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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.

Filme und Videos im DaF-Unterricht

Description: 
collection of ideas for the usage of video in teaching German as a foreign language
Author: 
Zentrale für Unterrichtsmedien im Internet e.V.
Year: 
up-to-date
Table of contents: 
About Didactics and methodology Overview: usage of videos in „German as a foreign language“ Can-do statements: understanding radio or TV programs and movies (GER) Opportunities of the ZUM-wiki Ideas for using video in class • Short movies (understanding, educational material, further ideas) • Animated cartoons (movie as a write pulse) • Music video clips News broadcasts Ads Youtube and German as a foreign language Learning materials (movies, Internet as a resource, other) Practical tools (determining starting moment of a youtube-clip; using “Moviemaker)

Look again

Description: 
The guide includes advice on how to manage teaching and learning film in early years settings, classrooms and across the school, a model for learning progression, and an extensive list of further resources and resource providers.
Author: 
British Film Institute Primary Education Working Group 2002-2003
ISBN: 
1-903786-11-8
Year: 
2003
Length: 
64 pages
Table of contents: 
Introduction The case for Moving Image Education for 3–11 year-olds Basic Teaching Techniques Moving images and literacy Founding Stage curriculum links Moving Images across the curriculum Managing teaching and learning Becoming cineliterate Resources Glossary
System requirements: 
Acrobat Reader

Using Authentic Video in the Language classroom

Description: 
Using film and video in the classroom is motivating and fun but can be daunting for the teacher. This book guides and supports teachers with plenty of practical suggestions for activities which can be used with drama, soap opera, comedy, sports programmes and documentaries. Many of the activities will lend themselves for use with DVD and webcasts.
Author: 
Jane Sherman
ISBN: 
521799619
Year: 
2002
Length: 
288 pages
Table of contents: 
Introduction Part A Video Drama • Introduction • Full-length feature films • Other video drama Non-fiction video • Introduction • Programmes about real life • Short sequences and promotions Part B Activities with authentic video • Video comprehension • Activities (sorted alphabetically) • Glossary

MediaEd

Description: 
MediaEd is the site for media and moving image education in the UK. On this site you'll find teaching ideas, lesson plans and project reports, examples of student work, details of where you can get support and training or find workshops or education screenings for your students. MediaEd is currently still under construction so your feedback would be really useful.
Author: 
Media Education Wales
Year: 
up-to-date
Table of contents: 
Get started with… • Teaching about film • Teaching film-making • Media literacy Find… • Teaching ideas • Student work • Resources • Organisations • Discussion • What’s on Reframing literacy
System requirements: 
Adobe Reader (optional)

Flipping the script

Description: 
Flipping the Script: Critical Thinking in a Hip Hop World , is designed to help educators teach media literacy concepts and media production skills around the exciting and engaging theme of Hip-Hop culture and music.
Author: 
Just Think Foundation
Table of contents: 
About Resources Lesson Plans Video Clips Youth Work
System requirements: 
Adobe Reader, Quicktime

Cable in the classroom

Description: 
Cable in the Classroom is the U.S. cable industry’s education foundation. Its mission is to foster the use of cable content and technology to expand and enhance learning for children and youth nationwide.Cable in the Classroom advocates for the visionary, sensible and effective use of media in homes, schools, and communities.
Author: 
Cable in the classroom
Table of contents: 
Teachers • A Teacher’s Story • How to get cable in your school • Cable’s Educational TV programming and web resources • Recording highlights monthly calendar • Online Video • eLECTIONS (interactive broadband game about running a political campaign) • Windward (Interactive learning game about bearing the weather) • Shakespeare (multimedia exploration of S.’s language and how his words have changed over the ages) • Cable in the Classroom Magazine • Threshold Magazine • Media Smart • Cable’s Leaders in Learning Awards • Newsletters • CIC Podcasts • News • Events • FAQs Parents • Cable Resources for Learning • Monthly Calendar of programming • eLECTIONS • Windward • Shakespeare • Media Smart • Cable’s Leaders in Learning Award • Newsletters • Cable in the Classroom Magazine • CIC Podcasts • News • Events • FAQs Cable Resources for Learning • On Cable TV & Web • Recording Highlights • Online Video • Search TV Listings • Learning with Cable • Copyright & Recording • Get Classroom Cable • Newsletters • Parent Tips • Cable Company Locator • Broadband Games • DTV Transition Publications Media Smart • Media Smart –Teachers • Media Smart – Parents • Digital Ethics • Digital Safety • Awards • Media Smart Newsletter • Learn More • Point Smart. Click Safe. • Polls & Surveys
System requirements: 
Adobe Reader

Free Rice

Description: 
"Free Rice web vocabulary" Free Rice, the online vocabulary game where guessing the correct meaning of a word triggers a donation of rice to WFP, is now expanded and covers a whole range of subjects. Players are now be able to test their knowledge of multiplication, world capital cities, chemical symbols, foreign languages and even the styles of famous painters. Every correct answer generates a donation of 20 grains of rice to WFP.
Author: 
United Nations World Food Programme (WFP)
Year: 
up-to-date
Length: 
game