Download power play how video games can save the world in pdf or read power play how video games can save the world in pdf online books in PDF, EPUB and Mobi Format. Click Download or Read Online button to get power play how video games can save the world in pdf book now. This site is like a library, Use search box in the widget to get ebook that you want.



Power Play

Author: Asi Burak
Publisher: Macmillan
ISBN: 1250089336
Size: 57.27 MB
Format: PDF, ePub, Mobi
View: 1908
Download and Read
The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception--from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement's most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer-Prize winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.

Power Play

Author: Asi Burak
Publisher: St. Martin's Press
ISBN: 1250089344
Size: 65.14 MB
Format: PDF, Kindle
View: 6268
Download and Read
The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception--from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement's most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer-Prize winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.

Reality Is Broken

Author: Jane McGonigal
Publisher: Penguin
ISBN: 9781101475492
Size: 46.71 MB
Format: PDF, ePub, Mobi
View: 5833
Download and Read
A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. From the Trade Paperback edition.

Power Up

Author: Chris Kohler
Publisher: Courier Dover Publications
ISBN: 0486801497
Size: 76.12 MB
Format: PDF
View: 6499
Download and Read
Enjoyable and informative examination of how Japanese video game developers raised the medium to an art form. Includes interviews, anecdotes, and accounts of industry giants behind Donkey Kong, Mario, Pokémon, and other games.

Mrs Smith S Spy School For Girls

Author: Beth McMullen
Publisher: Simon and Schuster
ISBN: 1481490222
Size: 45.64 MB
Format: PDF, Mobi
View: 5791
Download and Read
A girl discovers her boarding school is actually an elite spy-training program, and she must learn the skills of the trade in order to find her mother in this action-packed middle grade debut. After a botched escape plan from her boarding school, Abigail is stunned to discover the school is actually a cover for an elite spy ring called The Center, along with being training grounds for future spies. Even more shocking? Abigail’s mother is a top agent for The Center and she has gone MIA, with valuable information that many people would like to have—at any cost. Along with a former nemesis and charming boy from her grade, Abigail goes through a crash course in Spy Training 101, often with hilarious—and sometimes painful—results. But Abigail realizes she might be a better spy-in-training than she thought—and the answers to her mother’s whereabouts are a lot closer than she thinks…

Death By Video Game

Author: Simon Parkin
Publisher: Melville House
ISBN: 1612195415
Size: 37.17 MB
Format: PDF, ePub, Mobi
View: 1264
Download and Read
"The finest book on video games yet. Simon Parkin thinks like a critic, conjures like a novelist, and writes like an artist at the height of his powers—which, in fact, he is." —Tom Bissell, author of Extra Lives: Why Video Games Matter On January 31, 2012, a twenty-three-year-old student was found dead at his keyboard in an internet café while the video game he had been playing for three days straight continued to flash on the screen in front of him. Trying to reconstruct what had happened that night, investigative journalist Simon Parkin would discover that there have been numerous other incidents of "death by video game." And so begins a journey that takes Parkin around the world in search of answers: What is it about video games that inspires such tremendous acts of endurance and obsession? Why do we so thoroughly lose our sense of time and reality within this medium? How in the world can people play them . . . to death? In Death by Video Game, Parkin examines the medical evidence and talks to the experts to determine what may be happening, and introduces us to the players and game developers at the frontline of virtual extremism: the New York surgeon attempting to break the Donkey Kong world record . . . the Minecraft player three years into an epic journey toward the edge of the game's vast virtual world . . . the German hacker who risked prison to discover the secrets behind Half-Life 2 . . . Riveting and wildly entertaining, Death by Video Game will change the way we think about our virtual playgrounds as it investigates what it is about them that often proves compelling, comforting, and irresistible to the human mind—except for when it’s not. From the Hardcover edition.

Powerplay

Author: Victor D. Cha
Publisher: Princeton University Press
ISBN: 1400883431
Size: 38.17 MB
Format: PDF, ePub
View: 4367
Download and Read
While the American alliance system in Asia has been fundamental to the region's security and prosperity for seven decades, today it encounters challenges from the growth of China-based regional organizations. How was the American alliance system originally established in Asia, and is it currently under threat? How are competing security designs being influenced by the United States and China? In Powerplay, Victor Cha draws from theories about alliances, unipolarity, and regime complexity to examine the evolution of the U.S. alliance system and the reasons for its continued importance in Asia and the world. Cha delves into the fears, motivations, and aspirations of the Truman and Eisenhower presidencies as they contemplated alliances with the Republic of China, Republic of Korea, and Japan at the outset of the Cold War. Their choice of a bilateral "hub and spokes" security design for Asia was entirely different from the system created in Europe, but it was essential for its time. Cha argues that the alliance system’s innovations in the twenty-first century contribute to its resiliency in the face of China’s increasing prominence, and that the task for the world is not to choose between American and Chinese institutions, but to maximize stability and economic progress amid Asia’s increasingly complex political landscape. Exploring U.S. bilateral relations in Asia after World War II, Powerplay takes an original look at how global alliances are achieved and maintained.

