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Video Games and Creativity

Video Games and Creativity
  • Author : Anonim
  • Publisher :Unknown
  • Release Date :2015-08-03
  • Total pages :332
  • ISBN : 9780128017050
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Summary : 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 :Unknown
  • Release Date :2015-08-25
  • Total pages :332
  • ISBN : 0128014628
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Summary : 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

One Up

One Up
  • Author : Joost van Dreunen
  • Publisher :Unknown
  • Release Date :2020-10-06
  • Total pages :229
  • ISBN : 9780231552219
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Summary : What explains the massive worldwide success of video games such as Fortnite, Minecraft, and Pokémon Go? Game companies and their popularity are poorly understood and often ignored from the standpoint of traditional business strategy. Yet this industry generates billions in revenue by thinking creatively about digital distribution, free-to-play content, and phenomena like e-sports and live streaming. What lessons can we draw from its major successes and failures about the future of entertainment? One Up offers a pioneering empirical analysis of innovation and strategy in the video game industry to explain how it has evolved from a fringe activity to become a mainstream form of entertainment. Joost van Dreunen, a widely recognized industry expert with over twenty years of experience, analyzes how game makers, publishers, and platform holders have tackled strategic challenges to make the video game industry what it is today. Using more than three decades of rigorously compiled industry data, he demonstrates that video game companies flourish when they bring the same level of creativity to business strategy that they bring to game design. Filled with case studies of companies such as Activision Blizzard, Apple, Electronic Arts, Epic Games, Microsoft, Nexon, Sony, Take-Two Interactive, Tencent, and Valve, this book forces us to rethink common misconceptions around the emergence of digital and mobile gaming. One Up is required reading for investors, creatives, managers, and anyone looking to learn about the major drivers of change and growth in contemporary entertainment.

Producing Games

Producing Games
  • Author : D. S. Cohen,Sergio A. Bustamante
  • Publisher :Unknown
  • Release Date :2010
  • Total pages :282
  • ISBN : 9780240810706
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Summary : 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 call fun. This book will dig deeply into the role of the producer and expose secrets of game production that stand the test of time: how to build.

The Aesthetics of Videogames

The Aesthetics of Videogames
  • Author : Jon Robson,Grant Tavinor
  • Publisher :Unknown
  • Release Date :2018-03-19
  • Total pages :236
  • ISBN : 9781351809450
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Summary : This collection of essays is devoted to the philosophical examination of the aesthetics of videogames. Videogames represent one of the most significant developments in the modern popular arts, and it is a topic that is attracting much attention among philosophers of art and aestheticians. As a burgeoning medium of artistic expression, videogames raise entirely new aesthetic concerns, particularly concerning their ontology, interactivity, and aesthetic value. The essays in this volume address a number of pressing theoretical issues related to these areas, including but not limited to: the nature of performance and identity in videogames; their status as an interactive form of art; the ethical problems raised by violence in videogames; and the representation of women in videogames and the gaming community. The Aesthetics of Videogames is an important contribution to analytic aesthetics that deals with an important and growing art form.

Five Star Mind

Five Star Mind
  • Author : Tom Wujec
  • Publisher :Unknown
  • Release Date :1995
  • Total pages :247
  • ISBN : 9780385414623
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Summary : Shares exercises and puzzles designed to challenge and stimulate the mind and offers advice concerning attention, mental play, memory, flexibility, and decision making

101 More Dance Games for Children

101 More Dance Games for Children
  • Author : Paul Rooyackers
  • Publisher :Unknown
  • Release Date :2003
  • Total pages :160
  • ISBN : 0897933834
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Summary : Filled with dance games that the whole classroom or family can play and learn from, this book collects noncompetitive activities that reward children for their involvement, encourage them to use their imagination, and show them how to express their feelings without using words. Illustrations.

Creativity and Technology in Mathematics Education

Creativity and Technology in Mathematics Education
  • Author : Viktor Freiman,Janet Lynne Tassell
  • Publisher :Unknown
  • Release Date :2018-03-05
  • Total pages :528
  • ISBN : 9783319723815
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Summary : This volume provides new insights on creativity while focusing on innovative methodological approaches in research and practice of integrating technological tools and environments in mathematics teaching and learning. This work is being built on the discussions at the mini-symposium on Creativity and Technology at the International Conference on Mathematical Creativity and Giftedness (ICMCG) in Denver, USA (2014), and other contributions to the topic. The book emphasizes a diversity of views, a variety of contexts, angles and cultures of thought, as well as mathematical and educational practices. The authors of each chapter explore the potential of technology to foster creative and divergent mathematical thinking, problem solving and problem posing, creative use of dynamic, multimodal and interactive software by teachers and learners, as well as other digital media and tools while widening and enriching transdisciplinary and interdisciplinary connections in mathematics classroom. Along with ground-breaking innovative approaches, the book aims to provide researchers and practitioners with new paths for diversification of opportunities for all students to become more creative and innovative mathematics learners. A framework for dynamic learning conditions of leveraging mathematical creativity with technology is an outcome of the book as well.

