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Berrett-Koehler (Verlag)
978-1-57675-433-7 (ISBN)
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Video games can actually be good for you and Rusel DeMaria (whose books on video games have sold 2 million copies) proves it. In this insider's analysis of the increasingly violent and uncreative video gaming industry, he offers a roadmap for parents, educators, gamers, and industry insiders to leverage the inherent potential of games to promote positive personal and social change.
Rusel DeMaria (Grants Pass, OR) has been an observer and/or participant in the electronic gaming industry since its inception. Beginning in 1980, he began writing professionally about games. He has written nearly 60 strategy guides and is acknowledged as one of the pioneers of that book genre. In addition to his books, Rusel has been a senior editor and columnist for several national magazines. Johnny L. Wilson (Seattle, WA) is Group Publisher for Wizards of the Coast's magazine group, which includes Dragon, Dungeon, Top Deck, Star Wars Gamer and Star Wars Insider. He is perhaps better known as the former editor-in-chief of Computer Gaming World (1992-1999), the premier magazine for computer-gaming fans.
Introduction
Chapter 1: The State of the Game Today
Chapter 2: The Evolving Nature of Games - Problems and Potential
Chapter 3: Why We Play
Chapter 4: How We Learn
Chapter 5: The Next Step
Chapter 6: Making It So
Chapter 7: It Has Been Done
Chapter 8: Ways that Games can Inspire and Teach
Chapter 9: The Various Shades of Games
Chapter 10: The Challenge
Chapter 11: Ethical Considerations
Chapter 12: Activism
Appendix
Erscheint lt. Verlag | 16.6.2007 |
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Verlagsort | San Francisco |
Sprache | englisch |
Maße | 163 x 239 mm |
Gewicht | 450 g |
Themenwelt | Informatik ► Weitere Themen ► Computerspiele |
Wirtschaft | |
ISBN-10 | 1-57675-433-2 / 1576754332 |
ISBN-13 | 978-1-57675-433-7 / 9781576754337 |
Zustand | Neuware |
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