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The Ecology of Games: Connecting Youth, Games, and Learning

(Paperback)


Publishing Details

Full Title:

The Ecology of Games: Connecting Youth, Games, and Learning

Contributors:

By (Author) Katie Salen Tekinbas
Contributions by S. Craig Watkins
Contributions by Kurt Squire
Contributions by Barry Joseph
Contributions by Tom Satwicz
Contributions by Reed Stevens
Contributions by Cory Ondrejka
Contributions by Ian Bogost
Contributions by Laurie McCarthy
Contributions by James Paul Gee

ISBN:

9780262693646

Publisher:

MIT Press Ltd

Imprint:

MIT Press

Publication Date:

30th November 2007

Country:

United States

Classifications

Readership:

Professional and Scholarly

Fiction/Non-fiction:

Non Fiction

Main Subject:
Dewey:

794.80835

Physical Properties

Physical Format:

Paperback

Number of Pages:

288

Dimensions:

Width 178mm, Height 254mm, Spine 13mm

Weight:

590g

Description

An exploration of games as systems in which young people participate as gamers, producers, and learners.In the many studies of games and young people's use of them, little has been written about an overall "ecology" of gaming, game design and play-mapping the ways that all the various elements, from coding to social practices to aesthetics, coexist in the game world. This volume looks at games as systems in which young users participate, as gamers, producers, and learners. The Ecology of Games (edited by Rules of Play author Katie Salen) aims to expand upon and add nuance to the debate over the value of games-which so far has been vociferous but overly polemical and surprisingly shallow. Game play is credited with fostering new forms of social organization and new ways of thinking and interacting; the contributors work to situate this within a dynamic media ecology that has the participatory nature of gaming at its core. They look at the ways in which youth are empowered through their participation in the creation, uptake, and revision of games; emergent gaming literacies, including modding, world-building, and learning how to navigate a complex system; and how games act as points of departure for other forms of knowledge, literacy, and social organization. Contributors Ian Bogost, Anna Everett, James Paul Gee, Mizuko Ito, Barry Joseph, Laurie McCarthy, Jane McGonigal, Cory Ondrejka, Amit Pitaru, Tom Satwicz, Kurt Squire, Reed Stevens, S. Craig Watkins

Author Bio

Katie Salen Tekinba is Professor in the School of Computing and Digital Media at DePaul University and Chief Designer and Researcher at Institute of Play. Ian Bogost is Ivan Allen College Distinguished Chair in Media Studies and Professor of Interactive Computing at the Georgia Institute of Technology, a Founding Partner at Persuasive Games LLC, and the coauthor of Newsgames- Journalism at Play (MIT Press, 2010). James Paul Gee is Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University. He is the author of Social Linguistics and Literacies, a foundational work in the field of New Literacy Studies, and Why Video Games Are Good For Your Soul. Mizuko Ito is a cultural anthropologist who studies new media use, particularly among young people, in Japan and the United States, and a Professor in Residence at the University of California Humanities Research Institute. Anna Everett is Professor of Film Studies at the University of California, Santa Barbara.

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