Play, Playfulness, Creativity and Innovation

Play, Playfulness, Creativity and Innovation
  • Author : Patrick Bateson,Paul Patrick Gordon Bateson,Paul Martin
  • Publisher :Unknown
  • Release Date :2013-07-11
  • Total pages :166
  • ISBN : 9781107015135
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Summary : Examines the role of playfulness in animal and human development, highlighting its links to creativity and, in turn, to innovation.

Creativity, Inc.

Creativity, Inc.
  • Author : Ed Catmull,Amy Wallace
  • Publisher :Unknown
  • Release Date :2014-04-08
  • Total pages :352
  • ISBN : 9780307361196
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Summary : From Ed Catmull, co-founder (with Steve Jobs and John Lasseter) of Pixar Animation Studios, comes an incisive book about creativity in business—sure to appeal to readers of Daniel Pink, Tom Peters, and Chip and Dan Heath. Creativity, Inc. is a book for managers who want to lead their employees to new heights, a manual for anyone who strives for originality, and the first-ever, all-access trip into the nerve center of Pixar Animation—into the meetings, postmortems, and “Braintrust” sessions where some of the most successful films in history are made. It is, at heart, a book about how to build a creative culture—but it is also, as Pixar co-founder and president Ed Catmull writes, “an expression of the ideas that I believe make the best in us possible.” For nearly twenty years, Pixar has dominated the world of animation, producing such beloved films as the Toy Story trilogy, Monsters, Inc., Finding Nemo, The Incredibles, Up, and WALL-E, which have gone on to set box-office records and garner thirty Academy Awards. The joyousness of the storytelling, the inventive plots, the emotional authenticity: In some ways, Pixar movies are an object lesson in what creativity really is. Here, in this book, Catmull reveals the ideals and techniques that have made Pixar so widely admired—and so profitable. As a young man, Ed Catmull had a dream: to make the first computer-animated movie. He nurtured that dream as a Ph.D. student at the University of Utah, where many computer science pioneers got their start, and then forged a partnership with George Lucas that led, indirectly, to his founding Pixar with Steve Jobs and John Lasseter in 1986. Nine years later, Toy Story was released, changing animation forever. The essential ingredient in that movie’s success—and in the thirteen movies that followed—was the unique environment that Catmull and his colleagues built at Pixar, based on philosophies that protect the creative process and defy convention, such as: • Give a good idea to a mediocre team, and they will screw it up. But give a mediocre idea to a great team, and they will either fix it or come up with something better. • If you don’t strive to uncover what is unseen and understand its nature, you will be ill prepared to lead. • It’s not the manager’s job to prevent risks. It’s the manager’s job to make it safe for others to take them. • The cost of preventing errors is often far greater than the cost of fixing them. • A company’s communication structure should not mirror its organizational structure. Everybody should be able to talk to anybody. • Do not assume that general agreement will lead to change—it takes substantial energy to move a group, even when all are on board.

Digital Creativity

Digital Creativity
  • Author : Colin Beardon,Lone Malmborg
  • Publisher :Unknown
  • Release Date :2002
  • Total pages :249
  • ISBN : 9026519397
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Summary : Presenting highlights from five years of the field journal Digital Creativity , this volume republishes twenty-seven contributions from international artists and scientists.

Art Creativity Book

Art Creativity Book
  • Author : Ruth Thomson
  • Publisher :Unknown
  • Release Date :2012-03-01
  • Total pages :80
  • ISBN : 1847329950
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Summary : Snip! Stick! Colour! Create! This is the ultimate art activity book for young children. The book is packed with stickers, stencils, colourful pull-out art paper, clever colouring games, doodle, challenges, puzzles, and much more.

Violent Video Game Effects on Children and Adolescents

Violent Video Game Effects on Children and Adolescents
  • Author : Craig A. Anderson,Douglas A. Gentile,Katherine E. Buckley
  • Publisher :Unknown
  • Release Date :2007-01-11
  • Total pages :200
  • ISBN : 9780195345568
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Summary : Violent video games are successfully marketed to and easily obtained by children and adolescents. Even the U.S. government distributes one such game, America's Army, through both the internet and its recruiting offices. Is there any scientific evidence to support the claims that violent games contribute to aggressive and violent behavior? As the first book to unite empirical research on and public policy options for violent video games, Violent Video Game Effects on Children and Adolescents will be an invaluable resource for student and professional researchers in social and developmental psychology and media studies.

Creativity Unhinged

Creativity Unhinged
  • Author : Marjorie Sarnat
  • Publisher :Unknown
  • Release Date :2013-04-01
  • Total pages :62
  • ISBN : 0989318907
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Summary : Creativity unhinged includes 120 rollicking, fun games that will spark ideas, promote problem solving, and grow your child's creativity. Kids can play independently, with a friend, or with the whole family.

