The Value of Games

The Value of Games

Author: Kaye Bennett Dotson

Publisher: Rowman & Littlefield

Published: 2020-09-01

Total Pages: 177

ISBN-13: 147584641X

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This work brings together a collection of games that have been a part of childhood through the ages, games that continue to be played in various forms around the world. Many anthologies of folktales, music, and other forms of art have been collected for readers, but there are not many works on the subject of traditional childhood games and their role in the important “work” of childhood, which is in fact play. This book helps to meet a growing interest among educators and parents to encourage natural play and creativity in a world that is increasingly digital. Directions, descriptions, illustrations, of traditional childhood games, supported by educational theory are included. The material covered will not only help parents and educators to support children in play, but will also provide an anthology for consultation by those who see the need to preserve traditional play long associated with childhood.


Games

Games

Author: C. Thi Nguyen

Publisher:

Published: 2020

Total Pages: 253

ISBN-13: 0190052082

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Games are a unique art form. They do not just tell stories, nor are they simply conceptual art. They are the art form that works in the medium of agency. Game designers tell us who to be in games and what to care about; they designate the player's in-game abilities and motivations. In other words, designers create alternate agencies, and players submerge themselves in those agencies. Games let us explore alternate forms of agency. The fact that we play games demonstrates something remarkable about the nature of our own agency: we are capable of incredible fluidity with our own motivations and rationality. This volume presents a new theory of games which insists on games' unique value in human life. C. Thi Nguyen argues that games are an integral part of how we become mature, free people. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. We can pursue goals, not for their own value, but for the sake of the struggle. Playing games involves a motivational inversion from normal life, and the fact that we can engage in this motivational inversion lets us use games to experience forms of agency we might never have developed on our own. Games, then, are a special medium for communication. They are the technology that allows us to write down and transmit forms of agency. Thus, the body of games forms a "library of agency" which we can use to help develop our freedom and autonomy. Nguyen also presents a new theory of the aesthetics of games. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. They are unlike traditional artworks in that they are designed to sculpt activities - and to promote their players' aesthetic appreciation of their own activity.


Contributions to the Theory of Games (AM-28), Volume II

Contributions to the Theory of Games (AM-28), Volume II

Author: Harold William Kuhn

Publisher: Princeton University Press

Published: 2016-03-02

Total Pages: 408

ISBN-13: 1400881978

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These two new collections, numbers 28 and 29 respectively in the Annals of Mathematics Studies, continue the high standard set by the earlier Annals Studies 20 and 24 by bringing together important contributions to the theories of games and of nonlinear differential equations.


The Shapley Value

The Shapley Value

Author: Alvin E. Roth

Publisher: Cambridge University Press

Published: 1988-10-28

Total Pages: 342

ISBN-13: 1107717213

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Composed in honour of the sixty-fifth birthday of Lloyd Shapley, this volume makes accessible the large body of work that has grown out of Shapley's seminal 1953 paper. Each of the twenty essays concerns some aspect of the Shapley value. Three of the chapters are reprints of the 'ancestral' papers: Chapter 2 is Shapley's original 1953 paper defining the value; Chapter 3 is the 1954 paper by Shapley and Shubik applying the value to voting models; and chapter 19 is Shapley's 1969 paper defining a value for games without transferable utility. The other seventeen chapters were contributed especially for this volume. The first chapter introduces the subject and the other essays in the volume, and contains a brief account of a few of Shapley's other major contributions to game theory. The other chapters cover the reformulations, interpretations and generalizations that have been inspired by the Shapley value, and its applications to the study of coalition formulation, to the organization of large markets, to problems of cost allocation, and to the study of games in which utility is not transferable.


Computer Games for Learning

Computer Games for Learning

Author: Richard E. Mayer

Publisher: MIT Press

Published: 2014-07-11

Total Pages: 303

ISBN-13: 0262027577

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A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.


Well Played 1.0

Well Played 1.0

Author: Drew Davidson

Publisher: Lulu.com

Published: 2009-01-01

Total Pages: 444

ISBN-13: 0557069750

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Video games can be "well played" in two senses. On the one hand, well played is to games as well read is to books. On the other hand, well played as in well done. This book is full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. 22 contributors (developers, scholars, reviewers and bloggers) look at video games through both senses of "well played." The goal is to help develop and define a literacy of games as well as a sense of their value as an experience. Video games are a complex medium that merits careful interpretation and insightful analysis


Against Flow

Against Flow

Author: Braxton Soderman

Publisher: MIT Press

Published: 2021-04-13

Total Pages: 329

ISBN-13: 0262045508

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A critical discussion of the experience and theory of flow (as conceptualized by Mihaly Csikszentmihalyi) in video games. Flow--as conceptualized by the psychologist Mihaly Csikszentmihalyi--describes an experience of "being in the zone," of intense absorption in an activity. It is a central concept in the study of video games, although often applied somewhat uncritically. In Against Flow, Braxton Soderman takes a step back and offers a critical assessment of flow's historical, theoretical, political, and ideological contexts in relation to video games. With close readings of games that implement and represent flow, Soderman not only evaluates the concept of flow in terms of video games but also presents a general critique of flow and its sibling, play.


Critical Play

Critical Play

Author: Mary Flanagan

Publisher: MIT Press

Published: 2013-02-08

Total Pages: 363

ISBN-13: 0262518651

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An examination of subversive games like The Sims—games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists’ alternative computer-based games and explores games for change, considering the way activist concerns—including worldwide poverty and AIDS—can be incorporated into game design. Arguing that this kind of conscious practice—which now constitutes the avant-garde of the computer game medium—can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.