Knowledge Games : How Playing Games Can Solve Problems, Create Insight, and Make Change

Karen Schrier

12 valutazioni di Goodreads

Lingua: inglese

Editore: Johns Hopkins University Press Jun 2016, 2016

1421419203 / 9781421419206

Serie: Libro 4 di 10 - Tech.edu: A Hopkins Series on Education and Technology

Da: AHA-BUCH GmbH, Einbeck, GermaniaAHA-BUCH GmbH

Venditore con 5 stelle

Venditore AbeBooks dal 14 agosto 2006

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Condizione: Nuovo

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Spedito da Germania a U.S.A.

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Descrizione dell’articolo da parte del venditore

Neuware - Are games the knowledge-producers of the future Imagine if new knowledge and insights came not just from research centers, think tanks, and universities but also from games, of all things. Video games have been viewed as causing social problems, but what if they actually helped solve them This question drives Karen Schrier's Knowledge Games, which seeks to uncover the potentials and pitfalls of using games to make discoveries, solve real-world problems, and better understand our world. For example, so-called knowledge games--such as Foldit, a protein-folding puzzle game, SchoolLife, which crowdsources bullying interventions, and Reverse the Odds, in which mobile game players analyze breast cancer data--are already being used by researchers to gain scientific, psychological, and humanistic insights.Schrier argues that knowledge games are potentially powerful because of their ability to motivate a crowd of problem solvers within a dynamic system while also tapping into the innovative data processing and computational abilities of games. In the near future, Schrier asserts, knowledge games may be created to understand and predict voting behavior, climate concerns, historical perspectives, online harassment, susceptibility to depression, or optimal advertising strategies, among other things.In addition to investigating the intersection of games, problem solving, and crowdsourcing, Schrier examines what happens when knowledge emerges from games and game players rather than scientists, professionals, and researchers. This accessible book also critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen.…

Codice articolo 9781421419206

Titolo
Knowledge Games : How Playing Games Can Solve Problems, Create Insight, and Make Change
Autore
Karen Schrier
Editore
Johns Hopkins University Press Jun 2016
Anno di pubblicazione
2016
Condizione
Neu
Rilegatura
Buch
Lingua
inglese
ISBN 10
1421419203
ISBN 13
9781421419206
Peso dell'articolo
513 grammi
Dimensioni
236x156x30 mm
Serie
Libro 4 di 10: Tech.edu: A Hopkins Series on Education and Technology

AHA-BUCH GmbH

Einbeck, Germania

Venditore con 5 stelle

Venditore AbeBooks dal 14 agosto 2006

Tariffe di spedizione da Germania a U.S.A.

ArticoloDa 7 a 10 giorni lavorativiDa 5 a 7 giorni lavorativi
Primo articoloEUR 35,00EUR 45,00
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