Introduction: Games in the age of empire -- Game engine : labor, capital, machine -- Immaterial labor : a workers' history of videogaming -- Cognitive capitalism : electronic arts -- Machinic subjects : the XBOX and its rivals -- Gameplay : virtual/actual -- Banal war : full spectrum warrior -- Biopower play : world of warcraft -- Imperial city : grand theft auto -- New game? -- Games of multitude -- Exodus : the metaverse and the mines
Intro -- Preface -- Acknowledgments -- Contents -- About the Author -- List of Figures -- List of Tables -- 1 A Fundamental Dilemma: Efficiency Versus Creativity -- 1.1 A Fundamental Dilemma: Efficiency Versus Creativity -- 1.2 Game Software as a Research Subject for Considering the Relationship Between Efficiency and Creativity -- 1.3 Objectives of the Study and Reasons for Selection of Cases -- 1.3.1 Reasons for Choosing Game Software as a Research Subject -- 1.3.2 Overview of the Game Software Business: The Emergence of the Console Game Software Business and its Industrial Structure -- 1.3.3 Product Characteristics of Game Software -- 1.3.4 Game Software Development Activities -- 1.3.5 Characteristics of Game Software Development Activities -- 1.4 Aims and Messages of This Book -- 1.5 Structure of This Book -- References -- 2 Literature Review: Innovation Patterns and Evolution of the Industry -- 2.1 Literature Review of the Innovation Research -- 2.1.1 Changes in Innovation Over Time -- 2.1.2 Existing Research on the Impact of Complementary goods -- 2.1.3 Problems Left by Existing Research on Innovation Patterns -- 2.2 Literature Review of the Game Studies -- 2.3 Positioning of This Book -- References -- 3 Analytical Framework and Research Design: Definition of Innovations, Types of Innovations and the Methods of Empirical Research -- 3.1 Definition of Innovation in Game Software -- 3.2 Categories of Innovation -- 3.2.1 Two Types of Innovation in Game Software -- 3.2.2 Measuring Innovation: Product Classification Axis and Operational Definition -- 3.3 Analytical Framework -- 3.3.1 The Analytical Framework of This Study -- 3.3.2 A Framework for Analyzing Innovation Patterns in the Game Software Industry -- 3.3.3 Foresight on Innovation in Game Software -- 3.4 Data to Be Used for Analysis -- 3.4.1 Unit of Analysis for This Study.
Cover -- Inhaltsverzeichnis -- Einleitung -- I. SPIELE DES WISSENS -- Der Affe der Natur: Zur Utopie des Spiels -- Balancing: Über die Möglichkeitsbedingungen interdisziplinärer Zusammenarbeit und die Freiheit der Forschung -- Spielen als wissenschaftliches Format -- Im Spiel der Chancen. La condition du non-savoir -- All In: Die Psychologie von Spiel und Ökonomie bei Karl Groos und Gabriel Tarde -- Laborious Playgrounds: Citizen science games as new modes of work/play in the digital age -- II. DAS WISSEN DER SPIELE -- Skyshard Legends: Interaktionsplanung in einem Augmented Virtuality-Spiel -- Gaming & Prävention Mit Computergames gegen die Volkskrankheit Demenz -- A whole world of games -- Playful Media: Über Independent-Games, Virtual Reality und das Lebensgefühl A MAZE -- Über Gamification und Ungewissheit -- Digitale und haptische Spiele im Vergleich: Ihre Potenziale für die Forschung am Beispiel von Decide&Survive -- Schmerzen be-greifbar machen: Ein Werkstattbericht -- Singleton: Skizze der Entstehung eines Spiels zur persönlichen Entwicklung in zehn Versionen -- Autor_innenverzeichnis
"This book explores and promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines, building a significant bridge between research and practice on electronic gaming and simulations"--Provided by publisher
"This book explores and promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines, building a significant bridge between research and practice on electronic gaming and simulations"--Provided by publisher
Introduction: Childhood obesity is a very serious condition and it is one of the most important risk factors for cardiovascular disease and diabetes later in life. Numerous studies have discussed the obesity problem and being overweight in children, which is considered a serious public health problem. The intensive use of technology by the children nowadays made the children prone more to the diseases associated with obesity, as long stay in front of screens without physical activity expose them to obesity. The aim of the current study is to identify if the videogame playing is a risk factor for development of obesity in Eastern area of Saudi Arabia particularly in Dammam and AL Khobar cities. Methodology: Descriptive cross sectional study through self-administered questionnaire. distributed to 465 parents who have children in primary male governmental and private schools in Dammam and AL Khobar, Eastern provinces. The questionnaire measured the sociodemographic data of all students as well as Prevalence of obesity by measuring weight, height, Body Mass Index (BMI). Results: The BMI of the studied group showed that 46.0% of the studied student were between 5 – 84th percentile, 32.5% were above the 95th, 15.5% were between 85 - 94th percentile and only 6.0% were below the 5th percentile. Regarding the relation between the obesity and game using, the current study showed that, 95.8% of obese students and 95.8% of overweight student were playing electronic games, while 95.3% of normal weight and 89.3% of underweight students were playing electronic games (p value = 0.544). Conclusion: In this sample of children living in Dammam and Al- Khobar, Saudi Arabia, obesity was associated with use of electronic games and also associated with the availability of electronic games and devices in bedroom. Recommendations: Health education among school students is a must, for awareness of the drawbacks of the use of electronic games. Key words: Obesity, BMI, electronic games, students.
