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...
Saved in:
Main 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. |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
MARC
LEADER | 00000nam#a2200000#i 4501 | ||
---|---|---|---|
001 | wils-955497 | ||
005 | 2020028141636 | ||
008 | 230111t2016 XXU a## ##001 #aeng#D | ||
020 | # | # | |a 9781421419206 |q hardback |
020 | # | # | |a 1421419203 |q hardback |
040 | # | # | |a DLC |b eng |d UiTM |e rda |
041 | 0 | # | |a eng |
090 | 0 | 0 | |a GV1201.37 |b .S37 2016 |
100 | 1 | # | |a Schrier, Karen |e author |q Karen L. |
245 | 1 | 0 | |a KNOWLEDGE GAMES |b How Playing Games Can Solve Problems, Create Insight, and Make Change |c KAREN SCHRIER |
264 | # | 1 | |a Baltimore |b Johns Hopkins University Press |c 2016 |
264 | # | 4 | |c ©2016 |
300 | # | # | |a x, 270 pages |b illustrations |c 23 cm |
336 | # | # | |a text |2 rdacontent |
337 | # | # | |a unmediated |2 rdamedia |
338 | # | # | |a volume |2 rdacarrier |
490 | 0 | # | |a Tech.edu |
504 | # | # | |a Includes bibliographical references and index |
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 |
650 | # | 0 | |a Games |x Psychological aspects |
650 | # | 0 | |a Games |x Social aspects |
650 | # | 0 | |a Educational games |
856 | 4 | 0 | |z Click Here to View Status and Holdings. |u https://opac.uitm.edu.my/opac/detailsPage/detailsHome.jsp?tid=955497 |