Looks at how Markus "Notch" Persson revolutionized the indie gaming scene with the release of Minecraft, which has come to be used worldwide to promote education, and explores the inner workings of video game developer Mojang.
An official guide to Minecraft construction shares essential tips and tricks for building creative structures and innovations ranging from theme parks and waterslides to pirate coves and animal cannons.
Serious Play is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and secondary schools. Based on an original research project, the book explores digital games’ capacity to engage and challenge, present complex representations and experiences, foster collaborative and deep learning and enable curricula that connect with young people today. These exciting approaches illuminate the role of context in gameplay as well as the links between digital culture, gameplay and identity in learners’ lives, and are applicable to research and practice at the leading edge of curriculum and literacy development.
How making and sharing video games offer educational benefits for coding, collaboration, and creativity. Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which students learn by designing their own games themselves. In this book, Yasmin Kafai and Quinn Burke discuss the educational benefits of constructionist gaming—coding, collaboration, and creativity—and the move from “computational thinking” toward “computational participation.” Kafai and Burke point to recent developments that support a shift to game making from game playing, including the game industry's acceptance, and even promotion, of “modding” and the growth of a DIY culture. Kafai and Burke show that student-designed games teach not only such technical skills as programming but also academic subjects. Making games also teaches collaboration, as students frequently work in teams to produce content and then share their games with in class or with others online. Yet Kafai and Burke don't advocate abandoning instructionist for constructionist approaches. Rather, they argue for a more comprehensive, inclusive idea of connected gaming in which both making and gaming play a part.
YOU HAD ONE JOB …. Something really bad is about to happen. It will start at Mount Rainier, but it's going to be big, bigger than anything ever before. The most evil force ever known—older than the universe—will soon be unleashed on Earth. Quaru has been buried for centuries. Buried alive … with nothing but time to figure out how to get out. Then his guard makes a mistake. And in a fierce explosion of rock and ash, the ancient evil is loose …. Once He consumes a planet, and brings it into His universe, He can enslave those sentient beings He despises so much, and make them do His bidding. Shadou, the friendly but forgetful guard, must return Quaru to his mountain prison. But he needs help. And for that, he turns to Elle Redfern, snarky American teenager and keeper of a secret talent …. You got sent here to Earth, carrying the most dangerous thing in the universe, and then you let it dig a tunnel out of its prison, and you're just all like, ‘Sorry people, my bad’! On a dystopian landscape of ash and desolation, a small band of shaken survivors led by Shadou and Elle set out on a collision course with the most powerful entity imaginable …. We’ll have one shot to break into that firewall and discover His weakness. You are the only being on this planet capable of such a feat. And that’s just the beginning of a multi-volume epic of Earth and space, reluctance and redemption, duty and sacrifice …
From YouTube's Head of Culture and Trends, a rousing and illuminating behind-the-scenes exploration of internet video's massive impact on our world. Whether your favorite YouTube video is a cat on a Roomba, “Gangnam Style,” the “Bed Intruder” song, an ASAPscience explainer, Rebecca Black's “Friday,” or the “Evolution of Dance,” Kevin Allocca's Videocracy reveals how these beloved videos and famous trends--and many more--came to be and why they mean more than you might think. YouTube is the biggest pool of cultural data since the beginning of recorded communication, with four hundred hours of video uploaded every minute. (It would take you more than sixty-five years just to watch the vlogs, music videos, tutorials, and other content posted in a single day!) This activity reflects who we are, in all our glory and ignominy. As Allocca says, if aliens wanted to understand our planet, he'd give them Google. If they wanted to understand us, he'd give them YouTube. In Videocracy, Allocca lays bare what YouTube videos say about our society and how our actions online--watching, sharing, commenting on, and remixing the people and clips that captivate us--are changing the face of entertainment, advertising, politics, and more. Via YouTube, we are fueling social movements, enforcing human rights, and redefining art--a lot more than you'd expect from a bunch of viral clips.
