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Ecology of Games: Connecting Youth, Games, and Learning [Kietas viršelis]

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Contributions by (Arizona State University), Edited by , Contributions by (Georgia Institute of Technology), Contributions by , Contributions by , Contributions by (University of Washington), Contributions by , Contributions by (University of California, Irvine), Contributions by , Contributions by (The University of Texas at Austin)
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An exploration of games as systems in which young people participate as gamers, producers, and learners.Read the complete open access editionHERE.

In the many studies of games and young people's use of them, little has been written about an overall "ecology" of gaming, game design and play—mapping the ways that all the various elements, from coding to social practices to aesthetics, coexist in the game world. This volume looks at games as systems in which young users participate, as gamers, producers, and learners.

The Ecology of Games (edited by Rules of Play author Katie Salen) 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.

Contributors:
Ian Bogost, Anna Everett, James Paul Gee, Mizuko Ito, Barry Joseph, Laurie McCarthy, Jane McGonigal, Cory Ondrejka, Amit Pitaru, Tom Satwicz, Kurt Squire, Reed Stevens, S. Craig Watkins.
Foreword vii
Series Advisors
Toward an Ecology of Gaming 1(20)
Katie Salen
PART I: LEARNING ECOLOGIES
Learning and Games
21(20)
James Paul Gee
In-Game In-Room In-World: Reconnecting Video Game Play to the Rest of Kids' Lives
41(26)
Reed Stevens
Tom Satwicz
Laurie McCarthy
E Is for Everyone: The Case for Inclusive Game Design
67(22)
Amit Pitaru
PART II: HIDDEN AGENDAS
Education vs. Entertainment: A Cultural History of Children's Software
89(28)
Mizuko Ito
The Rhetoric of Video Games
117(24)
Ian Bogost
The Power of Play: The Portrayal and Performance of Race in Video Games
141(26)
Anna Everett
S. Craig Watkins
PART III: GAMING LITERACIES
Open-Ended Video Games: A Model for Developing Learning for the Interactive Age
167(32)
Kurt Squire
Why / Love Bees: A Case Study in Collective Intelligence Gaming
199(30)
Jane McGonigal
Education Unleashed: Participatory Culture, Education, and Innovation in Second Life
229(24)
Cory Ondrejka
Why Johnny Can't Fly: Treating Games as a Form of Youth Media Within a Youth Development Framework
253(14)
Barry Joseph
Glossary 267(8)
Games Index 275