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001 EBC1899956
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006 m o d |
007 cr cnu||||||||
008 240724s2008 xx o ||||0 eng d
020 _a9781317452669
_q(electronic bk.)
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
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.
264 4 _c©2008.
300 _a1 online resource (248 pages)
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
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