Digital Make-Believe

Digital Make-Believe

Author: Phil Turner

Publisher: Springer

Published: 2016-04-25

Total Pages: 183

ISBN-13: 3319295535

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Make-believe plays a far stronger role in both the design and use of interfaces, games and services than we have come to believe. This edited volume illustrates ways for grasping and utilising that connection to improve interaction, user experiences, and customer value. Useful for designers, undergraduates and researchers alike, this new research provide tools for understanding and applying make-believe in various contexts, ranging from digital tools to physical services. It takes the reader through a world of imagination and intuition applied into efficient practice, with topics including the connection of human-computer interaction (HCI) to make-believe and backstories, the presence of imagination in gamification, gameworlds, virtual worlds and service design, and the believability of make-believe based designs in various contexts. Furthermore, it discusses the challenges inherent in applying make-believe as a basis for interaction design, as well as the enactive mechanism behind it. Whether used as a university textbook or simply used for design inspiration, Digital Make-Believe provides new and efficient insight into approaching interaction in the way in which actual users of devices, software and services can innately utilise it.


Imaginary Games

Imaginary Games

Author: Chris Bateman

Publisher: John Hunt Publishing

Published: 2011

Total Pages: 334

ISBN-13: 1846949416

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Can games be art or is all art a kind of game? A philosophical investigation of play and imaginary things.


Resonant Games

Resonant Games

Author: Eric Klopfer

Publisher: MIT Press

Published: 2018-07-17

Total Pages: 267

ISBN-13: 0262037807

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Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives. Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade. Each of the games—which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students—has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context—most often the public school classroom, but also beyond the classroom.


Playing Software

Playing Software

Author: Miguel Sicart

Publisher: MIT Press

Published: 2023-02-14

Total Pages: 205

ISBN-13: 0262047721

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The play element at the heart of our interactions with computers—and how it drives the best and the worst manifestations of the information age. Whether we interact with video games or spreadsheets or social media, playing with software shapes every facet of our lives. In Playing Software, Miguel Sicart delves into why we play with computers, how that play shapes culture and society, and the threat posed by malefactors using play to weaponize everything from conspiracy theories to extractive capitalism. Starting from the controversial idea that software is an essential agent in the information age, Sicart considers our culture in general—and our way of thinking about and creating digital technology in particular—as a consequence of interacting with software’s agency through play. As Sicart shows, playing shapes software agency. In turn, software shapes our agency as we adapt and relate to it through play. That play drives the creation of new cultural, social, and political forms. Sicart also reveals the role of make-believe in driving our playful engagement with the digital sphere. From there, he discusses the cybernetic theory of digital play and what we can learn from combining it with the idea that playfulness can mean pleasurable interaction with human and nonhuman agents inside the boundaries of a computational system. Finally, he critiques the instrumentalization of play as a tool wielded by platform capitalism.


Digital Souls

Digital Souls

Author: Patrick Stokes

Publisher: Bloomsbury Publishing

Published: 2021-01-14

Total Pages: 209

ISBN-13: 1350139165

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Social media is full of dead people. Nobody knows precisely how many Facebook profiles belong to dead users but in 2012 the figure was estimated at 30 million. What do we do with all these digital souls? Can we simply delete them, or do they have a right to persist? Philosophers have been almost entirely silent on the topic, despite their perennial focus on death as a unique dimension of human existence. Until now. Drawing on ongoing philosophical debates, Digital Souls claims that the digital dead are objects that should be treated with loving regard and that we have a moral duty towards. Modern technology helps them to persist in various ways, while also making them vulnerable to new forms of exploitation and abuse. This provocative book explores a range of questions about the nature of death, identity, grief, the moral status of digital remains and the threat posed by AI-driven avatars of dead people. In the digital era, it seems we must all re-learn how to live with the dead.


Digital Leisure Cultures

Digital Leisure Cultures

Author: Sandro Carnicelli

Publisher: Routledge

Published: 2016-08-12

Total Pages: 377

ISBN-13: 1317355601

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The digital turn in leisure has opened up a vast array of new opportunities to play, learn, participate and be entertained – opportunities that have transformed what we recognise as leisure. This edited collection provides a significant contribution to our changing understanding of digital leisure cultures, reflecting on the socio-historical context within which the digital age emerged, while engaging with new debates about the evolving and controversial role of digital platforms in contemporary leisure cultures. This book also demonstrates the interdisciplinary nature of studying digital leisure cultures. To make sense of how individuals and institutions use digital spaces it is necessary to draw on history, science and technology, philosophy, cultural studies, sociology and geography, as well as sport and leisure studies. This important and timely study discusses both the promise of the digital sphere as a realm of liberation, and the darker side of the internet associated with control, surveillance, exclusion and dehumanisation. Digital Leisure Cultures: Critical perspectives is fascinating reading for any student or scholar of sociology, sport and leisure studies, geography or media studies.