Introduction: Childhood obesity is a very serious condition and it is one of the most important risk factors for cardiovascular disease and diabetes later in life. Numerous studies have discussed the obesity problem and being overweight in children, which is considered a serious public health problem. The intensive use of technology by the children nowadays made the children prone more to the diseases associated with obesity, as long stay in front of screens without physical activity expose them to obesity. The aim of the current study is to identify if the videogame playing is a risk factor for development of obesity in Eastern area of Saudi Arabia particularly in Dammam and AL Khobar cities. Methodology: Descriptive cross sectional study through self-administered questionnaire. distributed to 465 parents who have children in primary male governmental and private schools in Dammam and AL Khobar, Eastern provinces. The questionnaire measured the sociodemographic data of all students as well as Prevalence of obesity by measuring weight, height, Body Mass Index (BMI). Results: The BMI of the studied group showed that 46.0% of the studied student were between 5 – 84th percentile, 32.5% were above the 95th, 15.5% were between 85 - 94th percentile and only 6.0% were below the 5th percentile. Regarding the relation between the obesity and game using, the current study showed that, 95.8% of obese students and 95.8% of overweight student were playing electronic games, while 95.3% of normal weight and 89.3% of underweight students were playing electronic games (p value = 0.544). Conclusion: In this sample of children living in Dammam and Al- Khobar, Saudi Arabia, obesity was associated with use of electronic games and also associated with the availability of electronic games and devices in bedroom. Recommendations: Health education among school students is a must, for awareness of the drawbacks of the use of electronic games. Key words: Obesity, BMI, electronic games, students.
The evolution of the game industry and changes in the advertising landscape in recent years have led to a keen interest of marketers in using digital games for advertising purposes. However, despite the increasing interest in this marketing strategy, the potential of digital games as a medium to convey advertising messages remains unexploited. *Digital Gaming and the Advertising Landscape* explores the different ways advertising messages can be embedded within digital games. An interdisciplinary approach is used to help explain how persuasive communication works within digital games. It does so by forging new links within the area of game studies where the emphasis of this book clearly lies, while also taking up new subjects such as design theories and their relation to games as well as how this relationship may be used in a practical context.
"This book introduces readers to Electronic Arts, the publisher behind hit franchises such as Madden NFL, FIFA, and The Sims. Readers will explore the company's history, its dominance of the sports video game landscape, and how the company continues to innovate today. Features include infographics, a glossary, references, websites, source notes, and an index. Aligned to Common Core Standards and correlated to state standards. Essential Library is an imprint of Abdo Publishing, a division of ABDO"--Amazon
"This book explores the theoretical and empirical understanding of electronic games and computer-mediated simulations. It also promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines"--
I. Embodied experiences: affective and cognitive benefits of gaming. Video games, nightmares, and emotional processing / Johnathan Bown, Jayne Gackenbach -- Infinite ammo: exploring issues of post-traumatic stress disorder in popular video games / Mathew Bumbalough, Adam Henze -- Emotion, empathy, and ethical thinking in Fable III / Karen Schrier -- Half a second, that is enough: involuntary micro-suspensions of disbelief and ectodiegesis as phenomena of immersion processes in pervasive games / Thaiane Oliveira -- II. Emotions tools and ties. Gamers and their weapons: an appraisal perspective on weapons manipulation in video games / Weimin Toh -- Emotional response to gaming producing Rosenblatt's transaction / April Sanders -- What type of narrative do children prefer in active video games? An exploratory study of cognitive and emotional responses / Amy S. Lu, Richard Buday, Debbie Thompson, Tom Baranowski -- Educational neuroscience and the affective affordances of video games in language learning / Tom Gorham, Jon Gorham -- III. Emotional affordances, videogames, and learning. Affect during instructional video game learning: story's potential role / Osvaldo Jiménez -- Social-emotional learning opportunities in online games for preschoolers / Mariya Nikolayev, Kevin Clark, Stephanie M. Reich -- Dashboard effects challenge flow-learning assumption in digital instructional games / Debbie Denise Reese -- Collaboration and emotion in Way / Karen Schrier, David Shaenfield -- Evaluating the use of a prosocial digital game identify and compare preschool children's social and emotional skills / Lynne Humphries
Combat Modeling is a systematic learning resource and reference text for the quantitative analysis of combat. After a brief overview, authors Washburn and Kress present individual chapters on shooting without feedback, shooting with feedback, target defense, attrition models, game theory and wargames, search, unmanned aerial vehicles, and terror and insurgency. Three appendices provide a review of basic probability concepts, probability distributions, and Markov models, an introduction to optimization models, and a discussion of Monte-Carlo simulations. This is a book that can be used as a military manual, reference book, and textbook for military courses on this vital subject. The authors also provide a link for downloading Microsoft Excel workbooks they've developed and that are used throughout the book that include VBA (Visual Basic for Applications) code for certain functions or commands. Drawing on their many years of experience at the Naval Postgraduate School in Monterey, California, Washburn and Kress have created a reference that will provide the tools and techniques for analysts involved in the underpinnings of combat decisions.