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  Browse All Reviews > Computing Milieux (K) > Personal Computing (K.8) > General (K.8.0) > Games (K.8.0...)  
 
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  1-10 of 254 Reviews about "Games (K.8.0...)": Date Reviewed
  Power-up: unlocking the hidden mathematics in video games
Lane M.,  Princeton University Press, Princeton, NJ, 2017. 264 pp. Type: Book (978-0-691161-51-8)

Beautiful mathematics can be found in unlikely places. Building upon this premise, Power-up tries to address a marketing problem: Why is mathematics far from engaging for most people? Mathematics is not as engaging as, for instance, playing...

Oct 25 2017
  Physical play and children’s digital games
Madej K.,  Springer International Publishing, New York, NY, 2016. 89 pp. Type: Book (978-3-319428-74-1)

As a grandmother of two who are about to turn two, this book is of special interest. The author does a good job of presenting the various facets of the relationship between child development and games and play, and the importance of their interact...

Jul 26 2017
   Connected gaming: what making video games can teach us about learning and literacy
Kafai Y., Burke Q.,  The MIT Press, Cambridge, MA, 2016. 224 pp. Type: Book (978-0-262035-37-8)

For over a decade, educational theorists have been promoting the idea of using video games for education under research headings such as “serious games” or “edutainment.” After all, if kids are going to spend endless hours ...

Jul 12 2017
  Serious games: foundations, concepts and practice
Dörner R., Göbel S., Effelsberg W., Wiemeyer J.,  Springer International Publishing, New York, NY, 2016. 421 pp. Type: Book (978-3-319406-11-4)

The book Serious games is a collection of overview chapters intended as a comprehensive introduction for a diverse set of stakeholders. Given the wide spectrum of stakeholder backgrounds, the editors chose to have themes elaborated at a lev...

Jun 15 2017
  Gamification: using game elements in serious contexts
Stieglitz S., Lattemann C., Robra-Bissantz S., Zarnekow R., Brockmann T.,  Springer International Publishing, New York, NY, 2016. 164 pp. Type: Book (978-3-319455-55-6)

Can using structured gaming elements improve management or education processes? For example, can gamification contribute to a firm’s new product development process? Gaming elements include: awarding points, giving participants opportunities...

Jun 14 2017
  Atari to Zelda: Japan’s videogames in global contexts
Consalvo M.,  The MIT Press, Cambridge, MA, 2016. 272 pp. Type: Book (978-0-262034-39-5)

It is becoming increasingly important for researchers to critically engage with video games since they are widely believed to be the fastest-growing form of media over the coming years. One facet of this engagement is attempting to understand how ...

Apr 13 2017
   Play ethics: values, virtues and videogames
Miguel Sicart. YouTube, 00:56:43, published on Mar 28, 2016, Stanford, https://www.youtube.com/watch?v=esBINBLdkjo. Type: Video

Sicart’s groundbreaking work has clarified the ethics of gaming. In this presentation, he notes that he is a scholar of play who, interestingly enough, no longer plays video games....

Mar 30 2017
  Pedagogy of game design
Michael John. YouTube, 00:47:27, published on Aug 2, 2016, Stanford, https://www.youtube.com/watch?v=F-zGo_Ovhro. Type: Video

Should video game design, or for that matter any sort of software design, be taught by a practitioner or an academic? The academic will have an organized and abstract understanding of the design process, which makes sense but is very different fro...

Mar 21 2017
  Android Studio game development: concepts and design
DiMarzio J.,  Apress, New York, NY, 2016. 95 pp. Type: Book (978-1-484217-17-7)

Total application revenue from the Google Play Store was $3.3B in Q4 2016, an 82 percent increase with respect to 2015 [1]. Moreover, 90 percent of that revenue is from game applications [2]. Thus, there is clearly a market for game programmers an...

Mar 1 2017
  How games move us: emotion by design
Isbister K.,  The MIT Press, Cambridge, MA, 2016. 192 pp. Type: Book (978-0-262034-26-5)

Katherine Isbister begins the first chapter with the observation that games differ from other media by offering meaningful choices and dynamic flow, two mechanisms for potential emotional impact. She then discusses how avatars, non-player characte...

Dec 7 2016
 
 
 
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