This document discusses the increasing prevalence of play and games in everyday life, especially through mobile devices. It notes that nearly all Finns play games and most play digital games on mobile devices. It explores how games and playful communication are becoming integrated into other activities and can take many forms beyond traditional games. The document also examines examples of playful mobile apps and communications and discusses directions for developing games literacy and empowering playful, creative activities.
Using Video Games to Promote Positive Social Interaction on Campus - 2007Bruce Jones
Delivered to the ACUI on April 2007. "Using Video Games to Promote Positive Social Interaction on Campus" (PDF). Gaming Technology. Savage Geckos LLC. Retrieved 2009-07-31
A guest presentation given to students at the University of Cape Town introducing games and learning, serious games, and how these relate to the South African context.
Using Video Games to Promote Positive Social Interaction on Campus - 2007Bruce Jones
Delivered to the ACUI on April 2007. "Using Video Games to Promote Positive Social Interaction on Campus" (PDF). Gaming Technology. Savage Geckos LLC. Retrieved 2009-07-31
A guest presentation given to students at the University of Cape Town introducing games and learning, serious games, and how these relate to the South African context.
A consideration of the role of technology in contemporary Drama Education - delivered as a keynote to the Drama Australia copnference, NIDA, Sydney 2006.
"The Gamer Identity and Representations of Gender and Race in Games" by Sherr...Sherry Jones
November 9, 2014 - This is my Game Studies presentation for the Metagame Book Club titled: "The Gamer Identity, Representations of Gender and Race in Games."
Interested in joining fellow educators to learn more about gaming in education? Access the free book club here:
Metagame Book Club
http://bit.ly/metagamebookclub
Pat Kane's presentation to BBC Digital Futures, 2006, on 'The Ambiguity of Play'www.patkane.global
On play and its light and dark side, how public service institutions should respond to the diversity of the web. Delivered by Pat Kane of The Play Ethic (patkane@theplayethic.com)
When the entertainment software industry partners with government agencies and nonprofit entities, they encourage the use of video games as tools to strengthen our society and improve our lifestyle. Erik Huey of the Entertainment Software Association discussed this during the State of the Industry session.
Speaker:
Erik Huey - Senior Vice President for Government Affairs, Entertainment Software Association
"Interactive Fiction: History and Theories" by Sherry Jones (March 29, 2015)Sherry Jones
March 29, 2015 - This is my Game Studies presentation for the Metagame Book Club titled: "Interactive Fiction: History and Theories."
Interested in joining fellow educators to learn more about gaming in education? Access the free book club here:
Metagame Book Club
http://bit.ly/metagamebookclub
Play (section within chapter 1) - Pino, B. (2006) "Computers as an environment for facilitating social interaction in children with autistic spectrum disorders". PhD Thesis, University of Edinburgh, UK
Mobile Game Go-to-Market case study presented by ex-CEO of Com2us USA, a leading mobile game company having offices in Silicon Valley, Korea, China and Japan.
A consideration of the role of technology in contemporary Drama Education - delivered as a keynote to the Drama Australia copnference, NIDA, Sydney 2006.
"The Gamer Identity and Representations of Gender and Race in Games" by Sherr...Sherry Jones
November 9, 2014 - This is my Game Studies presentation for the Metagame Book Club titled: "The Gamer Identity, Representations of Gender and Race in Games."
Interested in joining fellow educators to learn more about gaming in education? Access the free book club here:
Metagame Book Club
http://bit.ly/metagamebookclub
Pat Kane's presentation to BBC Digital Futures, 2006, on 'The Ambiguity of Play'www.patkane.global
On play and its light and dark side, how public service institutions should respond to the diversity of the web. Delivered by Pat Kane of The Play Ethic (patkane@theplayethic.com)
When the entertainment software industry partners with government agencies and nonprofit entities, they encourage the use of video games as tools to strengthen our society and improve our lifestyle. Erik Huey of the Entertainment Software Association discussed this during the State of the Industry session.
Speaker:
Erik Huey - Senior Vice President for Government Affairs, Entertainment Software Association
"Interactive Fiction: History and Theories" by Sherry Jones (March 29, 2015)Sherry Jones
March 29, 2015 - This is my Game Studies presentation for the Metagame Book Club titled: "Interactive Fiction: History and Theories."
