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Videogames and Education.

Video games challenge our notions of identity, creativity, and moral value, and provide a powerful new avenue for teaching and learning. This book is a rich and provocative guide to the role of interactive media in cultural learning. It searches for specific ways to interpret video games in the cont...

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Bibliographic Details
Call Number:Libro Electrónico
Main Author: Brown, Harry J.
Format: Electronic eBook
Language:Inglés
Published: Hoboken : Taylor and Francis, 2014.
Subjects:
Online Access:Texto completo
Table of Contents:
  • 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 MachinimaMedia 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 EducationEdutainment; 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.