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Well Played 2.0: Video Games, Value and Meaning - OpenLibra

Well Played 2.0: Video Games, Value and Meaning - OpenLibra

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From the same author on Feedbooks<br />

Beyond Fun: Serious <strong>Games</strong> <strong>and</strong> Media (2008)<br />

This book focuses on strategies for applying games, simulations<br />

<strong>and</strong> interactive experiences in learning contexts. The contributors<br />

orchestrated this collection together, reading <strong>and</strong> writing as a<br />

whole so that concepts resonate across articles. Throughout, the<br />

promises <strong>and</strong> problems of implementing games <strong>and</strong> media in<br />

learning experiences are explored. The articles have been authored<br />

by Clark Aldrich, Ian Bogost, Mia Consalvo, William Crosbie,<br />

Drew Davidson, Simon Egenfeldt-Nielsen, Melinda Jackson,<br />

Donna Leishman, Michael Mateas, Marc Prensky, Scott Rettberg,<br />

Kurt Squire, David Thomas, Siobhan Thomas, Jill Walker Rettberg,<br />

<strong>and</strong> Jenny Weight.<br />

<strong>Well</strong> <strong>Played</strong> 1.0: <strong>Video</strong> <strong>Games</strong>, <strong>Value</strong> <strong>and</strong> <strong>Meaning</strong> (2009)<br />

What makes a game good? or bad? or better?<br />

<strong>Video</strong> games can be “well played” in two senses. On the one h<strong>and</strong>,<br />

well played is to games as well read is to books. On the other<br />

h<strong>and</strong>, well played as in well done.<br />

This book is full of in-depth close readings of video games that<br />

parse out the various meanings to be found in the experience of<br />

playing a game. 22 contributors (developers, scholars, reviewers<br />

<strong>and</strong> bloggers) look at video games through both senses of “well<br />

played.”<br />

The goal is to help develop <strong>and</strong> define a literacy of games as well<br />

as a sense of their value as an experience. <strong>Video</strong> games are a complex<br />

medium that merits careful interpretation <strong>and</strong> insightful<br />

analysis.<br />

Cross-Media Communications: an Introduction to the Art of<br />

Creating Integrated Media Experiences (2010)<br />

This text is an introduction to the future of mass media <strong>and</strong> mass<br />

communications – cross-media communications. Cross-media is<br />

explained through the presentation <strong>and</strong> analysis of contemporary<br />

examples <strong>and</strong> project-based tutorials in cross-media development.<br />

The text introduces fundamental terms <strong>and</strong> concepts, <strong>and</strong><br />

provides a solid overview of cross-media communications, one<br />

that builds from a general introduction to a specific examination<br />

of media <strong>and</strong> genres to a discussion of the concepts involved in<br />

284

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