Gaming and Gamers in Times of Pandemic


Book Description

This edited collection brings in multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games. The COVID-19 pandemic has impacted virtually every aspect of our lives, regardless of where we live. In the initial months, many industry reports noted the unexpected positive impact on online digital game sales. Games were not just lockdown-proof, but boosted by lockdowns. Stay-at-home orders triggered a rush toward games as an alternative form of entertainment, and the ubiquity of mobile phones allowed wider than ever participation. Gaming and Gamers in Times of Pandemic studies how the COVID-19 pandemic affected game players, game developers, game journalists and game scholars alike in many other ways, starting with the most direct – illness, and sometimes death. Some effects are temporary, others are here to stay.




Gaming and Gamers in Times of Pandemic


Book Description

This edited collection brings in multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games. The COVID-19 pandemic has impacted virtually every aspect of our lives, regardless of where we live. In the initial months, many industry reports noted the unexpected positive impact on online digital game sales. Games were not just lockdown-proof, but boosted by lockdowns. Stay-at-home orders triggered a rush toward games as an alternative form of entertainment, and the ubiquity of mobile phones allowed wider than ever participation. Gaming and Gamers in Times of Pandemic studies how the COVID-19 pandemic affected game players, game developers, game journalists and game scholars alike in many other ways, starting with the most direct – illness, and sometimes death. Some effects are temporary, others are here to stay.




The Everything Tabletop Games Book


Book Description

Tabletop and board games aren’t just for rainy days or awkward family events anymore. As the game industry grows, people of all ages are jumping to play “the original social network.” In our ever-increasing technological world, playing old-school games is a welcome retreat from the overexposure to Instagram, Twitter, Facebook, and the rest of social media. Over the past few years, board games have become the hot new hobby. Instead of friends sitting around the same table and staring at their phones, they are now either working with or against each other. Millions upon millions of new fans have begun to join their friends in real life for a fun game of Pandemic, 7 Wonders, or Ticket to Ride. The Everything Tabletop Games Book shows how to play some of the best tabletop games in the world, from classic strategy games like Settlers of Catan to great new games like Gloomhaven. Throughout the book, you’ll learn the different genres of tabletop and board games; how to play each game; rules and strategies to help you win; and even where to play online—including new expansions to keep your favorite games fresh and exciting. So gather up some friends, pick a game from this book, and start playing! You’ll be having a blast in no time.




Pandemic Outbreaks in the 21st Century


Book Description

In the past two decades, several pandemics have ravaged the globe, giving us several lessons on infectious disease epidemiology, the importance of initial detection and characterization of outbreak viruses, the importance of viral epidemic prevention steps, and the importance of modern vaccines. Pandemic Outbreaks in the Twenty-First Century: Epidemiology, Pathogenesis, Prevention, and Treatment summarizes the improvements in the 21st century to overcome / prevent / treat global pandemic with future prospective. Divided into 9 chapters, the book begins with an in-depth introduction to the lessons learned from the first pandemic of the 21st century. It describes the history, present and future in terms of detection, prevention and treatment. Followed by chapters on the outbreak, treatment strategies and clinical management of several infectious diseases like MERS, SARD and COVID 19, Pandemic Outbreaks in the Twenty-First Century: Epidemiology, Pathogenesis, Prevention, and Treatment, presents chapters on immunotherapies and vaccine technologies to combat pandemic outbreak and challenges. The book finishes with a chapter on the current knowledge and technology to control pandemic outbreaks. All are presented in a practical short format, making this volume a valuable resource for very broad academic audience. Provides insight to the lessons learned from past pandemics Gives recommendations, future direction in terms of detection, prevention and treatment of pandemics Guides readers through the status and recent developments of vaccines to overcome or prevent pandemics Shows how to enhance the host innate immunity in infectious diseases Includes a chapter on immunotherapies to combat pandemic outbreaks




Research Handbook on Sport and COVID-19


Book Description

This timely Research Handbook examines sport-related research and analysis pertaining to how the sport industry has been impacted by the Covid-19 pandemic. Taking stock of the changes over the course of the pandemic, it also provides key insights into how the sport industry and its stakeholders might move forward in post-pandemic times.