Fabricated tells the story of 3D printers, humble manufacturing machines that are bursting out of the factory and into schools, kitchens, hospitals, even onto the fashion catwalk. Fabricated describes our emerging world of printable products, where people design and 3D print their own creations as easily as they edit an online document. A 3D printer transforms digital information into a physical object by carrying out instructions from an electronic design file, or 'blueprint.' Guided by a design file, a 3D printer lays down layer after layer of a raw material to 'print' out an object. That's not the whole story, however. The magic happens when you plug a 3D printer into today’s mind-boggling digital technologies. Add to that the Internet, tiny, low cost electronic circuitry, radical advances in materials science and biotech and voila! The result is an explosion of technological and social innovation. Fabricated takes the reader onto a rich and fulfilling journey that explores how 3D printing is poised to impact nearly every part of our lives. Aimed at people who enjoy books on business strategy, popular science and novel technology, Fabricated will provide readers with practical and imaginative insights to the question 'how will this technology change my life?' Based on hundreds of hours of research and dozens of interviews with experts from a broad range of industries, Fabricated offers readers an informative, engaging and fast-paced introduction to 3D printing now and in the future.
These proceedings represent the work of contributors to the 24th European Conference on Knowledge Management (ECKM 2023), hosted by Iscte – Instituto Universitário de Lisboa, Portugal on 7-8 September 2023. The Conference Chair is Prof Florinda Matos, and the Programme Chair is Prof Álvaro Rosa, both from Iscte Business School, Iscte – Instituto Universitário de Lisboa, Portugal. ECKM is now a well-established event on the academic research calendar and now in its 24th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research. The opening keynote presentation is given by Professor Leif Edvinsson, on the topic of Intellectual Capital as a Missed Value. The second day of the conference will open with an address by Professor Noboru Konno from Tama Graduate School and Keio University, Japan who will talk about Society 5.0, Knowledge and Conceptual Capability, and Professor Jay Liebowitz, who will talk about Digital Transformation for the University of the Future. With an initial submission of 350 abstracts, after the double blind, peer review process there are 184 Academic research papers, 11 PhD research papers, 1 Masters Research paper, 4 Non-Academic papers and 11 work-in-progress papers published in these Conference Proceedings. These papers represent research from Australia, Austria, Brazil, Bulgaria, Canada, Chile, China, Colombia, Cyprus, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, India, Iran, Iraq, Ireland, Israel, Italy, Japan, Jordan, Kazakhstan, Kuwait, Latvia, Lithuania, Malaysia, México, Morocco, Netherlands, Norway, Palestine, Peru, Philippines, Poland, Portugal, Romania, South Africa, Spain, Sweden, Switzerland, Taiwan, Thailand, Tunisia, UK, United Arab Emirates and the USA.
In the mid 2000s, online gaming was a robust and thriving culture, with dedicated participants around the world. A decade later, mobile games had spawned billion-dollar franchises, and e-sports had earned a viewership rivaling the audiences of blockbuster films. As online gaming grew into a pop culture industry, new questions were raised about the role of video games in business, politics, education, and culture. The articles in this collection showcase the development of this multi-faceted industry, and features such as media literacy terms and questions will engage readers beyond the text.
This book unveils the secrets of extraordinarily successful games and hands you a smarter way to create exceptional engagement and convert it into revenue. It teaches you detailed LiveOps techniques that show you how to keep your game appealing through engaging events, personalized experiences, and smart monetization. You’ll discover the "3 LAPs of Operations" framework—a dynamic, question-driven process that you can implement to systematically boost retention and achieve your game's financial goals. The book delves into the intricate business of live service games, explaining how to enhance your operational efficiency with precise toolset implementations and analytics. While some studio leaders merely talk about "riding the trend", this approach is far too passive. Embrace the shift towards people-driven game development, where your players evolve from mere consumers into active co-creators. This transformation allows you to construct your own trend, known as People's LiveOps, where you engage your most devoted fans and offer them opportunities to earn a living through their creations. Essential for professionals in live service games, this book is also invaluable for aspiring talents and seasoned experts aiming to enter or excel in the gaming industry.