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Top Series in United States

Showing 1 - 12 of 12 results for “gideon dishon”
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  • Gaming in a Postdigital World

    Towards New Understandings for Learning and Life

    Series series Education (R0)
    This edited volume explores postdigital orientations to digital games and gaming, focusing on the technopolitical and commercial forces shaping game-based learning. It challenges assumptions about games as inherently critical learning environments and analyzes how design, economics, and pedagogy intersect in educational contexts. Contributors investigate identity formation, literacy practices, and ... Read more

    $116.09 USD

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  • Moral Machines

    Teaching Robots Right from Wrong

    Computers are already approving financial transactions, controlling electrical supplies, and driving trains. Soon, service robots will be taking care of the elderly in their homes, and military robots will have their own targeting and firing protocols. Colin Allen and Wendell Wallach argue that as robots take on more and more responsibility, they must be programmed with moral decision-making ... Read more

    $28.49 USD

  • Robot Ethics 2.0

    From Autonomous Cars to Artificial Intelligence

    The robot population is rising on Earth and other planets. (Mars is inhabited entirely by robots.) As robots slip into more domains of human life--from the operating room to the bedroom--they take on our morally important tasks and decisions, as well as create new risks from psychological to physical. This makes it all the more urgent to study their ethical, legal, and policy impacts. To help the ... Read more

    $22.79 USD

  • Online Gaming in Context

    The social and cultural significance of online games

    Series series Routledge Advances in Sociology
    There is little question of the social, cultural and economic importance of video games in the world today, with gaming now rivalling the movie and music sectors as a major leisure industry and pastime. The significance of video games within our everyday lives has certainly been increased and shaped by new technologies and gaming patterns, including the rise of home-based games consoles, advances ... Read more

    $80.99 USD

  • Video Games as Culture

    Considering the Role and Importance of Video Games in Contemporary Society

    Series series Routledge Advances in Sociology
    Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life.Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, ... Read more

    Was $60.99 USD Now $53.99 USD

  • The Video Game Theory Reader 2

    The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games ... Read more

    $70.99 USD

  • Emotional AI

    The Rise of Empathic Media

    by Andrew McStay ...
    What happens when media technologies are able to interpret our feelings, emotions, moods, and intentions? In this cutting edge new book, Andrew McStay explores that very question and argues that these abilities result in a form of technological empathy. Offering a balanced and incisive overview of the issues raised by ‘Emotional AI’, this book:Provides a clear account of the social benefits and ... Read more

    $69.29 USD

  • Virtual Humans

    Today and Tomorrow

    Series series Chapman & Hall/CRC Artificial Intelligence and Robotics Series
    Virtual Humans provides a much-needed definition of what constitutes a ‘virtual human’ and places virtual humans within the wider context of Artificial Intelligence development. It explores the technical approaches to creating a virtual human, as well as emergent issues such as embodiment, identity, agency and digital immortality, and the resulting ethical challenges. The book presents an overview ... Read more

    Was $60.99 USD Now $53.99 USD

  • An Introduction to Game Studies

    by Frans Mayra ...
    An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research.Key concepts and theories are illustrated with discussion of games taken from different ... Read more

    $87.29 USD

  • Beyond Choices

    The Design of Ethical Gameplay

    by Miguel Sicart ...
    How computer games can be designed to create ethically relevant experiences for players.Today's blockbuster video games—and their never-ending sequels, sagas, and reboots—provide plenty of excitement in high-resolution but for the most part fail to engage a player's moral imagination. In Beyond Choices, Miguel Sicart calls for a new generation of video and computer games that are ethically ... Read more

    $22.99 USD

  • Computer Games and the Social Imaginary

    Series series Digital Media and Society
    In this compelling book, Graeme Kirkpatrick argues that computer games have fundamentally altered the relation of self and society in the digital age.Tracing the origins of gaming to the revival of play in the 1960s counter culture, Computer Games and the Social Imaginary describes how the energies of that movement transformed computer technology from something ugly and machine-like into a world ... Read more

    $17.00 USD

  • Teaching the Game

    A collection of syllabi for game design, development, and implementation, Vol. 1

    The goal of this book was to collect interdisciplinary syllabi of courses that implement, utilize, and/or teach the development or analyses of games. Chapters include a catalog description, course purposes and objectives, context, pedagogy, assignments, assessment, an expanded course outline, and a set of best practices for instruction. Readers will be able to develop or adapt their own syllabi ... Read more

    $2.99 USD