Playing Nature

Playing Nature

Author: Alenda Y. Chang

Publisher: U of Minnesota Press

Published: 2019-12-31

Total Pages: 281

ISBN-13: 145296226X

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A potent new book examines the overlap between our ecological crisis and video games Video games may be fun and immersive diversions from daily life, but can they go beyond the realm of entertainment to do something serious—like help us save the planet? As one of the signature issues of the twenty-first century, ecological deterioration is seemingly everywhere, but it is rarely considered via the realm of interactive digital play. In Playing Nature, Alenda Y. Chang offers groundbreaking methods for exploring this vital overlap. Arguing that games need to be understood as part of a cultural response to the growing ecological crisis, Playing Nature seeds conversations around key environmental science concepts and terms. Chang suggests several ways to rethink existing game taxonomies and theories of agency while revealing surprising fundamental similarities between game play and scientific work. Gracefully reconciling new media theory with environmental criticism, Playing Nature examines an exciting range of games and related art forms, including historical and contemporary analog and digital games, alternate- and augmented-reality games, museum exhibitions, film, and science fiction. Chang puts her surprising ideas into conversation with leading media studies and environmental humanities scholars like Alexander Galloway, Donna Haraway, and Ursula Heise, ultimately exploring manifold ecological futures—not all of them dystopian.


The Ecology of Games

The Ecology of Games

Author: Katie Salen Tekinbaş

Publisher: MIT Press

Published: 2008

Total Pages: 10

ISBN-13: 0262195755

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An exploration of games as systems in which young people participate as gamers, producers, and learners.In the many studies of games and young people's use of them, little has been written about an overall "ecology" of gaming, game design and play--mapping the ways that all the various elements, from coding to social practices to aesthetics, coexist in the game world. This volume looks at games as systems in which young users participate, as gamers, producers, and learners. The Ecology of Games (edited by Rules of Play author Katie Salen) aims to expand upon and add nuance to the debate over the value of games--which so far has been vociferous but overly polemical and surprisingly shallow. Game play is credited with fostering new forms of social organization and new ways of thinking and interacting; the contributors work to situate this within a dynamic media ecology that has the participatory nature of gaming at its core. They look at the ways in which youth are empowered through their participation in the creation, uptake, and revision of games; emergent gaming literacies, including modding, world-building, and learning how to navigate a complex system; and how games act as points of departure for other forms of knowledge, literacy, and social organization.ContributorsIan Bogost, Anna Everett, James Paul Gee, Mizuko Ito, Barry Joseph, Laurie McCarthy, Jane McGonigal, Cory Ondrejka, Amit Pitaru, Tom Satwicz, Kurt Squire, Reed Stevens, S. Craig Watkins


Games and Play in the Creative, Smart and Ecological City

Games and Play in the Creative, Smart and Ecological City

Author: Dale Leorke

Publisher: Routledge

Published: 2020-12-30

Total Pages: 242

ISBN-13: 1000217787

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This book explores what games and play can tell us about contemporary processes of urbanization and examines how the dynamics of gaming can help us understand the interurban competition that underpins the entrepreneurialism of the smart and creative city. Games and Play in the Creative, Smart and Ecological City is a collection of chapters written by an interdisciplinary group of scholars from game studies, media studies, play studies, architecture, landscape architecture and urban planning. It situates the historical evolution of play and games in the urban landscape and outlines the scope of the various ways games and play contribute to the city’s economy, cultural life and environmental concerns. In connecting games and play more concretely to urban discourses and design strategies, this book urges scholars to consider their growing contribution to three overarching sets of discourses that dominate urban planning and policy today: the creative and cultural economies of cities; the smart and playable city; and ecological cities. This interdisciplinary work will be of great interest to students and scholars of game studies, play studies, landscape architecture (and allied design fields), urban geography, and art history. Chapter 3 of this book is freely available as a downloadable Open Access PDF under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license available at http://www.taylorfrancis.com/books/e/9781003007760


Games of Life

Games of Life

Author: Karl Sigmund

Publisher: Penguin Mass Market

Published: 1995-01

Total Pages: 244

ISBN-13: 9780140242096

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This book takes us on a tour through the games and computer simulations that are helping us to understand ecology, evolution and behaviour.


