KNOWLEDGE GAMES How Playing Games Can Solve Problems, Create Insight, and Make Change

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...

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Bibliographic Details
Main Author: Schrier, Karen Karen L. (Author)
Format: Book
Language:English
Published: Baltimore Johns Hopkins University Press 2016
Series:Tech.edu
Subjects:
Online Access:Click Here to View Status and Holdings.
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245 1 0 |a KNOWLEDGE GAMES  |b How Playing Games Can Solve Problems, Create Insight, and Make Change  |c KAREN SCHRIER 
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520 # # |a 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. 
526 0 # |a CGD423  |b AD233  |5 AD 
526 0 # |a Introduction to Creative Game Design  |b Bachelor of Creative Game Design  |5 Faculty of Art and design 
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650 # 0 |a Games  |x Social aspects 
650 # 0 |a Educational games 
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