Interested in joining fellow educators to learn more about gaming in education? Access the free book club here:
Metagame Book Club
http://bit.ly/metagamebookclub
Play (section within chapter 1) - Pino, B. (2006) "Computers as an environment for facilitating social interaction in children with autistic spectrum disorders". PhD Thesis, University of Edinburgh, UK
Mobile Game Go-to-Market case study presented by ex-CEO of Com2us USA, a leading mobile game company having offices in Silicon Valley, Korea, China and Japan.
As of June 2014, Apple announced there were 1.2 million apps available to download in their iOS app store. In such a crowded and growing marketplace it’s hard for apps to stand out. Hundreds of thousands of apps remain buried in the depths of the App Store, unused, un-downloaded and unloved.
Everyone wants to be the next Uber, Instagram or Candy Crush.
So… what’s their secret to success?
Part of their secret is creating a great product that is integrated into the lives of its users.
But, what a lot of people forget is how difficult it can be to find & acquire loyal app users. We believe that’s the second half of the secret.
While there’s no specific formula for success, we’ve created a guide for successfully marketing your mobile app.
Based on our past experience and brand and mobile expertise we’ve put together a guide for marketing mobile apps. In this toolkit, we share 8 things that every mobile app processes, resources and recommendations that we’re confident will guide your app to success.
Learn more about Mobile Growth: http://mozza.io
Follow me on Twitter: https://twitter.com/adrienm
These are the slides of a talk I gave at Le Camping, the most renowned French startup accelerator based in Paris.
Viral marketing depends on a high pass-along rate from person to person. If a large percentage of recipients forward something to a large number of friends, business partners or acquaintances, the overall growth and business opportunities snowballs very quickly.
26 topline marketing strategies to launch a new brand, product or service. Includes a 1 page summary outlining the pros and cons of each approach as well as best in class examples. Designed as flashcards so that it can be printed out to help stimulate brainstorm sessions.
Presentation shared by author at the 2017 EDEN Annual Conference "Diversity Matters!" held on 13-16 June 2017, in Jönköping, Sweden.
Find out more on #eden17 here: http://www.eden-online.org/2017_jonkoping/
At the Social Simulation and Serious Games special track at ESSA 2014, Jeroen Linssen gave this talk about his ideas for a serious game for the improvement of social awareness of police officers and why he thinks that game mechanics can be used to offer a better learning experience than simply having a strict simulation of a certain situation.
Keynote lecture notes for the University of Cincinnati, "Focus on German Studies" Conference, November 9th, 2013. Features a discussion of polyphony, conflicts and ambiguous heterogeneity in cultural texts and in cultural identities, concludes with an example of transmedial storyworld design from "LEGO the Lord of the Rings" video game.
My presentation at University of Manitoba entitled: "Digital Games, discourses and literacy" exposing some main points of my academic path until now dealing with games.
Video related at: http://vimeo.com/17143341
My presentation at University of Manitoba entitled: "Digital Games, discourses and literacy" exposing some main points of my academic path until now dealing with games.
Video related:
Casual social games for serious Social purposes Valentina Rao
Presentation at Games Convention Online 2010-
An update on social games used for social purposes, especially on Facebook, and an introduction to the growingly common notions of gameification of everything and ludification of society.
"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)Sherry Jones
My presentation for Metro State University of Denver's Teaching and Learning with Technology Conference 2014, held on October 24, 2014.
Educators! Register now for the #Metagame Book Club! The book club will run from November 1-21, 2014. I will be your Track 1: Game Studies facilitator. We will be reading interesting and enlightening academic papers on current theories and controversies in gaming and game studies.
#Metagame Book Club Registration Page
http://bit.ly/metagamebooksignup
#Metagame Book Club Home Page
https://sites.google.com/site/metagamebookclub/
Trip report: Games and Learning Conferences 2008Steve Vosloo
I presented at the 2008 Games, Learning and Society and ED-MEDIA conferences. In this presentation are broad themes related to digital game-based learning ...
Games as Logic Machines: Learning the Humanities through the Logic and Parate...Sherry Jones
Jan. 8, 2016 - This is my keynote presentation on game studies and game-based learning in the humanities for CU Boulder's Spring 2016 Graduate Teacher Program Conference: "Teaching Narrative, Ludology, and Problem-Solving in the College Classroom."
