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This book explores the uncharted territory where gaming and geography intersect in "Gaming and Geography (Education)." This book bridges the gap between video games and geography, delving into the constructivist creative processes of game development, gameplay, and critical reflections on video games' role in geographical discourses.
Dimensions of Space in Digital Games.- Caught between a Rock and a Ludic Place: Geography for Non-Geographers via Games.- Playing Abstractions, Understanding Spaces. Christaller in Videogames..- Digital Game Based Learning as a mode of Transformative Learning.- Introducing a model of reflexive spatial analysis in video games (in contexts of its potential in geography education) – Analyzing (digital) spatial construction and reflexivity (exemplary in That Dragon, Cancer via a bilingual geography classroom setting).- Rendering cliché? Visual consumption of video games as virtual-space leisure activities..- Right-wing Images of Space and völkisch Identity Constructions in ‘Heimat Defender: Rebellion’.- Training beyond boundaries? Virtual reality scenario training as worldmaking for complex, life threatening situations.- “Crashing in Flyover Country: Metaregionalism in Far Cry 5”.- The Urban Surveillance Script: Beat Cop and the Policing of Diversity.- Populating Digital Spaces: Learning from Players of Massive Multiplayer Online Games as Early Settlers in the Digital Ecosystem.- Gaming and Geography - Part III: Practical Contributions Games for Exploring Popular Geopolitics in Higher Education.- Computer games as traces. Field trips, location-based games, and systems theory.- Self-transcendence motivated decisions in water governance – Learning by playing the serious game AquaRepublica .- Teaching key concepts and systemic thinking with reflexive methods using open world games in higher geography education - A best practice for lectures and seminars introducing geography education.