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Encyclopedia of Video Games: A-L
  • Language: en
  • Pages: 763

Encyclopedia of Video Games: A-L

  • Type: Book
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  • Published: 2012
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  • Publisher: ABC-CLIO

This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. * More than 300 A–Z cross-referenced and integrated entries, from Atari to Zelda * Dozens of screenshots and photographs * A "Further Reading" bibliography section is included with many entries

Game On, Hollywood!
  • Language: en
  • Pages: 232

Game On, Hollywood!

  • Type: Book
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  • Published: 2013-02-04
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  • Publisher: McFarland

"The essays take on several points of game and film intersection, looking at story lines, aesthetics, mechanics, and production. The book is about adaptation (video game to film, film to video game) but it is even more about narrative, drawing attention to the ways, workings and possibilities of telling a story in the present moment"--

Children and Games in the Middle Ages
  • Language: en
  • Pages: 32

Children and Games in the Middle Ages

Describes the life of children in medieval times, their games, pastimes, education, and the ways in which they were prepared for different roles in medieval society.

Games of the North American Indians: Games of skill
  • Language: en
  • Pages: 846

Games of the North American Indians: Games of skill

"Reprinted from the original 1907 edition published as the Twenty-fourth annual report of the Bureau of American Ethnology, 1902-1903, Smithsonian Institution"--T.p. verso.

Games for Children
  • Language: en
  • Pages: 145

Games for Children

This book shows how to use games in the classroom to strengthen language learning.

Glued to Games
  • Language: en
  • Pages: 186

Glued to Games

  • Type: Book
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  • Published: 2011
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  • Publisher: ABC-CLIO

With video game sales in the billions and anxious concerns about their long-term effects growing louder, "Glued to Games: How Video Games Draw Us In and Hold Us Spellbound" brings something new to the discussion. It is the first truly balanced research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studies and established motivational theory. Filled with examples from popular games and the real experiences of gamers themselves, "Glued to Games" gets to the heart of gaming's powerful psychological and emotional allure--the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences.

Games: Purpose and Potential in Education
  • Language: en
  • Pages: 259

Games: Purpose and Potential in Education

The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming background. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design. Ideas of identity development, gender diversity, motivation, and integrating instructional design within game development are addressed since each of these areas is important in the field of instructional design and can have a significant impact on learning. This volume brings together leading experts, researchers, and instructors in the field of gaming and explores current topics in gaming and simulations, available resources, and the future of the field.

Games of Empire
  • Language: en
  • Pages: 298

Games of Empire

In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment. In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Ant...

101 Dance Games for Children
  • Language: en
  • Pages: 146

101 Dance Games for Children

Encourages children to develop their imaginations, social skills, self-expression, and coordination with a collection of 101 dance games that emphasize creativity, no-blame activities, working with a group, and more.

Man, Play, and Games
  • Language: en
  • Pages: 208

Man, Play, and Games

Play is "an occasion of pure waste: waste of time, energy, ingenuity, skill, and often of money." It is also an essential element of human social and spiritual development. In this study, Roger Caillois defines play as a voluntary activity that occurs in a pure space, isolated and protected from the rest of life. Within limits set by rules that provide a level playing field, players move toward an unpredictable outcome by responding to their opponents' actions. Caillois qualifies types of games and ways of playing, from the improvisation characteristic of children's play to the disciplined pursuit of solutions to gratuitously difficult puzzles. He also examines the means by which games become part of daily life, ultimately giving cultures their most characteristic customs and institutions.