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    Knowledge Games

    How Playing Games Can Solve Problems, Create Insight, and Make Change

    AvKaren Schrier

    Inbunden, Engelska, 2016

    Del i serien Tech.edu: A Hopkins Series on Education and Technology

    580 kr

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    Beskrivning

    Imagine if new knowledge and insights came not just from research centers, think tanks, and universities but also from games, of all things. Video games have been viewed as causing social problems, but what if they actually helped solve them? This question drives Karen Schrier's Knowledge Games, which seeks to uncover the potentials and pitfalls of using games to make discoveries, solve real-world problems, and better understand our world. For example, so-called knowledge games-such as Foldit, a protein-folding puzzle game, SchoolLife, which crowdsources bullying interventions, and Reverse the Odds, in which mobile game players analyze breast cancer data-are already being used by researchers to gain scientific, psychological, and humanistic insights. Schrier argues that knowledge games are potentially powerful because of their ability to motivate a crowd of problem solvers within a dynamic system while also tapping into the innovative data processing and computational abilities of games.In the near future, Schrier asserts, knowledge games may be created to understand and predict voting behavior, climate concerns, historical perspectives, online harassment, susceptibility to depression, or optimal advertising strategies, among other things. In addition to investigating the intersection of games, problem solving, and crowdsourcing, Schrier examines what happens when knowledge emerges from games and game players rather than scientists, professionals, and researchers. This accessible book also critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen.

    Produktinformation

    • Utgivningsdatum:2016-08-10
    • Mått:152 x 229 x 25 mm
    • Vikt:522 g
    • Format:Inbunden
    • Språk:Engelska
    • Serie:Tech.edu: A Hopkins Series on Education and Technology
    • Antal sidor:280
    • Förlag:Johns Hopkins University Press
    • ISBN:9781421419206

    Utforska kategorier

    • Spelutveckling och spelprogrammering inom Data och IT
    • Högskola och universitet inom Psykologi och pedagogik
    • Teknik: allmänt inom Naturvetenskap och teknik

    Mer om författaren

    Karen Schrier is an assistant professor of media arts, the director of the Play Innovation Lab, and the director of the Games and Emerging Media Program at Marist College. She is the editor of the Learning, Education, and Games series.

    Recensioner i media

    This book is accessible on many levels and creates opportunities for game players, game designers and game scholars to understand their own knowledge-building processes when working with games. Times Higher Education ... a substantial literature review of the vast - and rapidly growing - field of games that contribute to knowledge production. Reflective Teaching ... Knowledge Games serves as our entry point into a new conversation about the potential-and soon to be reality-of video games. elearn Magazine ... Schrier does a great job of clearing a space where we can chat about games' potential for giving us new perspectives on old problems. NEW SCIENTIST

    Innehållsförteckning

    • AcknowledgmentsIntroductionPart I What Are Knowledge Games?1. Contribution2. DesignPart II Why Knowledge Games?3. Problem Solving4. Motivation5. Social InteractionPart III Perspectives, Potentials, and Pitfalls6. Amateurs7. Participation8. Data9. KnowledgeAppendix A. Categories and ExampleAppendix B. Design Principles, Recommendations, Considerations, and ImplicationsAppendix C. Guiding QuestionsNotesIndex