But E3 is not justa display of the current products of the gaming industry; it is
mostly a showcase of what is yet to come. Presentations, slogans and
announcements to the press all evoke the future, the imminent next stage in a
process of ...
Author: Paolo Ruffino
Publisher: MIT Press
A sophisticated critical take on contemporary game culture that reconsiders the boundaries between gamers and games. This book is not about the future of video games. It is not an attempt to predict the moods of the market, the changing profile of gamers, the benevolence or malevolence of the medium. This book is about those predictions. It is about the ways in which the past, present, and future notions of games are narrated and negotiated by a small group of producers, journalists, and gamers, and about how invested these narrators are in telling the story of tomorrow. This new title from Goldsmiths Press by Paolo Ruffino suggests the story could be told another way. Considering game culture, from the gamification of self-improvement to GamerGate's sexism and violence, Ruffino lays out an alternative, creative mode of thinking about the medium: a sophisticated critical take that blurs the distinctions among studying, playing, making, and living with video games. Offering a series of stories that provide alternative narratives of digital gaming, Ruffino aims to encourage all of us who study and play (with) games to raise ethical questions, both about our own role in shaping the objects of research, and about our involvement in the discourses we produce as gamers and scholars. For researchers and students seeking a fresh approach to game studies, and for anyone with an interest in breaking open the current locked-box discourse, Future Gaming offers a radical lens with which to view the future.
If gaming spreads, as it has indeed spread and more and more gaming infiltrates
the mind of almost everyone, an argument can be made that in the future, gaming
may have a critical effect on the way people experience life and think about life ...
Author: Richard D. Duke
The anthology is a retrospective as well as an extrapolated speculation of the future of experimental planning games (gaming). The book is based on Richard Duke's reference volume "Gaming: The Future's Language" (1974) and looks at the past, present and specifically at the future of gaming in terms of the central idea of Duke's work. The authors Duke and Kriz document the history and the practical knowledge, as well as the current state of technology of gaming and offer new impulses for current and future developments. The volume addresses anyone involved with the topic of gaming in the areas of politics, strategy, education, management and other areas.
... and future gaming situations might be based) as a way of demonstrating to
both designers and educators the benefits of viewing games communicatively.
Because video games are symptom and emblem of life in informatic control
Author: Van Eck, Richard
Publisher: IGI Global
"This book discusses the need for interdisciplinary awareness in the study of games and learning"--Provided by publisher.
Library principles that highlight non - judgmental material use and the library as a
growing organization may nurture future gaming research , success , and
innovation . The development of a gaming program may encourage future
research on ...
Author: Amy Harris
Publisher: Association of College & Research Libraries
This book aims to show how librarians in colleges and universities of varying sizes, populations, and locations have successfully incorporated gaming into their libraries.-Introduction. In an attempt to encompass the variety of ways games are being incorporated into libraries, this book has been divided into three sections: game collections and curricular support, gaming as marketing and gaming as an information literacy tool.