Searching for gaming : 32 results found | RSS Feed for this search

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a2014_0020_3_4_04_090_money_a_opt a2014_0020_3_4_04_090_money_a_opt

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Subjects

gambling | gambling | playmoney | playmoney | gamingcurrency | gamingcurrency | dallaslovefield | dallaslovefield | militaryairshows | militaryairshows | flyingcircuses | flyingcircuses

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No known copyright restrictions

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a2014_0020_3_4_04_090_money_b_opt a2014_0020_3_4_04_090_money_b_opt

Description

Subjects

gambling | gambling | playmoney | playmoney | gamingcurrency | gamingcurrency | militaryairshows | militaryairshows | flyingcircuses | flyingcircuses | dallaslovefield | dallaslovefield

License

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24.191 Ethics in Your Life: Being, Thinking, Doing (or Not?) (MIT) 24.191 Ethics in Your Life: Being, Thinking, Doing (or Not?) (MIT)

Description

This seminar is made possible through a collaboration between Radius and the Philosophy section of MIT. This course provides an opportunity to explore a wide range of ethical issues through guided discussions that are geared to equip students for ongoing reflection and action. Lectures and discussions with guest faculty, as well as attendance at on-and off-campus events, expose students to ethical problems and resources for addressing them. The course also encourages students to work collaboratively as they clarify their personal and vocational principles.Topics vary each term and reflect the interests of those enrolled. This seminar is made possible through a collaboration between Radius and the Philosophy section of MIT. This course provides an opportunity to explore a wide range of ethical issues through guided discussions that are geared to equip students for ongoing reflection and action. Lectures and discussions with guest faculty, as well as attendance at on-and off-campus events, expose students to ethical problems and resources for addressing them. The course also encourages students to work collaboratively as they clarify their personal and vocational principles.Topics vary each term and reflect the interests of those enrolled.

Subjects

ethics | ethics | global poor | global poor | homeless | homeless | disenfranchised | disenfranchised | death penalty | death penalty | prison | prison | Examined Life | Examined Life | famine | famine | affluence | affluence | morality | morality | racial profiling | racial profiling | justice system | justice system | criminal punishment | criminal punishment | deterrence | deterrence | military spending | military spending | federal spending | federal spending | farming | farming | gaming | gaming

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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CMS.600 Videogame Theory and Analysis (MIT) CMS.600 Videogame Theory and Analysis (MIT)

Description

This course will serve as an introduction to the interdisciplinary academic study of videogames, examining their cultural, educational, and social functions in contemporary settings. By playing, analyzing, and reading and writing about videogames, we will examine debates surrounding how they function within socially situated contexts in order to better understand games' influence on and reflections of society. Readings will include contemporary videogame theory and the completion of a contemporary commercial videogame chosen in consultation with the instructor. This course will serve as an introduction to the interdisciplinary academic study of videogames, examining their cultural, educational, and social functions in contemporary settings. By playing, analyzing, and reading and writing about videogames, we will examine debates surrounding how they function within socially situated contexts in order to better understand games' influence on and reflections of society. Readings will include contemporary videogame theory and the completion of a contemporary commercial videogame chosen in consultation with the instructor.

Subjects

online game | online game | gaming | gaming | computer games | computer games | MMOG | MMOG | simulation | simulation | massively multiplayer online game | massively multiplayer online game | critical theory | critical theory | cultural studies | cultural studies | critical analysis | critical analysis | gender | gender | game culture | game culture | media | media | video game | video game | student work | student work | race | race | storytelling | storytelling

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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11.127 Computer Games and Simulations for Investigation and Education (MIT) 11.127 Computer Games and Simulations for Investigation and Education (MIT)

Description

This course will explore educational games and simulations and several computer modeling platforms. We will focus on design and research issues pertinent to learning through simulations and games. Throughout the course we will explore concepts in modeling, simulation, and gaming common to many domains, and investigate specific applications from a variety of fields ranging from weather to ecology to traffic management. This course will explore educational games and simulations and several computer modeling platforms. We will focus on design and research issues pertinent to learning through simulations and games. Throughout the course we will explore concepts in modeling, simulation, and gaming common to many domains, and investigate specific applications from a variety of fields ranging from weather to ecology to traffic management.

