games
Philosophy Through Video Games
Submitted Thursday, February 18, 2010 - 12:12Description:
How can Wii Sports teach us about metaphysics? Can playing World of Warcraft lead to greater self-consciousness? How can we learn about aesthetics, ethics and divine attributes from Zork, Grand Theft Auto, and Civilization?
A variety of increasingly sophisticated video games are rapidly overtaking books, films, and television as America's most popular form of media entertainment. It is estimated that by 2011 over 30 percent of US households will own a Wii console - about the same percentage that owned a television in 1953.
In Philosophy Through Video Games, Jon Cogburn and Mark Silcox - philosophers with game industry experience - investigate the aesthetic appeal of video games, their effect on our morals, the insights they give us into our understanding of perceptual knowledge, personal identity, artificial intelligence, and the very meaning of life itself, arguing that video games are popular precisely because they engage with longstanding philosophical problems.
Topics covered include:
* The Problem of the External World
* Dualism and Personal Identity
* Artificial and Human Intelligence in the Philosophy of Mind
* The Idea of Interactive Art
* The Moral Effects of Video Games
* Games and God's Goodness
Games discussed include: Madden Football, Wii Sports, Guitar Hero, World of Warcraft, Sims Online, Second Life, Baldur's Gate, Knights of the Old Republic, Elder Scrolls, Zork, EverQuest Doom, Halo 2, Grand Theft Auto, Civilization, Mortal Kombat, Rome: Total War, Black and White, Aidyn Chronicles
ISBN:
ISBN-10: 0415988586, ISBN-13: 978-0415988582
Year:
2008
Length:
216 pages
Table of contents:
1 The Game inside the Mind, the Mind inside the Game (The Nintendo Wii Gaming Console)
2 I, Player: The Puzzle of Personal Identity (MMORPGS and Virtual Communities)
3 Artificial and Human Intelligence (Single-Player RPGs)
4 The Metaphysics of Interactive Art (Puzzle and Adventure Games)
5 Do Video Games Make us Evil? (First-Person Shooters)
6 Games and God’s Goodness (World-Builder and Tycoon Games)
7 Epilogue: Video Games and the Meaning of Life
Additional comments:
Chapter Resources (key words, key arguments, cool links, discussion questions): http://www.projectbraintrust.com/ptvg/
Playing Video Games Motives, Responses, and Consequences
Submitted Thursday, February 18, 2010 - 11:13Description:
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.
URL:
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.
Edublog
Submitted Thursday, February 12, 2009 - 16:35Description:
blog about all kinds of media use in education
Year:
up-to-date
Table of contents:
• Audio (audio)
• Bildung (eduation)
• Didaktik (didactics)
• eLearning allgemein (e-learning in general)
• eLearning Volksschule (e-learning in primary school)
• Fotografie (photography)
• Games
• Hardware
• Internet in der Schule (Internet in schools)
• Kinder und Internet (children and Internet)
• Lego Mindstorms
• Metaversen (metaverses)
• Multimedia
• Neue Medien (new media)
• Podcasting
• Publizieren im Web (online publishing)
• Rechtliches (legal)
• SecondLife
• Software
• Spiele (Games)
• Technik (technology)
• Video im Unterricht (video in class)
• Web 2.0
System requirements:
Flash Player
TES Connect - Video Resources
Submitted Thursday, February 12, 2009 - 16:35Description:
Users of TES can share, recommend and search free resources including videos.
Year:
up-to-date
Length:
resource repository
Table of contents:
You can search on keywords and via categories:
- Subject (a few examples are:)
- English (81)
- Physical education (69)
- ICT (62)
- Science (56)
- Modern foreign languages (51)
- French (42)
- Citizenship (39)
- Geography (32)
- Drama (31)
- Key Stage
- Special needs
- Whole school
- Resource Type
- File Type
Food Force
Submitted Thursday, February 12, 2009 - 16:35Description:
Food Force serves as a classroom tool for teaching about hunger. From the United Nations World Food Programme (WFP), the world’s largest humanitarian agency, Food Force is a free educational video game telling the story of a hunger crisis on the fictitious island of Sheylan.
Comprised of 6 mini-games or “missions”, the game takes young players from an initial crisis assessment through to delivery and distribution of food aid, with each sequential mission addressing a particular aspect of this challenging process.
This site also provides teachers with resources to make their lesson plans.
Year:
up-to-date
Length:
game and resources
Free Rice
Submitted Thursday, February 12, 2009 - 16:35Description:
"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.
Year:
up-to-date
Length:
game
Learning from Games and Simulations
Submitted Thursday, February 12, 2009 - 16:35Description:
Interact is a quick and easy way for University of Bristol staff to keep up-to-date with e-Learning.
Year:
up-to-date
Length:
article repository
Table of contents:
CONTENT in August 2008:
Welcome, Introduction and LTSS news (Sue Timmis)
Introductory article: The games people play (Angela McFarlane)
Showcasing Games and Simulations
* They're manikins, not mannequins! (Andy Levy)
* The virtual stockmarket game (Nigel Duck and Daniella Acker)
* First steps in using high fidelity Human Patient Simulators for medical sciences teaching at Bristol (Judy Harris)
* Return on investment? (Phil Churn)
* Steelmaking simulations @steeluniversity.org (David Naylor)
* Self-organizing communities for knowledge production (Kurt Squire)
* Online games and simulations as aids to learning ethos, challenges and evaluation (Kieren Pitts and Andrew Ashwin)
* How can e-learning games and simulations compete in the market place? (Richard Wilson)
* Low cost, low tech web-based simulations (Andy Ramsden)
* THEATRON - Theatre History in Europe: Architectural and Textual Resources Online (Martin Blazeby)
* Need to Know - Innovate online journal
Research - Games and Simulations
* Computer games: the most powerful learning technology of our age? (Keri Facer)
* A quick look at Quandary (Mike Cameron)
* SimAcademy (Seth Giddings)
* Commercial games in the classroom (John Kirriemuir) - full version of article
* Research into computer games and learning: a brief overview (Diane Carr)
* The RDN Virtual Training Suite - Help your students develop their intenet research skills
e-Learning at Bristol: news and information
* Fighting the information war with user editable web sites (Martin Poulter)
* Sidebar - Researching war crimes (Jessica Lincoln)
* ASK ANDY - How can I find out what is happening with the Blackboard service? (Andy Ramsden)
* Update on e-portfolios at the University of Bristol (Tracy Johnson)
* HEFCE grant - extra support for e-learning at the University of Bristol (Sue Timmis)
Research projects about ICT in education
Submitted Thursday, February 12, 2009 - 16:35Description:
An overview of researches relevant to ICT in education, in Netherlands and outside
Year:
up-to-date
Length:
link repository
Kent ICT Blog
Submitted Thursday, February 12, 2009 - 16:35Description:
Kent Teachers Blog is part of the Kent NGfL website (http://www.kented.org.uk/ngfl). The aim of the Kent NGfL website is to support both teachers and pupils in the use of ICT across the curriculum by providing pages of resources, lesson ideas and links to 'safe' websites on the internet.
Year:
up-to-date
LeMill
Submitted Thursday, February 12, 2009 - 16:35Description:
LeMill calls itself a web community for finding, authoring and sharing learning resources: LeMill is a web community of (in 2008) 3178 teachers and other learning content creators. At the moment LeMill has 1468 reusable learning content resources, 300 descriptions of teaching and learning methods, and 480 descriptions of teaching and learning tools.
URL:
Year:
up-to-date
Length:
resource repository including video
Table of contents:
The site is divided in the categories Content, Methods, Tools, Community.