Video Games and Creativity

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  • Author : Anonim
  • Publisher : Academic Press
  • Pages : 332 pages
  • ISBN : 0128017058
  • Rating : /5 from reviews
CLICK HERE TO GET THIS BOOK >>>Video Games and Creativity

Download or Read online Video Games and Creativity full in PDF, ePub and kindle. this book written by Anonim and published by Academic Press which was released on 03 August 2015 with total page 332 pages. We cannot guarantee that Video Games and Creativity book is available in the library, click Get Book button and read full online book in your kindle, tablet, IPAD, PC or mobile whenever and wherever You Like. Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as: Can video games be used to develop or enhance creativity? Is there a place for video games in the classroom? What types of creativity are needed to develop video games? While video games can be sources of entertainment, the role of video games in the classroom has emerged as an important component of improving the education system. The research and development of game-based learning has revealed the power of using games to teach and promote learning. In parallel, the role and importance of creativity in everyday life has been identified as a requisite skill for success. Summarizes research relating to creativity and video games Incorporates creativity research on both game design and game play Discusses physical design, game mechanics, coding, and more Investigates how video games may encourage creative problem solving Highlights applications of video games for educational purposes

Video Games and Creativity

Video Games and Creativity
  • Author : Anonim
  • Publisher : Academic Press
  • Release : 03 August 2015
GET THIS BOOK Video Games and Creativity

Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as: Can video games be used to develop or enhance creativity? Is there a place for video games in the classroom? What types of creativity are needed to develop video games? While video games can

One Up Creativity Competition and the Global Business of Video Games

One Up   Creativity  Competition  and the Global Business of Video Games
  • Author : Joost van Dreunen
  • Publisher : Columbia Business School Publishing
  • Release : 13 June 2021
GET THIS BOOK One Up Creativity Competition and the Global Business of Video Games

What explains the massive worldwide success of video games such as Fortnite, Minecraft, and Pokémon Go? Game companies look unconventional--and are often ignored--from the standpoint of traditional business strategy. Yet they have thrived in the face of digitalization, generating billions in revenue through business models such as offering content for free in order to build market share and draw in customers. One Up offers a pioneering empirical analysis of innovation and strategy in the video games industry to explain

Relationships Between Video Game Play and Creativity Among Elementary School Students

Relationships Between Video Game Play and Creativity Among Elementary School Students
  • Author : Karla R. Hamlen
  • Publisher : Unknown
  • Release : 13 June 2021
GET THIS BOOK Relationships Between Video Game Play and Creativity Among Elementary School Students

?Pub Inc With increasing numbers of children having access to video games and spending more time playing them, it is important to examine how this relates to other areas of their lives. This study was an investigation of the relationships between time spent playing video games and creativity among upper elementary school children. 118 fourth and fifth grade children from four schools in Western New York participated in this study. Student and parent reports of children's time spent playing video games

Producing Games

Producing Games
  • Author : D S. Cohen,Sergio A. Bustamante
  • Publisher : CRC Press
  • Release : 10 September 2012
GET THIS BOOK Producing Games

Computer games are big business - tens of billions of dollars are spent annually by the worldwide video games market. The cost of producing video games has ballooned to beyond $20 million dollars in many cases, and team sizes are quickly growing past 100 team members. At the center of this storm is the producer - one person who transforms the money, the hours spent by the team, and the latest technology into a work of art that millions of people will

Youth Empowerment Through Video Game Development

Youth Empowerment Through Video Game Development
  • Author : Roosevelt S. Pittman (III.)
  • Publisher : Unknown
  • Release : 13 June 2021
GET THIS BOOK Youth Empowerment Through Video Game Development

My research examines the outcomes of engaging youth in art, design, and programming to create video games. This study targeted under-served minority and low-income youth, (primarily Blacks and Hispanics) aged 11-18. Specifically, I examined the characteristics chosen by participants when designing themselves as main characters in their games, and how students with no prior knowledge of programming and digital media art responded to the challenges within game development. Throughout this action-research project, I encouraged students to incorporate a social justice

From Video Games to Real Life Tapping into Minecraft to Inspire Creativity and Learning in the Library

From Video Games to Real Life  Tapping into Minecraft to Inspire Creativity and Learning in the Library
  • Author : Mary L. Glendening
  • Publisher : ABC-CLIO
  • Release : 19 September 2016
GET THIS BOOK From Video Games to Real Life Tapping into Minecraft to Inspire Creativity and Learning in the Library

This guide shows youth librarians how to use the appeal of Minecraft—a game that many young learners are intensely passionate about—to create engaging library programs that encourage creativity and build STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning through library programs. • Helps librarians harness the power of an incredibly popular game and use it effectively as a springboard to learning • Assists librarians in supporting STEM and STEAM initiatives • Offers specific guidance for dozens of hands-on activities