Subjects

simulation modeling | simulation modeling | computational technology | computational technology | SimCity | SimCity | edutainment | edutainment | "edutainment" software | "edutainment" software | Civilization | Civilization | pre-built models | pre-built models | gaming | gaming | game creation | game creation | game theory | game theory | design | design | simulation creation | simulation creation | software | software | programming | programming

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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CMS.998 Videogame Theory and Analysis (MIT) CMS.998 Videogame Theory and Analysis (MIT)

Description

This course is an introduction to the interdisciplinary study of commercial videogames as texts, examining their cultural, educational, and social functions in contemporary settings. Students play and analyze videogames while examining debates surrounding how games function within socially situated contexts. Readings include contemporary game theory (Gee, Squire, Steinkuehler, Jenkins, Klopfer, Zimmerman and Salen, Juul, Bartle, Taylor, Aarseth) and the completion of a contemporary commercial videogame chosen in consultation with the instructor. This course is an introduction to the interdisciplinary study of commercial videogames as texts, examining their cultural, educational, and social functions in contemporary settings. Students play and analyze videogames while examining debates surrounding how games function within socially situated contexts. Readings include contemporary game theory (Gee, Squire, Steinkuehler, Jenkins, Klopfer, Zimmerman and Salen, Juul, Bartle, Taylor, Aarseth) and the completion of a contemporary commercial videogame chosen in consultation with the instructor.

Subjects

online game | online game | gaming | gaming | computer games | computer games | MMOG | MMOG | simulation | simulation | massively multiplayer online game | massively multiplayer online game | critical theory | critical theory | cultural studies | cultural studies | critical analysis | critical analysis | gender | gender | game culture | game culture | media | media | video game | video game

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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21W.765J Interactive and Non-Linear Narrative: Theory and Practice (MIT) 21W.765J Interactive and Non-Linear Narrative: Theory and Practice (MIT)

Description

This course covers techniques of creating narratives that take advantage of the flexibility of form offered by the computer. The course studies the structural properties of book-based narratives that experiment with digression, multiple points of view, disruptions of time and of storyline. The class analyzes the structure and evaluates the literary qualities of computer-based narratives including hypertexts, adventure games, and classic artificial intelligence programs like Eliza. With this base, students use authoring systems to model a variety of narrative techniques and to create their own fictions. Knowledge of programming is helpful but not necessary. This course covers techniques of creating narratives that take advantage of the flexibility of form offered by the computer. The course studies the structural properties of book-based narratives that experiment with digression, multiple points of view, disruptions of time and of storyline. The class analyzes the structure and evaluates the literary qualities of computer-based narratives including hypertexts, adventure games, and classic artificial intelligence programs like Eliza. With this base, students use authoring systems to model a variety of narrative techniques and to create their own fictions. Knowledge of programming is helpful but not necessary.

Subjects

multi-linear narrative | multi-linear narrative | nonlinear narrative | nonlinear narrative | digital | digital | media | media | communication culture | communication culture | gaming | gaming | television | television | digital aesthetics | digital aesthetics | contemporary art | contemporary art | film | film | synchronic narrative | synchronic narrative | contemporary media | contemporary media | digital narrative | digital narrative | video games | video games | game culture platforms | game culture platforms | Second Life | Second Life | LARP | LARP | ARG | ARG | MMO | MMO | 21W.765 | 21W.765 | 21L.489 | 21L.489 | CMS.845 | CMS.845

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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21A.350J The Anthropology of Computing (MIT) 21A.350J The Anthropology of Computing (MIT)