Here is the transcript to my presentation:
https://medium.com/@autnes/transcript-games-as-logic-machines-learning-the-humanities-through-the-logic-and-paratextuality-fc604aa6046c#.n12hb28gk
"Overview and Conclusions" by Sherry Jones (August 16, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 5 Lecture on "Overview and Conclusions." This is an overview lecture of major concepts and theories I have discussed during Weeks 1-4 lectures. Please see my previous slideshows for clarification of the ideas discussed in this slideshow.
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
Keynote at the Annual Conference of the Association of Adaptation Studies 2022
Abstract.
Games have still a long way to become fully inclusive. But, the topic of inclusive play is, nevertheless, widely discussed and researched. Inclusiveness is addressed both in terms of the characters and situations that the game depicts (e.g., its content) and in terms of the way players’ accessibility to play the game and enjoy the experience is supported. This presentation shows some efforts to raise awareness for the inclusion of diverse content in games that avoids shallow stereotypes and tropes, and some efforts to make games available to a diverse audience that includes people with disabilities. Another perspective of inclusiveness in games is the use of games as tools to improve the life of players that need support for inclusion. Some projects that follow this idea are presented. For example, the Invisible Island game developed for collaborative play between sighted and unsighted players, and the ID Gaming project that is developing games to support people with intellectual disability. The discussion is extended by presenting games that can mitigate the problems of inclusion in society by addressing cultural training and promoting empathy in cyberbullying situations. A final note on how models of social identity can be used in games, in particular, in the behaviour of game characters is raised. Building on that, we can create gameplay situations involving social interactions that are grounded on the dynamics of social groups, which can support social inclusion challenges as a gameplay element.
MATATAG CURRICULUM: ASSESSING THE READINESS OF ELEM. PUBLIC SCHOOL TEACHERS I...NelTorrente
In this research, it concludes that while the readiness of teachers in Caloocan City to implement the MATATAG Curriculum is generally positive, targeted efforts in professional development, resource distribution, support networks, and comprehensive preparation can address the existing gaps and ensure successful curriculum implementation.
Normal Labour/ Stages of Labour/ Mechanism of LabourWasim Ak
Normal labor is also termed spontaneous labor, defined as the natural physiological process through which the fetus, placenta, and membranes are expelled from the uterus through the birth canal at term (37 to 42 weeks
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
Safalta Digital marketing institute in Noida, provide complete applications that encompass a huge range of virtual advertising and marketing additives, which includes search engine optimization, virtual communication advertising, pay-per-click on marketing, content material advertising, internet analytics, and greater. These university courses are designed for students who possess a comprehensive understanding of virtual marketing strategies and attributes.Safalta Digital Marketing Institute in Noida is a first choice for young individuals or students who are looking to start their careers in the field of digital advertising. The institute gives specialized courses designed and certification.
for beginners, providing thorough training in areas such as SEO, digital communication marketing, and PPC training in Noida. After finishing the program, students receive the certifications recognised by top different universitie, setting a strong foundation for a successful career in digital marketing.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Group Presentation 2 Economics.Ariana Buscigliopptx
From Mobile Games to Playful Communication: Play in Everyday Life
1. From Mobile Games to
Playful Communication:
Play in Everyday Life
F r a n s Mä yr ä , Ph D
P r o fes s or, In fo r mat ion S t udi e s & I n t e r a c t iv e Me di a
S c h o o l o f In fo r mat io n S c i e n c e s, T R I M, G a me Re s e a r c h L a b
Uni ver s it y o f Ta mp er e
2. Games’ increasing contextual and
demographic reach
• Opportunities for solitary play, and social interaction
• Game play motivations can be contradictory (e.g. casual vs.
immersive/hardcore)
• Expanding software ecosystems are increasingly reaching both active and non-
active game players
• Need to recognize the tensions that characterize the evolving mobile games and
user cultures as well as related service design
3. Increasing range of games and play
• The MobyGames.com database lists now c. 72 000 different games
• New ones appearing daily
• There are 138 different platforms listed
• App Stores for mobile games & applications are showing strongest growth
• In Finland, 98 % of people are game players, 89 % are active players
• 73 % play digital games, 54 % are active digital game players
• Average digital game player age is 37 years
• Particularly mobile game playing is on the rise
• (Source: Karvinen & Mäyrä, Player Barometer 2011)
5. The sense of games and play
• Play and playfulness is a wider phenomenon than games
• Johan Huizinga: the play impulse is the foundation of culture and
creativity (Homo Ludens, 1938)
• Play thrives at the outside of instrumental utility, where an
endogenous system of meaning can be established
• Also in our everyday life we orient according to social frames, or the
rules of situational contexts
• Play can emerge as initiated by the situation, place, practices or the
actor herself
6. Playful person
• In the personality psychology some of the characteristics of
playfulness have been identified:
• Playfulness is the predisposition to frame (or reframe) a situation in such
a way as to provide oneself (and possibly others) with amusement,
humor, and/or entertainment. Individuals who have such a heightened
predisposition are typically funny, humorous, spontaneous,
unpredictable, impulsive, active, energetic, adventurous, sociable,
outgoing, cheerful, and happy, and are likely to manifest playful
behavior by joking, teasing, clowning, and acting silly.
