Gaming: The Future's Language


Book Description

Als Richard Duke sein Buch "Gaming: The Future's Language" 1974 veröffentlichte, war er ein Pionier für die Entwicklung und Anwendung von Planspielen in Politik, Strategieentwicklung und Management. Das Buch wurde zu einem viel zitierten Standardwerk. 2014 feiert die von Richard D. Duke gegründete International Simulation and Gaming Association (ISAGA) ihr 45-jähriges Bestehen. Gleichzeitig legt Richard D. Duke eine überarbeitete Auflage seines Klassikers vor.







Back to the future of Gaming


Book Description

Der Sammelband ist Retrospektive und reflektierte Mutmaßung über die Zukunft der Planspiele (Gaming). Das Buch basiert auf Richard Dukes Standardwerk "Gaming: The Future's Language" von 1974 und betrachtet Vergangenheit, Gegenwart und speziell die Zukunft von Gaming, bezogen auf die Leitgedanken in Dukes Werk. In ihrem Band dokumentieren die beiden Herausgeber Duke und Kriz die Geschichte, das Erfahrungswissen und den derzeitigen Stand der Technik der Planspiele und liefern Inspiration für aktuelle und zukünftige Entwicklungen. Der Band wendet sich an alle, die sich mit dem Thema Gaming in Politik, Strategie, Bildung, Management und anderen Bereichen beschäftigen.




Creating Desired Futures


Book Description

Today’s society is making great leaps in its effort to obtain ever more and ever more specific know-how in various specialties, with the consequence that the structures of today’s companies are become increasingly complex. This in turn leads to problems at the points of interface, which calls for a comprehensive approach to solutions.Creating Desired Futures defines design a creative, analytical method to develop and explore alternative solutions to complex problems, and it shows that design is particularly well suited to the business world’s current need for innovative strategies. In twenty-four essays by designers, architects, and representatives of large companies such as Nike and Shell, the book shows how such a design-based approach can help define, assess, and solve problems for companies. It presents not only specific strategies from actual practice but also innovative approaches from the world of corporate consulting. Essays by researchers and teachers discuss theoretical aspects of the subject "Design Thinking." Michael Shamiyeh is a practicing architect with his own firm (Shamiyeh Associates) and also founder and direction of the DOM (Design—Organisation—Media) Research Laboratory at the Kunstuniversität Linz. He works on the relevance of creative, analytical approaches in architectural thinking to solve complex problems in the area of Strategic Business Thinking and Innovation. Shamiyeh has received numerous awards, including the Innovation Prize (2008) of the Austrian Federal Ministry for Science and Research and well as the Future Award (ZuP, 2003) and the Award for Entrepreneurship (2000), both awarded by the Austrian government.




Sensory Futures


Book Description

Revealing inequalities and sensory hierarchies embedded in the latest medical technologies and global biotechnical markets What happens when cochlear implants, heralded as the first successful bionic technologies, make their way around the globe and are provided by both states and growing private markets? As Sensory Futures follows these implants from development to domestication and their unequal distribution in India, Michele Ilana Friedner explores biotechnical intervention in the realm of disability and its implications for state politics in the Global South. A signing and speaking deaf bilateral cochlear implant user, Friedner weaves personal reflections into this fine-grained ethnography of everyday negotiations, activist aspirations, and the space of the family. She places sensory anthropology in conversation with disability studies to analyze how normative sensoria are cultivated and the pursuit of listening and speaking capability is enacted. She argues that the conditions of potentiality that have emerged through cochlear implantation have, in fact, resulted in ever narrower understandings of future life possibilities. Rejecting sensory hierarchies that privilege audition, Friedner calls for multisensory, multimodal, and multipersonal ways of relating to the world. Sensory Futures explores deaf people’s desires to create habitable worlds and grapple with what their futures might look like, in India and beyond, amid a surge in both biotechnical interventions and disability rights activism. With implications for a broad range of disability experiences, this sensitive, in-depth research focuses on the specific experiences of deaf people, both children and adults, and the structural, political, and social possibilities offered by both biotechnological and social “cures.”




