Sport, Identity and Community


Book Description

This volume was first published by Inter-Disciplinary Press in 2016. Sport is multi-billion dollar business. Sport is a kick around in the park. Sport is high (and low) politics. Sport is said to shape admirable personal qualities. Sport is said to embed the worst of white male heterosexual able-bodied privilege. Sport is said to break down social barriers. Sport is said to entrench a narrow nationalism. The list of what sport is said to be can be extended almost ad infinitum. This e-book attempts to make sense of some of the multiplicity of the ‘things’ that sport can be, mean and do. The papers in this volume explore the diversity of sport, providing insights from a wealth of perspectives into this ubiquitous cultural practice. The e-book will appeal to students, practitioners and readers who want to gain a fuller understanding of the games we watch and play.








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Handbook of Research on Teaching With Virtual Environments and AI


Book Description

The increasingly pervasive use of digital technology has catapulted society into an interconnected world where the natural boundaries between humankind and machine, virtual and real, individual and community have become less perceptible. As individuals interact with different digital technologies, they must build a digital intelligence, which must be further cultivated as it is a key competency for the future of school and work. Digital intelligence includes understanding the mutual strengths between people and technology, as well as developing an awareness in the use of digital tools in order to avoid common threats such as cyberbullying, addiction to video games, techno-stress, and more. As adolescents continue to engage with virtual reality and 3D virtual worlds where the online and offline overlap and coincide, it is important to build this intelligence as well as utilize these technologies to promote successful learning. The Handbook of Research on Teaching With Virtual Environments and AI explores the new personalized educational opportunities that are available with digital technology and virtual environments that can be used within education. This book focuses on the use of these tools and how to navigate the use of new technologies such as AI and virtual environments for educational practices. While highlighting topics such as virtual worlds, game-based learning, intelligent tutoring, augmented reality, and more, this book is ideal for teachers, administrators, technologists, educational software developers, IT specialists, practitioners, researchers, academicians, and students interested in how virtual environments and AI are being implemented in teaching practices.




Current books


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HCI in Games


Book Description

This two-volume set of HCI-Games 2023, constitutes the refereed proceedings of the 5th International Conference on HCI in Games, held as Part of the 24th International Conference, HCI International 2023, which took place in July 2023 in Copenhagen, Denmark. The total of 1578 papers and 396 posters included in the HCII 2023 proceedings volumes was carefully reviewed and selected from 7472 submissions. The HCI in Games 2023 proceedings intends to help, promote and encourage research in this field by providing a forum for interaction and exchanges among researchers, academics, and practitioners in the fields of HCI and games. The Conference addresses HCI principles, methods and tools for better games.




Semina


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