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simulation

Playing Video Games Motives, Responses, and Consequences

Description: 
From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives, Responses, and Consequences integrates communication, psychology, and technology to examine the psychological and mediated aspects of playing video games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm of entertainment studies, the next big wave in media studies. The book targets one of the most popular and pervasive media in modern times, and it will serve to define the area of study and provide a theoretical spine for future research. This unique and timely volume will appeal to scholars, researchers, and graduate students in media studies and mass communication, psychology, and marketing.
Author: 
Editors: Peter Vorderer, Jennings Bryant
ISBN: 
ISBN-10: 0805853227, ISBN-13: 978-0805853223
Year: 
2006
Length: 
480 pages
Table of contents: 
Foreword. Preface. P. Vorderer, J. Bryant, K.M. Pieper, R. Weber, Playing Video Games as Entertainment. M. Sellers, Designing the Experience of Interactive Play. Part I: The Product. H. Lowood, A Brief Biography of Computer Games. B.P. Smith, The (Computer) Games People Play. S. Smith, Perps, Pimps, and Provocative Clothing: Examining Negative Content Patterns in Video Games. E. Chan, P. Vorderer, Massively Multiplayer Online Games. Part II: Motivation and Selection. G.C. Klug, J. Schell, Why People Play Games: An Industry Perspective. P. Ohler, G. Nieding, Why Play? An Evolutionary Perspective. T. Hartmann, C. Klimmt, The Influence of Personality Factors on Computer Game Choice. C. Klimmt, T. Hartmann, Effectance, Self-Efficacy, and the Motivation to Play Video Games. M. von Salisch, C. Oppl, A. Kristen, What Attracts Children? A.A. Raney, J.K. Smith, K. Baker, Adolescents and the Appeal of Video Games. J. Bryant, J. Davies, Selective Exposure to Video Games. Part III: Reception and Reaction Processes. D. Williams, A Brief Social History of Game Play. J.L. Sherry, K. Lucas, B.S. Greenberg, K. Lachlan, Video Game Uses and Gratifications as Predicators of Use and Game Preference. R. Tamborini, P. Skalski, The Role of Presence in the Experience of Electronic Games. S.M. Zehnder, S.D. Lipscomb, The Role of Music in Video Games. K.M. Lee, N. Park, S-A. Jin, Narrative and Interactivity in Computer Games. M.A. Shapiro, J. Pe¤a-Herborn, J.T. Hancock, Realism, Imagination, and Narrative Video Games. A-S. Axelsson, T. Regan, Playing Online. F.F. Steen, P.M. Greenfield, M.S. Davies, B. Tynes, What Went Wrong With The Sims Online: Cultural Learning and Barriers to Identification in a Massively Multiplayer Online Role-Playing Game. Part IV: Effects and Consequences. K.M. Lee, W. Peng, What Do We Know About Social and Psychological Effects of Computer Games? A Comprehensive Review of the Current Literature. R. Weber, U. Ritterfeld, A. Kostygina, Aggression and Violence as Effects of Playing Violent Video Games? K.E. Buckley, C.A. Anderson, A Theoretical Model of the Effects and Consequences of Playing Video Games. D.A. Lieberman, What Can We Learn From Playing Interactive Games? U. Ritterfeld, R. Weber, Video Games for Entertainment and Education. K. Durkin, Game Playing and Adolescents' Development.

Dialogo

Description: 
Dialogo (Dialogue) from the IE Business School in Spain is an interactive (Spanish) simulation used in the first production of multimedia documentation for the bachelor in communication of IE University in Spain and is embedded in the subject Audio-visual Analysis: Digital Writing-Editing. This interactive exercise introduces the practice of shooting and editing dialogue, with the help of a simulation in which students have to choose between different shots in the sequence according to the dramatic progression. What is mportant here is to use the camera positions correctly, different shots can be chosen directly through a 3D model of the shooting. After being introduced to the theory of the axis, students can create their own movies through the simulation. As an output, students can see the final real video, from the different angles they have chosen beforehand. Afterwards, all videos can be published on an open platform, where both professors and students can evaluate and leave comments about the films online or in a debrief in the following class. The dialogue used in the simulation is based on the novel “The heart of darkness” by Joseph Conrad.
Author: 
IE Business School
Year: 
2009

WatchKnow

Description: 
WatchKnow as in, "You watch, you know" is a non-profit, online community that encourages everyone to collect, create, and share free, innovative, educational videos. WatchKnow started its beta-testing phase at the end of 2008. "Let's collect all the best free videos online to help with the education of children everywhere. We're a free, open, international project to make excellent watchable educational media accessible from one place."
Author: 
Larry Sanger (executive director), WatchKnow
Year: 
up-to-date
Length: 
video repository
Table of contents: 
WatchKnow video directory categories: - Reading and Language Arts - Mathematics - Science - Social Studies - History - Foreign Languages - The Arts - Physical Education - Technology Applications - Values and World Views - Pedagogy - Unsorted Videos

ExploreLearning - experience Math & Science with Gizmos

Description: 
ExploreLearning offers a catalog of modular, interactive simulations in math and science for teachers and students in grades 6-12. These simulations are called Gizmos, which are flexible to support many different teaching styles and contexts and designed as supplemental curriculum materials that support state and national curriculum standards; in addition, Gizmos help teachers bring research-proven instructional strategies to their classrooms. "Watch one of our demonstration movies. In particular, the "Introduction to ExploreLearning" movie is perfect for the first-time visitor to ExploreLearning. (It runs about 8 minutes but covers everything.) In addition, we have five Teaching with Gizmos movies that show how you might teach a specific lesson using Gizmos."
Author: 
ExploreLearning
Year: 
up-to-date
Length: 
simulation repository