TY - BOOK AU - Brown,Harry J. TI - Videogames and Education SN - 9781317452669 AV - GV1469.34.P79 -- B76 2008eb U1 - 794.8019 PY - 2008/// CY - Oxford PB - Taylor & Francis Group KW - Video games -- Psychological aspects KW - Electronic books N1 - Cover -- Half Title -- Title Page -- Copyright Page -- Table of Contents -- Acknowledgments -- Introduction -- Chronology -- Part I Poetics -- Chapter 1 Videogames and Storytelling -- Riddles, Rules, and Role-Playing -- Narrative and Simulation -- Character, Identity, and Sympathy -- Narrative and the Digital Divide -- Chapter 2 Videogame Aesthetics -- Abstraction, Representation, and Motion -- Perspective, Dimension, and Presence -- Videogames and the Art World -- The Problem of Videogame Criticism -- Chapter 3 Videogames and Film -- Hollywood and the Videogame Industry -- Film-Game Franchising and Transmedia Storytelling -- Homage, Parody, and Machinima -- Media Convergence and Media Criticism -- Part II Rhetoric -- Chapter 4 Politics, Persuasion, and Propaganda in Videogames -- Videogames and Public Controversy -- Activist Games -- Propaganda Games -- The Rhetoric of Interactivity -- Chapter 5 The Ethics of Videogames -- Games and Ethical Reinforcement -- Games of Choice and Consequence -- Fantasy and Ethical Evasion -- Ethics in the Magic Circle -- Chapter 6 Religion and Myth in Videogames -- Play and Prayer -- Evangelical Games -- Magic, Mythopoesis, and Messianism -- Virtuality and Spirituality -- Part III Pedagogy -- Chapter 7 Videogames, History, and Education -- Edutainment -- Role-Playing Games and History -- Strategy Games and History -- Developing a Counterfactual Pedagogy -- Chapter 8 Identity and Community in Virtual Worlds -- The Avatar and the Liquid Self -- Synthetic Education -- Law and the Synthetic Social Contract -- Cooperation, Diversity, and Consumerism -- Chapter 9 Modding, Education, and Art -- Mods and the Videogame Industry -- Mods in Education -- Using the Aurora Toolkit -- Living Art -- Notes -- Glossary -- Videogames Bibliography -- Bibliography -- Index -- About the Author N2 - Video games challenge our notions of identity, creativity, and moral value, and provide a powerful new avenue for teaching and learning. This book discusses the role of interactive media in cultural learning. It searches for specific ways to interpret video games in the context of human experience and in the field of humanities research UR - https://ebookcentral.proquest.com/lib/orpp/detail.action?docID=1899956 ER -