The Ecology of Games

The Ecology of Games

Author: Katie Salen Tekinbas

Publisher: MIT Press

Published: 2007-11-30

Total Pages: 289

ISBN-13: 026269364X

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An exploration of games as systems in which young people participate as gamers, producers, and learners. In the many studies of games and young people's use of them, little has been written about an overall “ecology” of gaming, game design and play—mapping the ways that all the various elements, from coding to social practices to aesthetics, coexist in the game world. This volume looks at games as systems in which young users participate, as gamers, producers, and learners. The Ecology of Games (edited by Rules of Play author Katie Salen) aims to expand upon and add nuance to the debate over the value of games—which so far has been vociferous but overly polemical and surprisingly shallow. Game play is credited with fostering new forms of social organization and new ways of thinking and interacting; the contributors work to situate this within a dynamic media ecology that has the participatory nature of gaming at its core. They look at the ways in which youth are empowered through their participation in the creation, uptake, and revision of games; emergent gaming literacies, including modding, world-building, and learning how to navigate a complex system; and how games act as points of departure for other forms of knowledge, literacy, and social organization. Contributors Ian Bogost, Anna Everett, James Paul Gee, Mizuko Ito, Barry Joseph, Laurie McCarthy, Jane McGonigal, Cory Ondrejka, Amit Pitaru, Tom Satwicz, Kurt Squire, Reed Stevens, S. Craig Watkins


Game Theory in Biology

Game Theory in Biology

Author: John M. McNamara

Publisher: Oxford University Press, USA

Published: 2020-09-24

Total Pages: 353

ISBN-13: 0198815778

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This novel reassessment of the field presents the central concepts in evolutionary game theory and provides an authoritative and up-to-date account. The focus is on concepts that are important for biologists in their attempts to explain observations. This strong connection between concepts and applications is a recurrent theme throughout the book.


Games of Life

Games of Life

Author: Karl Sigmund

Publisher: Courier Dover Publications

Published: 2017-08-21

Total Pages: 275

ISBN-13: 0486824802

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Accessible, informative, and enjoyable treatment discusses the application of the ideas and methods of game theory and mathematical modeling to such areas as evolution, sex, animal behavior, and aggression. "Excellent." — Nature


Game-Theoretical Models in Biology

Game-Theoretical Models in Biology

Author: Mark Broom

Publisher: CRC Press

Published: 2013-03-27

Total Pages: 522

ISBN-13: 1439853215

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Covering the major topics of evolutionary game theory, Game-Theoretical Models in Biology presents both abstract and practical mathematical models of real biological situations. It discusses the static aspects of game theory in a mathematically rigorous way that is appealing to mathematicians. In addition, the authors explore many applications of game theory to biology, making the text useful to biologists as well. The book describes a wide range of topics in evolutionary games, including matrix games, replicator dynamics, the hawk-dove game, and the prisoner’s dilemma. It covers the evolutionarily stable strategy, a key concept in biological games, and offers in-depth details of the mathematical models. Most chapters illustrate how to use MATLAB® to solve various games. Important biological phenomena, such as the sex ratio of so many species being close to a half, the evolution of cooperative behavior, and the existence of adornments (for example, the peacock’s tail), have been explained using ideas underpinned by game theoretical modeling. Suitable for readers studying and working at the interface of mathematics and the life sciences, this book shows how evolutionary game theory is used in the modeling of these diverse biological phenomena.


What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

Author: James Paul Gee

Publisher: Macmillan

Published: 2014-12-02

Total Pages: 233

ISBN-13: 1466886420

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Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.


The Theory of Ecological Communities (MPB-57)

The Theory of Ecological Communities (MPB-57)

Author: Mark Vellend

Publisher: Princeton University Press

Published: 2020-09-15

Total Pages: 246

ISBN-13: 0691208999

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A plethora of different theories, models, and concepts make up the field of community ecology. Amid this vast body of work, is it possible to build one general theory of ecological communities? What other scientific areas might serve as a guiding framework? As it turns out, the core focus of community ecology—understanding patterns of diversity and composition of biological variants across space and time—is shared by evolutionary biology and its very coherent conceptual framework, population genetics theory. The Theory of Ecological Communities takes this as a starting point to pull together community ecology's various perspectives into a more unified whole. Mark Vellend builds a theory of ecological communities based on four overarching processes: selection among species, drift, dispersal, and speciation. These are analogues of the four central processes in population genetics theory—selection within species, drift, gene flow, and mutation—and together they subsume almost all of the many dozens of more specific models built to describe the dynamics of communities of interacting species. The result is a theory that allows the effects of many low-level processes, such as competition, facilitation, predation, disturbance, stress, succession, colonization, and local extinction to be understood as the underpinnings of high-level processes with widely applicable consequences for ecological communities. Reframing the numerous existing ideas in community ecology, The Theory of Ecological Communities provides a new way for thinking about biological composition and diversity.