Knowledge games: how playing games can solve problems, create insight, and make change
(Book)
"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"--Jacket.
Notes
Schrier, K. (2016). Knowledge games: how playing games can solve problems, create insight, and make change. Baltimore, Johns Hopkins University Press.
Chicago / Turabian - Author Date Citation (style guide)Schrier, Karen. 2016. Knowledge Games: How Playing Games Can Solve Problems, Create Insight, and Make Change. Baltimore, Johns Hopkins University Press.
Chicago / Turabian - Humanities Citation (style guide)Schrier, Karen, Knowledge Games: How Playing Games Can Solve Problems, Create Insight, and Make Change. Baltimore, Johns Hopkins University Press, 2016.
MLA Citation (style guide)Schrier, Karen. Knowledge Games: How Playing Games Can Solve Problems, Create Insight, and Make Change. Baltimore, Johns Hopkins University Press, 2016.
Record Information
Last Sierra Extract Time | Mar 22, 2024 07:45:34 PM |
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Last File Modification Time | Mar 22, 2024 07:46:00 PM |
Last Grouped Work Modification Time | Apr 05, 2024 09:12:39 PM |
MARC Record
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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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300 | |a x, 270 pages :|b illustrations ;|c 23 cm. | ||
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504 | |a Includes bibliographical references and index. | ||
505 | 0 | |a Introduction -- pt. I. What are knowledge games? -- Contribution -- Design -- pt. II. Why knowledge games? -- Problem solving -- Motivation -- Social interaction -- pt. III. Perspectives, potentials, and pitfalls -- Amateurs -- Participation -- Data -- Knowledge -- Appendix A. Categories and examples -- Appendix B. Design principles, recommendations, considerations, and implications -- Appendix C. Guiding questions. | |
520 | 8 | |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"--Jacket. | |
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