(Barnett 2007, 955.)
8. Playfulness in games
• All games and all game players are not particularly playful
• Highly competitive, tightly rule-regulated games do not provide as
much room for playfulness as more free-form play
• True play should always have some leeway, free movement within a
more rigid structure (Salen & Zimmerman 2004)
• The range of game-like phenomena is great, from free sandbox
games (paidia play) to tightly controlled competitive games (ludus
play; Caillois 1958; Frasca 2003)
9. Playfulness in communication
• Playful communication takes place “for its own sake”, and fulfils poetic or
phatic function (R. Jakobsson 1960)
• E.g. play with words can be motivated by artistic curiosity or by the need to
entertain others
• In humour, a person releases supressed energy (Freud 1989) or creates new
meanings by joining different phenomena or viewpoints in surprising ways
• “Joking is a game that players only play successfully when they both
understand and follow the rules” (Critchley 2002)
• Jokes and playful communication can be nurturing and caring, but also
teasing and ridiculing use of power
10. Game as communication
• Playfulness and games rely on meta-communication, the hints that
help e.g. a puppy to differentiate a ‘nip’ from a real ‘bite’ (Bateson
1976)
• The means of games can be used to make complex phenomena more
easily understandable (Duke 1974: games are the “language of the
future”)
• Games utilize the rhetoric of persuasion and can convey a stance,
make a point (Bogost 2007; Bogost et al. 2010)
• In games, two forms of communication come together: semiosis and
ludosis (Mäyrä 2008)
11. Characteristics of playful communication
• Playfulness of communication can be evaluated from three key dimensions:
1. Does it encourage spontaneous, free acts of play? (free play)
2. Does it encourage creating and sharing creative, surprising contents and
combinations? (creative play)
3. Does it encourage engagement in free, self-purposeful manner? (freedom
from utilitarian though)
(Source: Mäyrä, Frans (2012) “Playful Mobile Communication – Services
Supporting the Culture of Play”. Interactions: Studies in Communication &
Culture, 3:1 (October 2012), 55-70.)
12. Rapidly increasing mobile communications
• Particularly young people appear to have increased their mobile
communications and data usage
13. App usage on the rise
• 4,125 Android smartphone users tracked, “users spent 59.23 minutes per day on their devices. However, the
average application session – from opening an app to closing it – lasted only 71.56 seconds”
• Source: Böhmer et al. (2011) “Falling Asleep with Angry Birds, Facebook and Kindle – A Large Scale Study on
Mobile Application Usage”. MobileHCI 2011.
14. Games and playful mobile communications
• Two directions of game development:
1. Small video games
2. True mobile games
• The latter make use of the distinctive strengths of mobile technology,
such as touch screens, location information, different sensors, and
social networks
• The mixed reality and augmented reality games have made
significant progress in a decade
• Playful communication even more prevalent than mobile game play?
16. Gaming with (mobile) images
• Social media has increased the incentive for sharing photos and mobile media further
lowers the threshold for sharing and self-expression
• Flickr (2004) is an early example of a playful and game-like environment for
communicating with images
• Originally emerged as a side project in developing web-based MMO titled “Game
Neverending”
• Smartphones feed the growing role of visual information in Flickr (as in Facebook and
many other social services)
• The “interestingness” algorithm detects the most interesting photos shared in the
service, and has led into “gaming the Flickr”
• Users are developing their own playful photo culture, e.g. playful message forum
threads where the rule is to use only one colour, or a particular shape
• More: Mäyrä, Frans (2011) “Games in the Mobile Internet: Towards Contextual Play”. In:
Garry Crawford & Victoria Gosling & Ben Light (eds.), Online Gaming in Context: The
social and cultural significance of online games. New York: Routledge. p. 108-129.