Description

This course examines computers anthropologically, as meaningful tools revealing the social and cultural orders that produce them. We read classic texts in computer science along with works analyzing links between machines and culture. We explore early computation theory and capitalist manufacturing; cybernetics and WWII operations research; artificial intelligence and gendered subjectivity; the creation and commodification of the personal computer; the hacking aesthetic; non-Western histories of computing; the growth of the Internet as a military, academic, and commercial project; the politics of identity in cyberspace; and the emergence of "evolutionary" computation. This course examines computers anthropologically, as meaningful tools revealing the social and cultural orders that produce them. We read classic texts in computer science along with works analyzing links between machines and culture. We explore early computation theory and capitalist manufacturing; cybernetics and WWII operations research; artificial intelligence and gendered subjectivity; the creation and commodification of the personal computer; the hacking aesthetic; non-Western histories of computing; the growth of the Internet as a military, academic, and commercial project; the politics of identity in cyberspace; and the emergence of "evolutionary" computation.

Subjects

Computing | Computing | machines and culture | machines and culture | computation theory | computation theory | cybernetics | cybernetics | operations research | operations research | artifical intelligence | artifical intelligence | personal computer | personal computer | commodification | commodification | hacking | hacking | hacker | hacker | Internet | Internet | cyberspace | cyberspace | indentity in cyberspace | indentity in cyberspace | cosmology | cosmology | clockwork | clockwork | Charles Babbage | Charles Babbage | Ada Lovelace | Ada Lovelace | Industrial Revolution | Industrial Revolution | calculating machine | calculating machine | coding | coding | cold war | cold war | Alan Turing | Alan Turing | African mathematical systems | African mathematical systems | counterculture | counterculture | PC | PC | gaming | gaming | open source | open source | free software | free software | software | software | 21A.350 | 21A.350 | SP.484 | SP.484 | STS.086 | STS.086

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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CMS.701 Current Debates in Media (MIT) CMS.701 Current Debates in Media (MIT)

Description

Includes audio/video content: AV selected lectures. This class addresses important, current debates in media with in-depth discussion of popular perceptions and policy implications. Students will engage in the critical study of the economic, political, social, and cultural significance of media, and learn to identify, analyze, and understand the complex relations among media texts, policies, institutions, industries, and infrastructures. This class offers the opportunity to discuss, in stimulating and challenging ways, topics such as ideology, propaganda, net neutrality, big data, digital hacktivism, digital rebellion, media violence, gamification, collective intelligence, participatory culture, intellectual property, artificial intelligence, etc., from historical, transcultural, and multi Includes audio/video content: AV selected lectures. This class addresses important, current debates in media with in-depth discussion of popular perceptions and policy implications. Students will engage in the critical study of the economic, political, social, and cultural significance of media, and learn to identify, analyze, and understand the complex relations among media texts, policies, institutions, industries, and infrastructures. This class offers the opportunity to discuss, in stimulating and challenging ways, topics such as ideology, propaganda, net neutrality, big data, digital hacktivism, digital rebellion, media violence, gamification, collective intelligence, participatory culture, intellectual property, artificial intelligence, etc., from historical, transcultural, and multi

Subjects

mass media | mass media | economics | economics | politics | politics | ideology | ideology | propaganda | propaganda | net neutrality | net neutrality | big data | big data | digital hacktivism | digital hacktivism | digital rebellion | digital rebellion | media violence | media violence | gamification | gamification | collective intelligence | collective intelligence | participatory culture | participatory culture | intellectual property | intellectual property | artificial intelligence | artificial intelligence | gender studies | gender studies | gaming | gaming | video games | video games

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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CMS.616J Games and Culture (MIT) CMS.616J Games and Culture (MIT)

Description

This course examines the social, cultural, economic, and political aspects of digital games. Topics include the socio-technical aspects of digital gaming, embodiment and space, communities, spectatorship and performance, gender, race, sexuality, e-sports and sports games, and the politics and economics of production processes, including co-creation and intellectual property. This course examines the social, cultural, economic, and political aspects of digital games. Topics include the socio-technical aspects of digital gaming, embodiment and space, communities, spectatorship and performance, gender, race, sexuality, e-sports and sports games, and the politics and economics of production processes, including co-creation and intellectual property.

