The Stanley Parable


Book Description




The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom


Book Description

This book explores ethos and games while analyzing the ethical dimensions of playing, researching, and teaching games. Contributors, primarily from rhetoric and writing studies, connect instances of ethos and ethical practice with writing pedagogy, game studies, video games, gaming communities, gameworlds, and the gaming industry. The collection’s eighteen chapters investigate game-based writing classrooms, gamification, game design, player agency, and writing and gaming scholarship in order to illuminate how ethos is reputed, interpreted, and remembered in virtual gamespaces and in the gaming industry. Ethos is constructed, invented, and created in and for games, but inevitably spills out into other domains, affecting agency, ideology, and the cultures that surround game developers, players, and scholars.




The Game Changer


Book Description

The book appraises the major science education initiatives and policy transformations with supportive qualitative and quantitative data since the 1957 Sputnik crisis. In addition, the book establishes the intellectual and emotional foundations before building the subsequence of what to teach and how to teach effectively in science education. Find out how you can develop the critical game changing traits to beat the status quo and become the celebrated next generation science educators.




(Not) In the Game


Book Description

How do games represent history, and how do we make sense of the history of games? The industry regularly uses history to sell products, while processes of creation and of promotion leave behind markers of a game’s history. The access to this history is often granted by so-called paratexts, which are accompanying elements orbiting texts. Exploring this fully, case studies in this work move the focus of debate from the games themselves to wider, ancillary materials and ask how history is used in, and how we can use history to study games.




Playing Dystopia


Book Description

Video games permeate our everyday existence. They immerse players in fascinating gameworlds and exciting experiences, often inviting them in various ways to reflect on the enacted events. Gerald Farca explores the genre of dystopian video games and the player's aesthetic response to their nightmarish gameworlds. Players, he argues, will gradually come to see similarities between the virtual dystopia and their own ›offline‹ environment, thus learning to stay wary of social and political developments. In his analysis, Farca draws from a variety of research fields, such as literary theory and game studies, combining them into a coherent theory of aesthetic response to dystopian games.




Walking with A/r/tography


Book Description

This book focuses on critical walking and mapping practices through the research methodology of a/r/tography. Initially establishing seven global sites for employing movement-based research practices within culturally conceived a/r/tographic perspectives, the book builds upon and extends an international community of practice. The editors and contributors apply public pedagogy through a/r/tographic and critical walking inquiry, and explore how these forms may be engaged, understood and expanded globally. The chapters examine how a/r/tography and walking inquiry can be practiced, theorised, experienced, extended and conceptualised. The cartographic perspectives, theoretical positions and conceptual investigations included in this collection respond to the fundamental contemporary need for new and fresh models of teaching, learning and scholarship regarding global and local educational and social challenges. They offer tangible, aesthetic and rigorous examples for researchers, educators, community practitioners and research students to engage with a/r/tography and critical walking inquiry.




Paratextualizing Games


Book Description

Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?




Tragic Time in Drama, Film, and Videogames


Book Description

This book explores how classical and Shakespearean tragedy has shaped the temporality of crisis on the stage and in time-travel films and videogames. In turn, it uncovers how performance and new media can challenge common assumptions about tragic causality and fate. Traditional tragedies may present us with a present when a calamity is staged, a decisive moment in which everything changes. However, modern performance, adaptation and new media can question the premises of that kind of present crisis and its fatality. By offering replays or alternative endings, experimental theatre, adaptation, time travel films and videogames reinvent the tragic experience of irreversible present time. This book offers the reader a fresh understanding of tragic character and agency through these new media’s exposure of the genre’s deep structure.




Narrative Mechanics


Book Description

What do stories in games have in common with political narratives? This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in politics and social life. They have »many faces«, displays and interfaces. They occur as texts, recipes, stories, dramas in three acts, movies, videos, tweets, journeys of heroes, but also as rewarding stories in games and as narratives in society - such as a career from rags to riches, the concept of modernity or market economy. Below their surface, however, narrative mechanics are a particular type of motivational design - of game mechanics.




Believing in Bits


Book Description

Believing in Bits advances the idea that religious beliefs and practices have become inextricably linked to the functioning of digital media. How did we come to associate things such as mindreading and spirit communications with the functioning of digital technologies? How does the internetâs capacity to facilitate the proliferation of beliefs blur the boundaries between what is considered fiction and fact? Addressing these and similar questions, the volume challenges and redefines established understandings of digital media and culture by employing the notions of belief, religion, and the supernatural.