Exploring Minecraft


Book Description

This book directs critical attention to one of the most ubiquitous and yet under-analyzed games, Minecraft. Drawing on three years of ethnographic fieldwork into mobile games in Australian homes, the authors seek to take Minecraft seriously as a cultural practice. The book examines how Minecraft players engage in a form of gameplay that is uniquely intergenerational, creative, and playful, and which moves ambivalently throughout everyday life. At the intersection of digital media, quotidian literacy, and ethnography, the book situates interdisciplinary debates around mundane play through the lens of Minecraft. Ultimately, Exploring Minecraft seeks to coalesce the discussion between formal and informal learning, fostering new forms of digital media creativity and ethnographic innovation around the analysis of games in everyday life.




Minecraft: Guide to Exploration (Updated)


Book Description

Discover everything you need to become an Overworld explorer with this brand-new Guide to Minecraft! Minecraft is a sandbox game where anything is possible! The Overworld is yours to explore—but knowing where to adventure and how to survive the dangers is a test for even the most experienced player. From navigating biomes and surviving in the wild, to finding hidden structures and the rare treasures they hold—this official handbook will guide you through becoming the ultimate explorer.




Minecraft: Guide to Exploration (2017 Edition)


Book Description

The official Minecraft: Guide to Exploration will help you survive. Learn how to find resources, craft equipment and protect yourself from hostile mobs. The world of Minecraft is waiting to be explored. But danger lurks around every corner and survival can prove difficult for even the bravest adventurer. With insider info and tips from the experts at Mojang, this is the definitive guide to exploration for new Minecrafters. This ebook is best viewed on a color device with a larger screen. Collect all of the official Minecraft books: Minecraft: The Island Minecraft: The Crash Minecraft: The Lost Journals Minecraft: The Survivors’ Book of Secrets Minecraft: Exploded Builds: Medieval Fortress Minecraft: Guide to Exploration Minecraft: Guide to Creative Minecraft: Guide to the Nether & the End Minecraft: Guide to Redstone Minecraft: Mobestiary Minecraft: Guide to Enchantments & Potions Minecraft: Guide to PVP Minigames Minecraft: Guide to Farming Minecraft: Let’s Build! Theme Park Adventure Minecraft for Beginners




Minecraft Basics For Dummies


Book Description

The easy way to get started with Minecraft Want to creep into the biggest video game of all time? Grab your pickaxe and let's go! Minecraft Basics For Dummies helps you (or your kids) get started and join the infinite online world that keeps millions of players of all ages engaged every day. Inside this portable-trim book, crafters will get all the tips and tricks needed to get started—on their own or with multiple players—in each of the three gameplay modes. Choose a platform and download the game Navigate, collect resources, and build structures Defend your creations against monsters Manage parental controls to keep kids safe while playing online Become a Minecraft master by defeating the Ender Dragon Unleash your creativity, elevate family game night, and have a ton of fun joining more than 141 million players in the online world of Minecraft!




Game User Experience And Player-Centered Design


Book Description

This book provides an introduction and overview of the rapidly evolving topic of game user experience, presenting the new perspectives employed by researchers and the industry, and highlighting the recent empirical findings that illustrate the nature of it. The first section deals with cognition and player psychology, the second section includes new research on modeling and measuring player experience, the third section focuses on the impact of game user experience on game design processes and game development cycles, the fourth section presents player experience case studies on contemporary computer games, and the final section demonstrates the evolution of game user experience in the new era of VR and AR. The book is suitable for students and professionals with different disciplinary backgrounds such as computer science, game design, software engineering, psychology, interactive media, and many others.




The Official Minecraft Coloring Adventures Book


Book Description

Create, Explore, and … Color with The Official Minecraft Coloring Book! Based on Minecraft, the best-selling video game of all time, this action-packed coloring book lets kids color their way through nearly 50 epic pages of original art inspired by the expansive, wondrous, and never-ending world of Minecraft. 50+ PAGES TO COLOR: Dozens of intricate scenes, characters, landscapes, and icons from Minecraft to color. CREATE AND EXPLORE: No need to craft a Nether portal. Just grab your pencils, crayons, or markers and create your own colorful Minecraft scenes, no pickaxe required. STUNNING ORIGINAL ART: With 48 pages of beautiful, never-before-seen art, relive your Minecraft adventurers. We promise the creepers won’t explode. MAKE IT YOUR OWN: Put your own spin on iconic characters, places, and icons while exercising your creative spark.




Understanding Minecraft


Book Description

Since its official release in 2011, Minecraft has sold over 48 million copies across all gaming platforms. The premise of Minecraft is simple: destroy, collect, build and interact in a world made entirely of colored cubes. Unlike Lego blocks or other construction toys, Minecraft's digital play space allows for virtually limitless creation without the cost and limitations of physical building materials. Developer Mojang's generous policies toward modification and other uses of their intellectual property also engender enthusiasm and creativity from fans who make music, art and animation inspired by the software. The first essays in this collection cover Minecraft's origins, describing its relationship to other video games and toys and examining the learning models implicit in its design. Later essays describe and theorize the various ways players interact with the software, which simultaneously presents them with structural constraints and limitless possibilities. NOT OFFICIAL MINECRAFT PRODUCT. NOT APPROVED BY OR ASSOCIATED WITH MOJANG.




The Gamification of Learning and Instruction Fieldbook


Book Description

Following Karl Kapp's earlier book The Gamification of Learning and Instruction, this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice. The Online Workbook, designed largely for students using the original book as a textbook, includes quizzes, worksheets and fill-in-the-blank areas that will help a student to better understand the ideas, concepts and elements of incorporating gamification into learning.




Minecraft For Dummies


Book Description

Don't be a Minecraft tourist - get expert tips and advice in this full-color primerMinecraft For Dummies is the primer you need to get up to speed.




Reimagining Boredom in Classrooms through Digital Game Spaces


Book Description

This book challenges common understandings of boredom and disengagement in classrooms, taking a relational approach to boredom which looks beyond the usual distinctions between in-school and out-of-school practices. The book explores how a sociomaterial perspective can provide an alternative analysis of boredom as performative, and as a phenomenon assembled in space and time rather than as a psychological attribute of the individual student. This perspective explores the affective experience of learning and how it is created in the classroom through assemblages of people, technology, objects and environment and the differing relations within them. Drawing on empirical data from a case study which compares formal learning and digital gaming practices in a group of secondary schools in England, the book suggests that by altering the affordances and constraints available in learning situations we can prevent boredom and disengagement emerging in the classroom. This innovative book proposes that the mobility and dynamism of game spaces offer us new ways to re-imagine engagement in learning and will be of relevance to scholars, researchers and postgraduate students in the fields of teaching and learning, digital gaming, educational philosophy and educational technology.