Subjects

CMS.616 | CMS.616 | games | games | digital games | digital games | video games | video games | gender | gender | race | race | sexuality | sexuality | e-sports | e-sports | sports games | sports games | politics | politics | economics | economics | computer games | computer games | competitive gaming | competitive gaming | spectatorship | spectatorship

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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17.914 International Politics in the New Century - via Simulation, Interactive Gaming, and 'Edutainment' (MIT) 17.914 International Politics in the New Century - via Simulation, Interactive Gaming, and 'Edutainment' (MIT)

Description

This workshop is designed to introduce students to different perspectives on politics and the state of the world through new visualization techniques and approaches to interactive political gaming (and selective 'edutainment'). Specifically, we shall explore applications of interactive tools (such as video and web-based games, blogs or simulations) to examine critical challenges in international politics of the 21C century focusing specifically on general insights and specific understandings generated by operational uses of core concepts in political science. This workshop is designed to introduce students to different perspectives on politics and the state of the world through new visualization techniques and approaches to interactive political gaming (and selective 'edutainment'). Specifically, we shall explore applications of interactive tools (such as video and web-based games, blogs or simulations) to examine critical challenges in international politics of the 21C century focusing specifically on general insights and specific understandings generated by operational uses of core concepts in political science.

Subjects

Workshop | Workshop | political science | political science | politics | politics | world | world | visualization | visualization | techniques | techniques | interactive | interactive | gaming | gaming | edutainment | edutainment | interactive tools | interactive tools | video | video | web-based games | web-based games | blogs | blogs | simulations | simulations | international | international | twenty-first century | twenty-first century

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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CMS.600 Videogame Theory and Analysis (MIT)

Description

This course will serve as an introduction to the interdisciplinary academic study of videogames, examining their cultural, educational, and social functions in contemporary settings. By playing, analyzing, and reading and writing about videogames, we will examine debates surrounding how they function within socially situated contexts in order to better understand games' influence on and reflections of society. Readings will include contemporary videogame theory and the completion of a contemporary commercial videogame chosen in consultation with the instructor.

Subjects

online game | gaming | computer games | MMOG | simulation | massively multiplayer online game | critical theory | cultural studies | critical analysis | gender | game culture | media | video game | student work | race | storytelling

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see https://ocw.mit.edu/terms/index.htm

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21A.350J The Anthropology of Computing (MIT)

Description

This course examines computers anthropologically, as meaningful tools revealing the social and cultural orders that produce them. We read classic texts in computer science along with works analyzing links between machines and culture. We explore early computation theory and capitalist manufacturing; cybernetics and WWII operations research; artificial intelligence and gendered subjectivity; the creation and commodification of the personal computer; the hacking aesthetic; non-Western histories of computing; the growth of the Internet as a military, academic, and commercial project; the politics of identity in cyberspace; and the emergence of "evolutionary" computation.

Subjects

Computing | machines and culture | computation theory | cybernetics | operations research | artifical intelligence | personal computer | commodification | hacking | hacker | Internet | cyberspace | indentity in cyberspace | cosmology | clockwork | Charles Babbage | Ada Lovelace | Industrial Revolution | calculating machine | coding | cold war | Alan Turing | African mathematical systems | counterculture | PC | gaming | open source | free software | software | 21A.350 | SP.484 | STS.086

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see https://ocw.mit.edu/terms/index.htm

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CMS.998 Videogame Theory and Analysis (MIT)

Description

This course is an introduction to the interdisciplinary study of commercial videogames as texts, examining their cultural, educational, and social functions in contemporary settings. Students play and analyze videogames while examining debates surrounding how games function within socially situated contexts. Readings include contemporary game theory (Gee, Squire, Steinkuehler, Jenkins, Klopfer, Zimmerman and Salen, Juul, Bartle, Taylor, Aarseth) and the completion of a contemporary commercial videogame chosen in consultation with the instructor.