17. Facebook and playful communication
• There are estimated 200-300 million active game players in Facebook
(which has over 1 billion users)
• Earlier the game messages filled the ‘news streams’ or Facebook, but
this has been changed
• Phatic communication, joking and silly links and photos, ironic and
playful comments to daily news
• A building and management simulation game such as Farmville
(2009) has immediately also been used for playful self-expression
• Games that allow creative play are games or emergence rather than
of progression (Juul 2002; Kirman 2010)
19. Expanding games literacy
• Case Rovio:
• Angry Birds: physics puzzles
• Angry Birds Space: physics puzzles in an environment
with more complex gravitational opportunities
• Bad Piggies: increasingly complex toolbox for creating
different solutions to physics based puzzle levels
• Education of a casual gaming audience in games
literacy and playful creativity
20. MOGAME case study
• University of Tampere Game Research Lab
designed and implemented a location-based,
multiplayer mobile game prototype in 2003-
2004
• Featured an audio-focused user interface
(shaman’s drum), which carried clues about the
mixed reality game events
• Let players write “scrolls” that could be dropped
into various locations
• Enabled player-created treasure hunts, trails of
hints available in mixed reality
• (More: see Digital Cityscapes: Merging Digital
and Urban Playspaces, 2009 & Theory and Design
of Pervasive Games, 2009.)
21. Playful, user-created
content in locative media
• Foursquare and services that have
followed its ‘check-in’ game mechanic
are changing our relationships to
physical and social space
• Users have utilized the service for
(rule-breaking) playful communication
• Quantity of mobile social media apps
is increasing, but are they really
empowering the users/players?
• (800,000+ apps available both in iOS
App Store and Google Play)
22. Directions of development
• We need to teach and learn gaming literacy, media literacy and life
management as integrated with each other
• Need for balancing the flow of stimuli with selective attention and memory
skills as well as social skills, supported by smart design decisions
• We are continuously adapting into new information ecosystems, our
thinking and cultures are in constant state of flux
• The new culture of learning is created and shaped within the context of
increasingly playful and games-saturated society
• The most positive future directions are linked with creative, playful activity,
and collaboration that is empowered by individual and cultural differences
23. Selected References
• Barnett, L.A., 2007, The Nature of Playfulness in Young Adults, • Frasca, G., 2003, Simulation versus Narrative: Introduction to
Personality and Individual Differences, 43(4), pp. 949–958. Ludology, in M. J. P. Wolf and B. Perron, (eds.) The Video Game
Theory Reader. London: Routledge, pp. 221-235.
• Bogost, I., 2007, Persuasive Games: The Expressive Power of
Videogames, Cambridge, MA: MIT Press. • Goffman, E., 1961, Encounters; Two Studies in the Sociology of
Interaction, Indianapolis: Bobbs-Merrill.
• Bogost, I., Ferrari, S. & Schweizer, B., 2010, Newsgames: Journalism
at Play, Cambridge, MA: MIT Press. • Huizinga, J., 1955, Homo Ludens: A Study of the Play-element in
Culture, Boston: Beacon.
• Critchley, S., 2002, On Humour, London & New York: Routledge.
• Karvinen, J, & Mäyrä, F. 2011. Pelaajabarometri 2011: Pelaamisen
• Caillois, R., 1958/2001, Man, Play and Games, Urbana (IL): Muutos. TRIM Research Reports. Tampere: University of Tampere.
University of Illinois Press. http://tampub.uta.fi/tulos.php?tiedot=484.
• Duke, R.D., 1974, Gaming: The Future’s Language, New York: Sage • Kirman, B., 2010, Emergence and Playfulness in Social Games, in
Publications. Proceedings of MindTrek 2010. New York: ACM, pp. 71-77.
• Jakobsson, R., 1960, Closing statements: Linguistics and Poetics, in • Mäyrä, F., 2008, An Introduction to Game Studies: Games in Culture,
T. A. Sebeok, (ed.) Style in Language. Cambridge (MA): Technology London & New York: Sage Publications.
Press of Massachusetts Institute of Technology, pp. 350-377.
• Mäyrä, Frans, 2012, “Playful Mobile Communication – Services
• Juul, J. 2002. “The Open and the Closed: Games of Emergence and Supporting the Culture of Play”. Interactions: Studies in
Games of Progression.” In Digital Cultures Conference Proceedings, Communication & Culture, 3:1 (October 2012), 55-70
323–329. Tampere, Finland: Tampere University Press.