Futures for English Studies


Book Description

Futures for English Studies brings together chapters by leading writers across the curriculum area of English to investigate how the component parts of English (literature, language, and creative writing) are located institutionally in higher education and to explore the interdisciplinary prospects of a subject which spans the humanities and social sciences. Through explorations of changing foci in a variety of contexts, the book examines the value and purpose of teaching and researching English language, literature and creative writing in the twenty-first century, both within Anglophone countries and the wider world. The contributors, all practicing educators and researchers in the field, bring a wide range of perspectives to the theme of the development of the discipline, and illustrate that the strengths of English Studies as an academic subject lie not only in its traditional breadth and depth, but also in a readiness to adapt, experiment, and engage with other subjects.




Warp Zone: The Future of Gaming


Book Description

Book Features: • Ages 8-14, Grades 3-8 • 32 pages, 7 inches x 9 inches • Simple, easy-to-read pages with full-color pictures • Includes pre- and post-reading activities • Reading/teaching tips and glossary included Gaming and eSports: In Warp Zone: The Future of Gaming, 3rd—8th graders discover the latest advancements in one of children's favorite past-times: gaming! Learn about new video game technology, virtual reality, eSports, and so much more! Paving The Way: Young readers learn about new gaming technology, augmented reality, adaptive gaming, and advancements in the eSports industry that will make gaming in the future even more exciting. Build Reading Skills: This engaging 32-page children’s book will help your child improve comprehension and build confidence with guided pre- and post-reading questions and fun activities. Leveled Books: Part of the Gaming and Esports series, the lower reading level text and full-color pictures make this children’s book an engaging read with fun and interesting facts about the future of gaming. Why Rourke Educational Media: Since 1980, Rourke Publishing Company has specialized in publishing engaging and diverse non-fiction and fiction books for children in a wide range of subjects that support reading success on a level that has no limits.




Literacy for Digital Futures


Book Description

The unprecedented rate of global, technological, and societal change calls for a radical, new understanding of literacy. This book offers a nuanced framework for making sense of literacy by addressing knowledge as contextualised, embodied, multimodal, and digitally mediated. In today’s world of technological breakthroughs, social shifts, and rapid changes to the educational landscape, literacy can no longer be understood through established curriculum and static text structures. To prepare teachers, scholars, and researchers for the digital future, the book is organised around three themes – Mind and Materiality; Body and Senses; and Texts and Digital Semiotics – to shape readers’ understanding of literacy. Opening up new interdisciplinary themes, Mills, Unsworth, and Scholes confront emerging issues for next-generation digital literacy practices. The volume helps new and established researchers rethink dynamic changes in the materiality of texts and their implications for the mind and body, and features recommendations for educational and professional practice.




Simulation and Gaming in the Network Society


Book Description

This book provides the state of the art in the simulation and gaming study field by systematically collecting excellent papers presented at the 46th International Simulation and Gaming Association annual conference held in Kyoto 17–25 July 2015. Simulation and gaming has been used in a wide variety of areas ranging from early childhood education and school-age children, universities, and professional education, to policy exploration and social problem solving. Moreover, it now been drastically changing its features in the Internet Of Things (IOT) society while taking over a wide variety of aliases, such as serious games and gamification. Most of the papers on which this book’s chapters are based were written by academic researchers, both up-and-coming and well known. In addition, simulation and gaming is a translational system science going from theory to clinical cross-disciplinary topics. With this book, therefore, graduate students and higher-level researchers, educators, and practitioners can become familiar with the state-of-the-art academic research on simulation and gaming in the network society of the twenty-first century.




Mapping the Futures


Book Description

There are now new experiences of space and time; new tensions between globalism and regionalism, socialism and consumerism, reality and spectacle; new instabilities of value, meaning and identity - a dialectic between past and future. How are we to understand these? Mapping the Futures is the first of a series which brings together cultural theorists from different disciplines to assess the implications of economic, political and social change for intellectual inquiry and cultural practice.