27 JUL 2018 by ideonexus

 Competitive and Addictive Gaming VS Gaming for Play

The compulsive games-player, of course, is another universal phenomenon, particularly where gambling is a part of the game. The compulsive gambler is not made in a day: he descends an increasingly slippery path, eventually falling into a psychological trap from which escape is rare. The Chinese god of gambhng, Tu Chieng Kui, represents a man who spent his hfe gambling until he died, deeply in debt. Traditionally, statuettes made of him - known as 'a devil gambhng for cash' - show a figure in ...
Folksonomies: history gaming
Folksonomies: history gaming
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27 JUL 2018 by ideonexus

 Examples of Games in the Context of Their Civilization

Games hold a mirror to civilization. In the Afghan game of buzkashi, groups of fierce horsemen contend in a no-holds-barred struggle for possession of a beheaded calf. The object is to carry off the slippery carcass, defending it against all challengers, and bring it around the field to the goal. As Jacob Bronowski explains in The Ascent of Man, 'The tactics are pure Mongol, a discipline of shock... what seems a wild scrimmage is in fact full of manoeuvre, and dissolves suddenly with the winn...
Folksonomies: history culture gaming
Folksonomies: history culture gaming
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27 JUL 2018 by ideonexus

 Universality of Games

Just as the ancient and primitive religions of the world show profound similarities in their fertility rites and their sun and moon worship, many games appear to be common property to human beings everywhere. Indeed, the comparison is not at all farfetched: many games now thought to be mere children's pastimes are, in fact, relics of religious rituals, often dating back to the dawn of mankind. Tug of war, for example, is a dramatized struggle between natural forces; knucklebones were once par...
Folksonomies: history gaming
Folksonomies: history gaming
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27 JUL 2018 by ideonexus

 The Communal Nature of Tabletop Gaming Complicates Unders...

De Koven’s concept of play is predicated on the idea that play, as a purposeless act, is the means through which we can build community and move closer to living better lives. He ultimately moves away from the idea of playing games and towards a purer idea of play beyond games, play as mastery over nothing in particular (De Koven 2013). For De Koven, games are at best a means to an end, a way to encourage an initial sense of playfulness; at worst, they are a controlling aspect over play, so...
Folksonomies: education play gaming
Folksonomies: education play gaming
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16 APR 2018 by ideonexus

 Video Game Violence is Not Violence

In the 1960s, as Bandura conducted his media effects research, the British folklorists lona and Peter Opie spent years observing and studying children's outdoor play. They watched children play games—many of them made up—with names like Underground Tig and Witches in the Gluepots and concluded, "A true game is one that frees the spirit. It allows no cares but those fictitious ones engendered by the game itself." When children commit to the games, they opt out of the ordinary world and "th...
Folksonomies: gaming violence
Folksonomies: gaming violence
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16 APR 2018 by ideonexus

 Euclid's Elements as a Game

"If video games had been around in 350 BC, Euclid would have made a video game," Devlin told me. The thirteen books of Euclid's Elements would have been the supplemental material, a PDF file that you could read if you wanted to. "People think I'm joking—I absolutely mean that. Euclid would not have written a textbook, he would have designed a video game." Peek at any of his proofs, Devlin said, and you'll quickly find that the great Greek mathematician, often called the father of geometry, ...
Folksonomies: mathematics classics gaming
Folksonomies: mathematics classics gaming
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16 APR 2018 by ideonexus

 Gaming Produces a Meditative State

Your brain, in other words, may not consent to be trained. But t will improve a few of these key skills if you let it enjoy a few hours of the first-person shooter BioShock. Recent research, the 2012 re noted, has revealed action games' positive effects, not just on attentional control and emotional regulation, but also on decision making, "mental rotation" (the ability to create a mental image of m object and manipulate it in three dimensions), and the ability to switch rapidly between compe...
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16 APR 2018 by ideonexus

 Schools Can Blame Factors Other Than Teachers, Game Devel...

Most teachers work very hard, of course, and all of them want kids to succeed. But when kids don't learn what's been laid out for them, schools typically look for answers in the things that are going wrong in children's lives: poverty, trauma, bad parenting, poor nutrition, disability, sleep deprivation, lousy study skills. All of these are real problems that can have a tangible effect on kids' ability to learn, research shows. But if players fail at commercial video games, game designers can...
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16 APR 2018 by ideonexus

 Teachers Must Put Themselves in the Student's Place

According to Devlin, teachers have a responsibility to learn about kids' interests. "It's not the students' responsibility to put themselves in our place. As teachers, it's our responsibility to put ourselves in the students' place. And if they are in a digital world, where they will invest many hours solving difficult, challenging problems in a video game, it would be criminal if we didn't start where they are and take advantage of the things they want to do. That's the world they live in, t...
Folksonomies: teaching gaming engagement
Folksonomies: teaching gaming engagement
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16 APR 2018 by ideonexus

 Games are Patient and Know You

What this small group of tinkerers found is that games focus, inspire, and reassure young people i; in ways that school often can't. Then as now, they believed, if you are a young person, games give you a chance to learn at your own pace, take risks, and cultivate deeper understanding. While teachers, parents, and friends may encourage and support you, these natural resources are limited. Computers work on a completely different scale and timetable. They're "infinitely stupid and infinitely p...
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