Zig Zag

Zig Zag
  • Author : Keith Sawyer
  • Publisher :Unknown
  • Release Date :2013-02-13
  • Total pages :288
  • ISBN : 9781118539118
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Summary : A science-backed method to maximize creative potential in anysphere of life With the prevalence of computer technology and outsourcing, newjobs and fulfilling lives will rely heavily on creativity andinnovation. Keith Sawyer draws from his expansive research of thecreative journey, exceptional creators, creative abilities, andworld-changing innovations to create an accessible, eight-stepprogram to increasing anyone's creative potential. Sawyer revealsthe surprising secrets of highly creative people (such as learningto ask better questions when faced with a problem), demonstrateshow to come up with better ideas, and explains how to carry thoseideas to fruition most effectively. This science-backed, step-by step method can maximize ourcreative potential in any sphere of life. Offers a proven method for developing new ideas and creativeproblem-solving no matter what your profession Includes an eight-step method, 30 practices, and more than 100techniques that can be launched at any point in a creativejourney Psychologist, jazz pianist, and author Keith Sawyer studiedwith world-famous creativity expert Mihaly Csikszentmihalyi Sawyer's book offers a wealth of easy to apply strategies andideas for anyone who wants to tap into their creative power.

The Ballet Creativity Book

The Ballet Creativity Book
  • Author : Caroline Rowlands
  • Publisher :Unknown
  • Release Date :2015-03-01
  • Total pages :80
  • ISBN : 1438005555
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Summary : Kids will make their own tiara, stencil in a dancer's missing props, decorate a beautiful sticker scene, and more. Illustrations on virtually every page include 40 pages in color. (Ages 5 and older)

Imagination and Play in the Electronic Age

Imagination and Play in the Electronic Age
  • Author : Dorothy G Singer,Jerome L Singer
  • Publisher :Unknown
  • Release Date :2009-06-30
  • Total pages :224
  • ISBN : 9780674043695
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Summary : Television, video games, and computers are easily accessible to twenty-first-century children, but what impact do they have on creativity and imagination? In this book, two wise and long-admired observers of children's make-believe look at the cognitive and moral potential--and concern--created by electronic media.

365 Toddler Activities That Inspire Creativity

365 Toddler Activities That Inspire Creativity
  • Author : Joni Levine
  • Publisher :Unknown
  • Release Date :2012-10-18
  • Total pages :272
  • ISBN : 9781440550751
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Summary : Activities for imaginative playtime - every day of the year! With 365 Toddler Activities That Inspire Creativity, you can spark your child's creativity and maximize his or her potential every day of the year. Written by an experienced child-care expert, you will find hundreds of entertaining toddler activities, songs, games, and art projects that stimulate cognitive development and encourage inventiveness. You and your toddler will enjoy playtime with age-appropriate activities like: Magic Sun Prints Treasure Chest Sprout in a Bag Rainbow Toast Fishing in the Tub All-About-Me Book And so many more! Featuring everything from outdoor activities to rainy-day fun, 365 Toddler Activities That Inspire Creativity provides hours of creative toddler play!

Game of Thoughts

Game of Thoughts
  • Author : Ning Cai,John Teo
  • Publisher :Unknown
  • Release Date :2017-01-20
  • Total pages :288
  • ISBN : 981477118X
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Summary : �Puzzles and activities to unleash your creativity�Use creativity to solve problems, generate innovative ideas, and create "magic" in your life�Step-by-step approach modeled after professional training programs�Fun and friendly approach

Connected Gaming

Connected Gaming
  • Author : Yasmin B. Kafai,Quinn Burke
  • Publisher :Unknown
  • Release Date :2016-12-16
  • Total pages :224
  • ISBN : 9780262336963
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Summary : How making and sharing video games offer educational benefits for coding, collaboration, and creativity. Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which students learn by designing their own games themselves. In this book, Yasmin Kafai and Quinn Burke discuss the educational benefits of constructionist gaming—coding, collaboration, and creativity—and the move from “computational thinking” toward “computational participation.” Kafai and Burke point to recent developments that support a shift to game making from game playing, including the game industry's acceptance, and even promotion, of “modding” and the growth of a DIY culture. Kafai and Burke show that student-designed games teach not only such technical skills as programming but also academic subjects. Making games also teaches collaboration, as students frequently work in teams to produce content and then share their games with in class or with others online. Yet Kafai and Burke don't advocate abandoning instructionist for constructionist approaches. Rather, they argue for a more comprehensive, inclusive idea of connected gaming in which both making and gaming play a part.

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 :Unknown
  • Release Date :2020-08-17
  • Total pages :229
  • ISBN : 9780190218072
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Summary : 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 technology use, including how such technologies may be harnessed to improve mental health. Understanding the positive and negative correlates of the use of digital technologies has significant personal and public health implications, and as such this volume explores in unparalleled depth the historical and cultural contexts in which technology use has evolved; conceptual issues surrounding digital technologies; potential positive and potential negative impacts of such use; treatment, assessment, and legal considerations around digital technologies and mental health; technology use in specific populations; the use of digital technologies to treat psychosocial disorders; and the treatment of problematic internet use and gaming. With chapters contributed by leading scientists from around the world, this Handbook will be of interest to those in medical and university settings, students and clinicians, and policymakers.