000 | 03798nam a22004453i 4500 | ||
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001 | EBC1899956 | ||
003 | MiAaPQ | ||
005 | 20240729123312.0 | ||
006 | m o d | | ||
007 | cr cnu|||||||| | ||
008 | 240724s2008 xx o ||||0 eng d | ||
020 |
_a9781317452669 _q(electronic bk.) |
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020 | _z9780765619969 | ||
035 | _a(MiAaPQ)EBC1899956 | ||
035 | _a(Au-PeEL)EBL1899956 | ||
035 | _a(CaPaEBR)ebr10292213 | ||
035 | _a(CaONFJC)MIL211953 | ||
035 | _a(OCoLC)898771295 | ||
040 |
_aMiAaPQ _beng _erda _epn _cMiAaPQ _dMiAaPQ |
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050 | 4 | _aGV1469.34.P79 -- B76 2008eb | |
082 | 0 | _a794.8019 | |
100 | 1 | _aBrown, Harry J. | |
245 | 1 | 0 | _aVideogames and Education. |
250 | _a1st ed. | ||
264 | 1 |
_aOxford : _bTaylor & Francis Group, _c2008. |
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264 | 4 | _c©2008. | |
300 | _a1 online resource (248 pages) | ||
336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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505 | 0 | _aCover -- 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. | |
520 | _aVideo 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. | ||
588 | _aDescription based on publisher supplied metadata and other sources. | ||
590 | _aElectronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries. | ||
650 | 0 | _aVideo games -- Psychological aspects. | |
655 | 4 | _aElectronic books. | |
776 | 0 | 8 |
_iPrint version: _aBrown, Harry J. _tVideogames and Education _dOxford : Taylor & Francis Group,c2008 _z9780765619969 |
797 | 2 | _aProQuest (Firm) | |
856 | 4 | 0 |
_uhttps://ebookcentral.proquest.com/lib/orpp/detail.action?docID=1899956 _zClick to View |
999 |
_c45029 _d45029 |