Moral Combat

Author: Patrick M. Markey
Publisher: BenBella Books, Inc.
ISBN: 1942952996
Size: 44.90 MB
Format: PDF, Kindle
View: 6870
Download and Read
In family rooms across America, millions of children and teenagers are playing video games, such as Call of Duty, Halo, and Grand Theft Auto, roaming violent virtual worlds—with virtual guns in their hands. In what sometimes seems like an increasingly violent world, it’s only natural to worry about the effects of all this pixelated gore. But is that concern misplaced? Authors and psychologists Patrick M. Markey and Christopher J. Ferguson say it is. The media and politicians have been sounding the alarm for years, and with every fresh tragedy involving a young perpetrator comes another flurry of articles about the dangers of violent media. The problem is this: Their fear isn’t supported by the evidence. In fact, unlike the video game–trained murder machines depicted in the press, school shooters are actually less likely to be interested in violent games than their peers. In reality, most well-adjusted children and teenagers play violent video games, all without ever exhibiting violent behavior in real life. What’s more, spikes in sales of violent games actually correspond to decreased rates of violent crime. If that surprises you, you’re not alone—the national dialogue on games and violence has been hopelessly biased. But that’s beginning to change. Scholars are finding that not only are violent games not one of society’s great evils, they may even be a force for good. In Moral Combat, Markey and Ferguson explore how video games—even the bloodiest—can have a positive impact on everything from social skills to stress, and may even make us more morally sensitive. Tracing the rise of violent games from arcades to online deathmatches, they have spent years on the front lines of the video game debate and now offer a comprehensive overview of the scientific research on gaming. With humor, complete honesty, and extensive research, they separate the myth from the medium. Moral Combat is an irreverent and informative guide to the worries—and wonders—of our violent virtual world.

Superbetter

Author: Jane McGonigal
Publisher: Penguin
ISBN: 0698185501
Size: 29.93 MB
Format: PDF, ePub
View: 3439
Download and Read
An innovative guide to living gamefully, based on the program that has already helped nearly half a million people achieve remarkable personal growth In 2009, internationally renowned game designer Jane McGonigal suffered a severe concussion. Unable to think clearly or work or even get out of bed, she became anxious and depressed, even suicidal. But rather than let herself sink further, she decided to get better by doing what she does best: she turned her recovery process into a resilience-building game. What started as a simple motivational exercise quickly became a set of rules for “post-traumatic growth” that she shared on her blog. These rules led to a digital game and a major research study with the National Institutes of Health. Today nearly half a million people have played SuperBetter to get stronger, happier, and healthier. But the life-changing ideas behind SuperBetter are much bigger than just one game. In this book, McGonigal reveals a decade’s worth of scientific research into the ways all games—including videogames, sports, and puzzles—change how we respond to stress, challenge, and pain. She explains how we can cultivate new powers of recovery and resilience in everyday life simply by adopting a more “gameful” mind-set. Being gameful means bringing the same psychological strengths we naturally display when we play games—such as optimism, creativity, courage, and determination—to real-world goals. Drawing on hundreds of studies, McGonigal shows that getting superbetter is as simple as tapping into the three core psychological strengths that games help you build: • Your ability to control your attention, and therefore your thoughts and feelings • Your power to turn anyone into a potential ally, and to strengthen your existing relationships • Your natural capacity to motivate yourself and super-charge your heroic qualities, like willpower, compassion, and determination SuperBetter contains nearly 100 playful challenges anyone can undertake in order to build these gameful strengths. It includes stories and data from people who have used the SuperBetter method to get stronger in the face of illness, injury, and other major setbacks, as well as to achieve goals like losing weight, running a marathon, and finding a new job. As inspiring as it is down to earth, and grounded in rigorous research, SuperBetter is a proven game plan for a better life. You’ll never say that something is “just a game” again. From the Hardcover edition.

Game On

Author: Kevin Bell
Publisher: JHU Press
ISBN: 1421423960
Size: 52.22 MB
Format: PDF, Kindle
View: 5244
Download and Read
"Following on the enormous growth and reach of computer gaming, most recently on mobile devices, and because of faculty members' desire to connect with millennials, online games have made their way into college classrooms. As part of our Tech.EDU series, this book focuses on how games are being used in college and what that might say for higher education today. Kevin Bell has assembled a book made up of a series of case studies, wherein faculty pilot games and game-derived techniques in college and university classes. He uses these examples to ground a practical discussion of gaming and gamification best practices, prefaced by a wide-ranging introduction to the topic in the broader context of computer-mediated teaching and learning"--