Sports, Games, and Play

Sports, Games, and Play

Author: Jeffrey H. Goldstein

Publisher: Psychology Press

Published: 2012-12-06

Total Pages: 391

ISBN-13: 1135832285

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This updated study of sports and recreation utilizes the most current research, introducing the latest innovations and analyses in new chapters while revising and expanding chapters from the previous edition. Presenting diverse methodological and conceptual approaches, this anthology reflects the current view of sports as a "natural laboratory" for ecologically valid research. This collection contains literature reviews, innovative theories and methods, and essays on various psychological and social aspects of sports, games, and organized play.


Recharge Your Library Programs with Pop Culture and Technology:

Recharge Your Library Programs with Pop Culture and Technology:

Author: Linda D. Behen

Publisher: Bloomsbury Publishing USA

Published: 2013-06-17

Total Pages: 253

ISBN-13:

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Learn how to integrate pop culture and technology into school library programs and classrooms, and make today's digital content, mobile devices, and students' changing interests work to the educator's advantage. Today's school libraries need to evolve and meet the needs of 21st-century students—the instruction, programming, and library services must be relevant to today's learners. Additionally, the interactions between educators and the students are what make the critical difference in the students' learning, and turn the library and classroom into places where they will find, assimilate, experience, and understand information. This book provides practical strategies for using pop culture and technology trends to connect with easily distracted middle and high school students and hold their attention. Author Linda D. Behen addresses why school libraries are in transition and why there is a need for dramatic change. She discusses the evolution of all libraries in response to digital content; ubiquitous mobile devices such as smart phones, iPads, and other tablet computers; patrons' changing interests; and the ways in which schools and school libraries have found to effectively adapt to technology changes and student needs. This book is essential for middle and high school librarians and educators, library school students and instructors, and young adult public librarians.


Making Believe

Making Believe

Author: Magdalene Redekop

Publisher: Univ. of Manitoba Press

Published: 2020-04-10

Total Pages: 524

ISBN-13: 0887558585

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Making Believe responds to a remarkable flowering of art by Mennonites in Canada. After the publication of his first novel in 1962, Rudy Wiebe was the only identifiable Mennonite literary writer in the country. Beginning in the 1970s, the numbers grew rapidly and now include writers Patrick Friesen, Sandra Birdsell, Di Brandt, Sarah Klassen, Armin Wiebe, David Bergen, Miriam Toews, Carrie Snyder, Casey Plett, and many more. A similar renaissance is evident in the visual arts (including artists Gathie Falk, Wanda Koop, and Aganetha Dyck) and in music (including composers Randolph Peters, Carol Ann Weaver, and Stephanie Martin). Confronted with an embarrassment of riches that resist survey, Magdalene Redekop opts for the use of case studies to raise questions about Mennonites and art. Part criticism, part memoir, Making Believe argues that there is no such thing as Mennonite art. At the same time, her close engagement with individual works of art paradoxically leads Redekop to identify a Mennonite sensibility at play in the space where artists from many cultures interact. Constant questioning and commitment to community are part of the Mennonite dissenting tradition. Although these values come up against the legacy of radical Anabaptist hostility to art, Redekop argues that the Early Modern roots of a contemporary crisis of representation are shared by all artists. Making Believe posits a Spielraum or play space in which all artists are dissembling tricksters, but differences in how we play are inflected by where we come from. The close readings in this book insist on respect for difference at the same time as they invite readers to find common ground while making believe across cultures.


Digital Death

Digital Death

Author: Christopher M. Moreman

Publisher: Bloomsbury Publishing USA

Published: 2014-10-20

Total Pages: 272

ISBN-13: 1440831335

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This fascinating work explores the meaning of death in the digital age, showing readers the new ways digital technology allows humans to approach, prepare for, and handle their ultimate destiny. With DeadSocialTM one can create messages to be published to social networks after death. Facebook's "If I Die" enables users to create a video or text message for posthumous publication. Twitter _LIVESON accounts will keep tweeting even after the user is gone. There is no doubt that the digital age has radically changed options related to death, dying, grieving, and remembering, allowing people to say goodbye in their own time and their own unique way. Drawing from a range of academic perspectives, this book is the only serious study to focus on the ways in which death, dying, and memorialization appear in and are influenced by digital technology. The work investigates phenomena, devices, and audiences as they affect mortality, remembrances, grieving, posthumous existence, and afterlife experience. It examines the markets to which the providers of such services are responding, and it analyzes the degree to which digital media is changing views and expectations related to death. Ultimately, the contributors seek to answer an even more important question: how digital existences affect both real-world perceptions of life's end and the way in which lives are actually lived.