Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications.
As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as 'modding', and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.
The pervasive use of games by students and their integration in formal education by a number of pioneer teachers creates a need for a different frame-of-mind to look at the learning experience offered by such innovative technology-enhanced learning experiences. Educational computer games are related to two disciplines, which are computer sciences (in particular, eLearning and related areas) and games development. A pattern-based design approach to overcome the problems and challenges of learning-games is proposed in this book. The aim is to awaken the learning-game community to approach learning-game design more structurally and to motivate them to communally create a theoretical and practical basis for learning-game design and game-based learning research. Furthermore, given the popularity of computer games and the educational and ethical problems they raise, we need a way of evaluating games. This book contributes to this task by articulating the epistemic, moral, and ethical aims of education and by applying these criteria to computer games.
Fun pictograms and infographics about computer games make learning about math topics such as ratios, speed, distance, time, volume, percentages, and equations easy and fun. In this book, readers are presented with several computer game scenarios and must use their mathematical skills to solve equations to up their scores. Math puzzles and exercises help children build confidence in their math skills.
The advent of computer aided design and the proliferation of computer aided design tools have been instrumental in furthering the state-of-the- art in integrated circuitry. Continuing this progress, however, demands an emphasis on creating user-friendly environments that facilitate the interaction between the designer and the CAD tool. The realization of this fact has prompted investigations into the appropriateness for CAD of a number of user-interface technologies. One type of interface that has hitherto not been considered is the natural language interface. It is our contention that natural language interfaces could solve many of the problems posed by the increasing number and sophistication of CAD tools. This thesis represents the first step in a research effort directed towards the eventual development of a natural language interface for the domain of computer aided design. The breadth and complexity of the CAD domain renders the task of developing a natural language interface for the complete domain beyond the scope of a single doctoral thesis. Hence, we have initally focussed on a sub-domain of CAD. Specifically, we have developed a natural language interface, named Cleopatra, for circuit-simulation post-processing. In other words, with Cleopatra a circuit-designer can extract and manipulate, in English, values from the output of a circuit-simulator (currently SPICE) without manually having to go through the output files produced by the simulator.
The Gay Games is an important piece of new social history, examining one of the largest sporting, cultural and human rights events in the world. Since their inception in 1980, the Gay Games have developed into a multi-million dollar mega-event, engaging people from all continents, while the international Gay Games movement has become one of the largest and most significant international institutions for gay and lesbian people. Drawing on detailed archival research, oral history and participant observation techniques, and informed by critical feminist theory and queer theory, this book offers the first comprehensive history of the Gay Games from 1980 through to the Chicago games of 2006. It explores the significance of the Games in the context of broader currents of gay and lesbian history, and addresses a wide range of key contemporary themes within sports studies, including the cultural politics of sport, the politics of difference and identity, and the rise of sporting mega-events. This book is important reading for any serious student of international sport or gender and sexuality studies.
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