGonigal -- Education unleashed : participatory culture, education, and innovation in Second Life / Cory Ondrejka -- Why Johnny can't fly : treating games as a form of youth media within a youth development framework / Barry Joseph. |
Título da Série: | The John D. and Catherine T. Macarthur Foundation Series on Digital Media and Learning.; John D. and Catherine T. MacArthur Foundation series on digital media and learning. |
Responsabilidade: | edited by Katie Salen. |
Mais informações |
Resumo:
"The Ecology of Games aims to expand upon and add nuance to the debate over the value of games - which so far has been vociferous but overly polemical and surprisingly shallow. Game play is credited with fostering new forms of social organization and new ways of thinking and interacting; the contributors work to situate this within a dynamic media ecology that has the participatory nature of gaming at its core. They look at the ways in which youth are empowered through their participation in the creation, uptake, and revision of games; emergent gaming literacies, including modding, world-building, and learning how to navigate a complex system; and how games act as points of departure for other forms of knowledge, literacy, and social organization."--Jacket.
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Ítens Similares
Assunto(s):(7)
- Video games -- Social aspects.
- 76.31 games.
- 54.89 applications of computer systems, computer technology: other.
- 81.68 computers in education.
- Computerspellen.
- Jongeren.
- Leren.
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