Subjects

online game | gaming | computer games | MMOG | simulation | massively multiplayer online game | critical theory | cultural studies | critical analysis | gender | game culture | media | video game

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see https://ocw.mit.edu/terms/index.htm

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21W.765J Interactive and Non-Linear Narrative: Theory and Practice (MIT)

Description

This course covers techniques of creating narratives that take advantage of the flexibility of form offered by the computer. The course studies the structural properties of book-based narratives that experiment with digression, multiple points of view, disruptions of time and of storyline. The class analyzes the structure and evaluates the literary qualities of computer-based narratives including hypertexts, adventure games, and classic artificial intelligence programs like Eliza. With this base, students use authoring systems to model a variety of narrative techniques and to create their own fictions. Knowledge of programming is helpful but not necessary.

Subjects

multi-linear narrative | nonlinear narrative | digital | media | communication culture | gaming | television | digital aesthetics | contemporary art | film | synchronic narrative | contemporary media | digital narrative | video games | game culture platforms | Second Life | LARP | ARG | MMO | 21W.765 | 21L.489 | CMS.845

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see https://ocw.mit.edu/terms/index.htm

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Enercities Serious Game

Description

Free online serious game resource to embed in your programmes about Energy, PSD, Science, Geography, Basic Skills, ICT - Almost anything! Competition will follow throughout 2011 with prizes for schools, colleges and individuals who take part.

Subjects

energy it renewable science psd gaming virtual games | ENVIRONMENT PROTECTION / ENERGY / CLEANSING / SECURITY | Q

License

Attribution 2.0 UK: England & Wales Attribution 2.0 UK: England & Wales http://creativecommons.org/licenses/by/2.0/uk/ http://creativecommons.org/licenses/by/2.0/uk/

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Unreal Developers Kit level and demo bridge video tutorials

Description

This is a link to where the videos can be viewed as a presentation. The included videos and associated example files are available to download from JorumOpen as: ‘Unreal Developers Kit level video tutorial’ and ‘Unreal Developers Kit demo bridge video tutorial’.

Subjects

ukoer | unreal | games engine | 3.0 | 3d modelling | 3d gaming | video tutorial | unreal sdk | training video | screencast | video | design | W000

License

Attribution-Noncommercial-Share Alike 2.0 UK: England & Wales Attribution-Noncommercial-Share Alike 2.0 UK: England & Wales http://creativecommons.org/licenses/by-nc-sa/2.0/uk/ http://creativecommons.org/licenses/by-nc-sa/2.0/uk/

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Nintendo Wii at Cumbernauld College

Description

In 2008, Cumbernauld College bought the Nintendo Wii with the Wii Fit balance board and Wii Sports as part of the Healthy Working Lives programme for staff. The intention was to site the Wii Fit permanently in the college staff gym so that staff could use it as part of their exercise programme. For logistical reasons, this wasn’t possible so new uses were found for this equipment.

Subjects

case studies | 2009 | Cumbernauld College | educational games | gaming | learner engagement | Nintendo Wii | None

License

Attribution-NonCommercial-ShareAlike 4.0 International Attribution-NonCommercial-ShareAlike 4.0 International http://creativecommons.org/licenses/by-nc-sa/4.0/ http://creativecommons.org/licenses/by-nc-sa/4.0/

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Unreal Developers Kit level video tutorial

Description

Two extensive video tutorials and supporting .udk and bitmap texture files introducing students to the openly available Unreal Games Engine, Editor and Developer’s Kit. (http://www.udk.com/) The later is used to build a double level game grid with bots and pickups.