Using Information Technology Advancements to Adapt to Global Pandemics


Book Description

Many organizations, including government institutions and agencies, continue to increase their financial investment on information technology (IT) solutions. Despite these investments, during the global pandemic, employees and managers are either struggling or unequipped to use these tools effectively and efficiently for sustainability, competitive advantage, and decision making. Due to global pandemics, companies must harness the power of various digital channels such as big data analytics and artificial intelligence to better serve their customers and business partners. Using Information Technology Advancements to Adapt to Global Pandemics provides insights and understanding on how companies and organizations are using advances in IT to adapt to global pandemics such as COVID-19. It explores how the various IT approaches can be used for strategic purposes. Covering topics such as higher education institutions, religious organizations, and telework, this premier reference source is an essential resource for government officials, business leaders and managers, industry professionals, IT specialists, policymakers, libraries, academicians, students, and researchers.




Public Communication in the Time of COVID-19


Book Description

This collection, edited by Jim A. Kuypers, analyzes genres of public communication to examine how the pandemic has impacted specific areas of scholarship within the communication discipline. Contributors begin each chapter by acknowledging the parameters of their sub-discipline and then discussing key elements being affected by the pandemic and pandemic responses. Viewing the pandemic through the eyes of their sub-disciplines, contributors offer unique insights on the effects of the pandemic upon human communication in their specific area of focus, examining how the pandemic will continue to affect the teaching of their subject areas and providing suggestions for future research. Sub-disciplines represented in this collection include digital rhetoric, journalism & mass communication, free speech, public relations, sports communication, public address, health communication, spiritual communication, and popular culture. Scholars of communication, media studies, and education will find this book particularly useful.




Video Games and Well-being


Book Description

This book examines how video game mechanics and narratives can teach players skills associated with increased psychological well-being. It integrates research from psychology, education, ludology, media studies, and communication science to demonstrate how game play can teach skills that have long been associated with increased happiness and prolonged life satisfaction, including flexible thinking, openness to experience, self-care, a growth mindset, solution-focused thinking, mindfulness, persistence, self-discovery and resilience. The chapters in this volume are written by leading voices in the field of game studies, including researchers from academia, the video gaming industry, and mental health practitioners paving the way in the field of “geek therapy.” This book will advance our understanding of the potential of video games to increase our psychological well-being by helping to mitigate depression, anxiety, and stress and foster persistence, self-care, and resilience.




It's All a Game


Book Description

“[A] timely book . . . a wonderfully entertaining trip around the board, through 4,000 years of game history.” —The Wall Street Journal Board games have been with us even longer than the written word. But what is it about this pastime that continues to captivate us well into the age of smartphones and instant gratification? In It’s All a Game, Tristan Donovan, British journalist and author of Replay: The History of Video Games, opens the box on the incredible and often surprising history and psychology of board games. He traces the evolution of the game across cultures, time periods, and continents, from the paranoid Chicago toy genius behind classics like Operation and Mouse Trap, to the role of Monopoly in helping prisoners of war escape the Nazis, and even the scientific use of board games today to teach artificial intelligence how to reason and how to win. With these compelling stories and characters, Donovan ultimately reveals why board games—from chess to Monopoly to Risk and more—have captured hearts and minds all over the world for generations. “Splendid . . . A quick and breezy read, it doesn’t just tell the fascinating stories of the (often struggling) individuals who created our favorite games. It also manages to convey the entire sweep of board game history, from the earliest forms of checkers to modern-day surprise hits like Settlers of Catan.” —Mashable “Artfully weaves together culture, business, and ways games impact society.” —Booklist “A fascinating and insightful discussion not only of games past, but the socioeconomic and historical factors that contributed to their popularity.” —Chicago Review of Books




Storyplaying


Book Description

Incontestably, Future Narratives are most conspicuous in video games: they combine narrative with the major element of all games: agency. The persons who perceive these narratives are not simply readers or spectators but active agents with a range of choices at their disposal that will influence the very narrative they are experiencing: they are players. The narratives thus created are realizations of the multiple possibilities contained in the present of any given gameplay situation. Surveying the latest trends in the field, the volume discusses the complex relationship of narrative and gameplay.