Video Games

Video Games
  • Author : Kathy Ceceri
  • Publisher : Build it Yourself
  • Release : 01 September 2015
GET THIS BOOK Video Games

What does the 13,000-year-old mancala game have in common with today's Minecraft? They both require logic, critical thinking skills, and creativity! In Video Games: Design and Code Your Own Adventure, readers discover that the video games they play today have their roots in the games kids played in the deserts of Ancient Egypt, and they'll learn how to design their own games from the initial idea to the final blips on the screen. Video games are everywhere, from iPods and

The Oxford Handbook of Digital Technologies and Mental Health

The Oxford Handbook of Digital Technologies and Mental Health
  • Author : Marc N. Potenza,Kyle Faust,David Faust
  • Publisher : Oxford University Press
  • Release : 17 August 2020
GET THIS BOOK The Oxford Handbook of Digital Technologies and Mental Health

Digital technology use, whether on smartphones, tablets, laptops, or other devices, is prevalent across cultures. Certain types and patterns of digital technology use have been associated with mental health concerns, but these technologies also have the potential to improve mental health through the gathering of information, by targeting interventions, and through delivery of care to remote areas. The Oxford Handbook of Digital Technologies and Mental Health provides a comprehensive and authoritative review of the relationships between mental health and digital

Videogames and Education

Videogames and Education
  • Author : Harry J. Brown
  • Publisher : Routledge
  • Release : 18 December 2014
GET THIS BOOK Videogames and Education

Video games challenge our notions of identity, creativity, and moral value, and provide a powerful new avenue for teaching and learning. This book is a rich and provocative guide to the role of interactive media in cultural learning. It searches for specific ways to interpret video games in the context of human experience and in the field of humanities research. The author shows how video games have become a powerful form of political, ethical, and religious discourse, and how they

Bit by Bit

Bit by Bit
  • Author : Andrew Ervin
  • Publisher : Hachette UK
  • Release : 02 May 2017
GET THIS BOOK Bit by Bit

An acclaimed critic argues that video games are the most vital art form of our time Video games have seemingly taken over our lives. Whereas gamers once constituted a small and largely male subculture, today 67 percent of American households play video games. The average gamer is now thirty-four years old and spends eight hours each week playing--and there is a 40 percent chance this person is a woman. In Bit by Bit, Andrew Ervin sets out to understand the explosive popularity

A Parent s Guide to PlayStation Games

A Parent s Guide to PlayStation Games
  • Author : Mark H. Walker,Craig Wessel
  • Publisher : Mars Pub Incorporated
  • Release : 13 June 2021
GET THIS BOOK A Parent s Guide to PlayStation Games

Featuring new reviews of the latest games, this book explains everything a parent needs to know about America's most popular video game consoles: the PlayStation 2 and the revamped PlayStation One. This exhaustive guide offers parents different ways to cut through the hype with which games are marketed and clarifies the often-confusing video game ratings system.

Animation and Creativity in the Classroom

Animation and Creativity in the Classroom
  • Author : Britta Pollmuller
  • Publisher : GRIN Verlag
  • Release : 25 August 2016
GET THIS BOOK Animation and Creativity in the Classroom

Research Paper from the year 2016 in the subject Guidebooks - School, Education, Pedagogy, Auckland University of Technology, language: English, abstract: The book is the description of a model of how young people learn about animation and machinima and looks at three key themes: creativity, which is the process of developing original ideas that have value, media literacy which is the knowledge, skills and competencies that are required to use and interpret media, and culture which influences critical and creative behaviour.

Video Games Your Kids

Video Games   Your Kids
  • Author : Hilarie Cash,Kim McDaniel
  • Publisher : Unknown
  • Release : 13 June 2021
GET THIS BOOK Video Games Your Kids

Video Games & Your Kids is for parents who are worried that their children may be spending too much time playing video games. Based on research and the authors' clinical experience, the book explains what gaming addiction is, how much gaming is too much, and the affects gaming has on the body and brain. The authors give gaming advice on each stage of life; birth-2 years, ages 2-6, elementary school years, adolescence, and adult children still living at home. Where there

How to Create Simple Video Games

How to Create Simple Video Games
  • Author : Stavros Kirkelie
  • Publisher : Digital Revolution Media
  • Release : 13 June 2021
GET THIS BOOK How to Create Simple Video Games

Video gaming can be a very entertaining experience for many people. Sometimes you will notice that hours have gone by while you are playing. If you are a person who enjoys playing video games you may want to consider creating your own video game. The market for video games continuously expands. There is a large amount of money that can be made in the video game industry. Learning how to create a video game will give you an opportunity to