Subjects

ukoer | multimedia | design | cumbria | unreal | games engine | 3.0 | 3d modelling | 3d gaming | video tutorial | unreal sdk | training video | screencast | video | W000

License

Attribution-Noncommercial-Share Alike 2.0 UK: England & Wales Attribution-Noncommercial-Share Alike 2.0 UK: England & Wales http://creativecommons.org/licenses/by-nc-sa/2.0/uk/ http://creativecommons.org/licenses/by-nc-sa/2.0/uk/

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Unreal Developers Kit demo - bridge video tutorial

Description

Video tutorial and supporting .udk files using in the openly available Unreal Games Engine, Editor and Developer’s Kit. (http://www.udk.com/) This activity demonstrates how to bring in a static mesh from a programme like 3ds Max. It also covers an introduction to collisions and materials.

Subjects

ukoer | multimedia | design | cumbria | unreal | games engine | 3.0 | 3d modelling | 3d gaming | video tutorial | unreal sdk | training video | screencast | video | W000

License

Attribution-Noncommercial-Share Alike 2.0 UK: England & Wales Attribution-Noncommercial-Share Alike 2.0 UK: England & Wales http://creativecommons.org/licenses/by-nc-sa/2.0/uk/ http://creativecommons.org/licenses/by-nc-sa/2.0/uk/

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CMS.600 Videogame Theory and Analysis (MIT)

Description

This course will serve as an introduction to the interdisciplinary academic study of videogames, examining their cultural, educational, and social functions in contemporary settings. By playing, analyzing, and reading and writing about videogames, we will examine debates surrounding how they function within socially situated contexts in order to better understand games' influence on and reflections of society. Readings will include contemporary videogame theory and the completion of a contemporary commercial videogame chosen in consultation with the instructor.

Subjects

online game | gaming | computer games | MMOG | simulation | massively multiplayer online game | critical theory | cultural studies | critical analysis | gender | game culture | media | video game | student work | race | storytelling

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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CMS.998 Videogame Theory and Analysis (MIT)

Description

This course is an introduction to the interdisciplinary study of commercial videogames as texts, examining their cultural, educational, and social functions in contemporary settings. Students play and analyze videogames while examining debates surrounding how games function within socially situated contexts. Readings include contemporary game theory (Gee, Squire, Steinkuehler, Jenkins, Klopfer, Zimmerman and Salen, Juul, Bartle, Taylor, Aarseth) and the completion of a contemporary commercial videogame chosen in consultation with the instructor.

Subjects

online game | gaming | computer games | MMOG | simulation | massively multiplayer online game | critical theory | cultural studies | critical analysis | gender | game culture | media | video game

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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xGames: using educational computer games for group learning at Reid Kerr College

Description

Subjects

case studies | gaming | educational games | quizzes | G: Education/Training/Teaching | SCQF Level 1

License

Attribution 3.0 Unported Attribution 3.0 Unported http://creativecommons.org/licenses/by/3.0/ http://creativecommons.org/licenses/by/3.0/

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Online library induction and library game at City of Glasgow College

Description

The online library induction is being created in order for students to find out about library services at their own pace– it is intended to be housed on the library website and onto MyCity, the college’s VLE. At the end of the induction we have a library ‘game’ (shelving books.) The college is hoping to link the game into MyCity Badges, with students getting rewards for completing the game.

Subjects

case studies | 2013 | city of glasgow college | gaming | learning resources | libraries | library induction | None

License

Attribution-NonCommercial-ShareAlike 4.0 International Attribution-NonCommercial-ShareAlike 4.0 International http://creativecommons.org/licenses/by-nc-sa/4.0/ http://creativecommons.org/licenses/by-nc-sa/4.0/

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Podcast: What’s happening with Gaming? - Andrew Oliver, Blitz Games

Description

Andrew Oliver is from Blitz Games. Here he discusses what is going on in the games industry as part of the TV graphics day at Coventry School of Art and Design.

Subjects

podcast | gaming | graphics | ocep | coventry university | Computer science | I100

License

Attribution-Noncommercial-Share Alike 2.0 UK: England & Wales Attribution-Noncommercial-Share Alike 2.0 UK: England & Wales http://creativecommons.org/licenses/by-nc-sa/2.0/uk/ http://creativecommons.org/licenses/by-nc-sa/2.0/uk/

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