Identity and Collaboration in World of Warcraft


Book Description

Electracy and Transmedia Studies | Series Editors: Jan Rune Holmevik and Cynthia Haynes. IDENTITY AND COLLABORATION IN WORLD OF WARCRAFT tells the story of what happens when a Cherokee gamer, using a storyteller’s perspective and a methodology built from equal parts Indigenous tradition and current academic field knowledge, spends a year in what was at-the-time the largest online video game in the world. Following from work by James Paul Gee and Bonnie Nardi, Phillip Michael Alexander ventured forth into the game world to see what someone who was a gamer long before he was an academic might see in this same fascinating virtual space. In working with, playing with, and sharing the stories of a ten-person “raid” group—players performing at the highest level within the game—he set out to determine how those gamers most invested in success built identities and communities. The resulting work is a reader-friendly, theory-informed, virtual-boots-on-the-virtual-ground look at how gamers craft in-game identities, find like-minded gamers to form group identities, then organize to do staggering amounts of work in a virtual world. For anyone who ever wondered what the appeal of World of Warcraft is, Phillip Michael Alexander illustrates how some of the most active, most engaged, and most talented players spend their time in that virtual world.




Playful Identities


Book Description

In this publication, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. This interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity.




Handbook of Research on Technoself: Identity in a Technological Society


Book Description

"This book provides insights to better enhance the understanding of technology's widespread intertwinement with human identity within an advancing technological society"--Provided by publisher.




Developing Writers in Higher Education


Book Description

For undergraduates following any course of study, it is essential to develop the ability to write effectively. Yet the processes by which students become more capable and ready to meet the challenges of writing for employers, the wider public, and their own purposes remain largely invisible. Developing Writers in Higher Education shows how learning to write for various purposes in multiple disciplines leads college students to new levels of competence. This volume draws on an in-depth study of the writing and experiences of 169 University of Michigan undergraduates, using statistical analysis of 322 surveys, qualitative analysis of 131 interviews, use of corpus linguistics on 94 electronic portfolios and 2,406 pieces of student writing, and case studies of individual students to trace the multiple paths taken by student writers. Topics include student writers’ interaction with feedback; perceptions of genre; the role of disciplinary writing; generality and certainty in student writing; students’ concepts of voice and style; students’ understanding of multimodal and digital writing; high school’s influence on college writers; and writing development after college. The digital edition offers samples of student writing, electronic portfolios produced by student writers, transcripts of interviews with students, and explanations of some of the analysis conducted by the contributors. This is an important book for researchers and graduate students in multiple fields. Those in writing studies get an overview of other longitudinal studies as well as key questions currently circulating. For linguists, it demonstrates how corpus linguistics can inform writing studies. Scholars in higher education will gain a new perspective on college student development. The book also adds to current understandings of sociocultural theories of literacy and offers prospective teachers insights into how students learn to write. Finally, for high school teachers, this volume will answer questions about college writing.




Creativity, Design Thinking and Interdisciplinarity


Book Description

This book, at the crossroads of creativity, design and interdisciplinary studies, offers an overview of these major trends in scientific research, society, culture and economics. It brings together different approaches and communities around a common reflection on interdisciplinary creative design thinking. This collective effort provides a unique dialogical and convergent space that deals with the challenges and opportunities met by researchers and practitioners working on design thinking, creativity and inter- and transdisciplinarity, or at the interface between these areas.




E-Novation for Competitive Advantage in Collaborative Globalization: Technologies for Emerging E-Business Strategies


Book Description

"This book highlights new business products, services, strategies, and philosophies drawn from an emerging collaborative information platform and explores connections between the development of new e-business technologies with consumers, businesses, and links to social and political visions and strategies"--Provided by publisher.




Level Up Your Classroom: The Quest to Gamify Your Lessons and Engage Your Students


Book Description

In this lively and practical book, seasoned educator Jonathan Cassie shines a spotlight on gamification, an instructional approach that's revolutionizing K–12 education. Games are well known for their ability to inspire persistence. The best ones feature meaningful choices that have lasting consequences, reward experimentation, provide a like-minded community of players, and gently punish failure and encourage risk-taking behavior. Players feel challenged, but not overwhelmed. A gamified lesson bears these same hallmarks. It is explicitly gamelike in its design and fosters perseverance, creativity, and resilience. Students build knowledge through experimentation and then apply what they've learned to fuel further exploration at higher levels of understanding. In this book, Cassie covers What happens to student learning when it is gamified. Why you might want to gamify instruction for your students. The process for gamifying both your classroom and your lessons. If you want to see your students engaged, motivated, and excited about learning, join Jonathan Cassie on a journey that will add a powerful new set of ideas and practices to your teaching toolkit. The gamified classroom—an exciting new frontier of 21st century learning—awaits you and your students. Will you answer the call?




Understanding Machinima


Book Description

In this groundbreaking collection, Dr. Jenna Ng brings together academics and award-winning artists and machinima makers to explore the fascinating combination of cinema, animation and games in machinima (the use of computer game engines to produce animated films in cost- and time-efficient ways). Book-ended by a preface by Henry Lowood (curator for history of science and technology collections at Stanford University) and an interview with Isabelle Arvers (machinima artist, trainer, critic, and curator), the collection features wide-ranging discussions addressing machinima not only from diverse theoretical perspectives, but also in its many dimensions as game art, First Nations media art, documentary, and pedagogical tool. Making use of interactive multimedia to enhance the text, each chapter features a QR code which leads to a mobile website cross-referencing with its print text, integrating digital and print content while also taking into account the portability of digital devices in resonance with machinima's mobile digital forms. Exploring the many dimensions of machinima production and reception, Understanding Machinima extends machinima's critical scholarship and debate, underscoring the exciting potential of this emerging media form.




Collaborative Software Engineering


Book Description

Collaboration among individuals – from users to developers – is central to modern software engineering. It takes many forms: joint activity to solve common problems, negotiation to resolve conflicts, creation of shared definitions, and both social and technical perspectives impacting all software development activity. The difficulties of collaboration are also well documented. The grand challenge is not only to ensure that developers in a team deliver effectively as individuals, but that the whole team delivers more than just the sum of its parts. The editors of this book have assembled an impressive selection of authors, who have contributed to an authoritative body of work tackling a wide range of issues in the field of collaborative software engineering. The resulting volume is divided into four parts, preceded by a general editorial chapter providing a more detailed review of the domain of collaborative software engineering. Part 1 is on "Characterizing Collaborative Software Engineering", Part 2 examines various "Tools and Techniques", Part 3 addresses organizational issues, and finally Part 4 contains four examples of "Emerging Issues in Collaborative Software Engineering". As a result, this book delivers a comprehensive state-of-the-art overview and empirical results for researchers in academia and industry in areas like software process management, empirical software engineering, and global software development. Practitioners working in this area will also appreciate the detailed descriptions and reports which can often be used as guidelines to improve their daily work.




ECGBL 2020 14th European Conference on Game-Based Learning


Book Description

These proceedings represent the work of contributors to the 14th European Conference on Games Based Learning (ECGBL 2020), hosted by The University of Brighton on 24-25 September 2020. The Conference Chair is Panagiotis Fotaris and the Programme Chairs are Dr Katie Piatt and Dr Cate Grundy, all from University of Brighton, UK.