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Gaming and Geography -

Gaming and Geography

A Multi-perspective Approach to Understanding the Impacts on Geography (Education)
Buch | Hardcover
XV, 323 Seiten
2024
Springer International Publishing (Verlag)
978-3-031-42259-1 (ISBN)
CHF 224,65 inkl. MwSt
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This book explores the uncharted territory where gaming and geography intersect in "Gaming and Geography (Education)." This book bridges the gap between video games and geography, delving into the constructivist creative processes of game development, gameplay, and critical reflections on video games' role in geographical discourses. 

Through a multi-perspective lens, the book examines how video games can facilitate the exploration of geographic questions and act as catalysts for critical discourses. Scholars shed light on the geographies presented in video games, including their representations, spatial images, and policies. By viewing video games as cultural and critical geography practices, the authors enrich the political, socio-cultural, and critical geographies associated with this medium. 

A key argument of the book is that video games can foster systemic competence and networked thinking, particularly in addressing complex socio-ecological challenges like climate change and migration. In contrast to traditional geography classes, digital games provide valuable simulations of complex systems, enhancing students' understanding and skills. The book also explores other possibilities such as digital field trips and language support to enhance the educational experience. 

"Gaming and Geography (Education)" offers a compelling narrative that highlights the diverse roles video games can play in geographic education. By exploring the intersection of gaming and geography, this book deepens our understanding of this dynamic relationship and its impact on critical geographies within the realm of video games.

Dimensions of Space in Digital Games.- Caught between a Rock and a Ludic Place: Geography for Non-Geographers via Games.- Playing Abstractions, Understanding Spaces. Christaller in Videogames..- Digital Game Based Learning as a mode of Transformative Learning.- Introducing a model of reflexive spatial analysis in video games (in contexts of its potential in geography education) - Analyzing (digital) spatial construction and reflexivity (exemplary in That Dragon, Cancer via a bilingual geography classroom setting).- Rendering cliché? Visual consumption of video games as virtual-space leisure activities..- Right-wing Images of Space and völkisch Identity Constructions in 'Heimat Defender: Rebellion'.- Training beyond boundaries? Virtual reality scenario training as worldmaking for complex, life threatening situations.- "Crashing in Flyover Country: Metaregionalism in Far Cry 5".- The Urban Surveillance Script: Beat Cop and the Policing of Diversity.- Populating Digital Spaces: Learning from Players of Massive Multiplayer Online Games as Early Settlers in the Digital Ecosystem.- Gaming and Geography - Part III: Practical Contributions Games for Exploring Popular Geopolitics in Higher Education.- Computer games as traces. Field trips, location-based games, and systems theory.- Self-transcendence motivated decisions in water governance - Learning by playing the serious game AquaRepublica .- Teaching key concepts and systemic thinking with reflexive methods using open world games in higher geography education - A best practice for lectures and seminars introducing geography education.

Erscheinungsdatum
Reihe/Serie Key Challenges in Geography
Zusatzinfo XV, 323 p. 51 illus., 40 illus. in color.
Verlagsort Cham
Sprache englisch
Maße 155 x 235 mm
Themenwelt Naturwissenschaften Geowissenschaften Geografie / Kartografie
Schlagworte Constructivism • Education • Geography • sustainable development • Video games/gaming
ISBN-10 3-031-42259-7 / 3031422597
ISBN-13 978-3-031-42259-1 / 9783031422591
Zustand Neuware
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