Knowledge games: how playing games can solve problems, create insight, and make change
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Baltimore
Johns Hopkins University Press
[2016]
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Schriftenreihe: | Tech.edu
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Schlagworte: | |
Beschreibung: | Print version record |
Beschreibung: | 1 online resource (x, 270 pages) illustrations |
ISBN: | 9781421419213 1421419211 |
Internformat
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505 | 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. For example, so-called knowledge games?such as Foldit , a protein folding puzzle game, SchoolLife , which crowdsources bullying interventions, and Reverse the Odds , in which mobile game players analyze breast cancer data?are already being used by researchers to gain scientific, psychological, and humanistic insights. Schrier argues that knowledge games are potentially powerful because of their ability to motivate a crowd of problem solvers within a dynamic system while also tapping into the innovative data processing and computational abilities of games. In the near future, Schrier asserts, knowledge games may be created to understand and predict voting behavior, climate concerns, historical perspectives, online harassment, susceptibility to depression, or optimal advertising strategies, among other things. In addition to investigating the intersection of games, problem solving, and crowdsourcing, Schrier examines what happens when knowledge emerges from games and game players rather than scientists, professionals, and researchers. This accessible book also critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen | |
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Datensatz im Suchindex
_version_ | 1804177608790769664 |
---|---|
any_adam_object | |
author | Schrier, Karen |
author_facet | Schrier, Karen |
author_role | aut |
author_sort | Schrier, Karen |
author_variant | k s ks |
building | Verbundindex |
bvnumber | BV044360939 |
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collection | ZDB-4-NLEBK |
contents | 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. For example, so-called knowledge games?such as Foldit , a protein folding puzzle game, SchoolLife , which crowdsources bullying interventions, and Reverse the Odds , in which mobile game players analyze breast cancer data?are already being used by researchers to gain scientific, psychological, and humanistic insights. Schrier argues that knowledge games are potentially powerful because of their ability to motivate a crowd of problem solvers within a dynamic system while also tapping into the innovative data processing and computational abilities of games. In the near future, Schrier asserts, knowledge games may be created to understand and predict voting behavior, climate concerns, historical perspectives, online harassment, susceptibility to depression, or optimal advertising strategies, among other things. In addition to investigating the intersection of games, problem solving, and crowdsourcing, Schrier examines what happens when knowledge emerges from games and game players rather than scientists, professionals, and researchers. This accessible book also critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen |
ctrlnum | (ZDB-4-NLEBK)ocn948810953 (OCoLC)948810953 (DE-599)BVBBV044360939 |
dewey-full | 793.01 |
dewey-hundreds | 700 - The arts |
dewey-ones | 793 - Indoor games and amusements |
dewey-raw | 793.01 |
dewey-search | 793.01 |
dewey-sort | 3793.01 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Allgemeines Sport Informatik |
format | Electronic eBook |
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illustrated | Illustrated |
indexdate | 2024-07-10T07:50:47Z |
institution | BVB |
isbn | 9781421419213 1421419211 |
language | English |
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spelling | Schrier, Karen Verfasser aut Knowledge games how playing games can solve problems, create insight, and make change Karen Schrier Baltimore Johns Hopkins University Press [2016] 1 online resource (x, 270 pages) illustrations txt rdacontent c rdamedia cr rdacarrier Tech.edu Print version record 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. For example, so-called knowledge games?such as Foldit , a protein folding puzzle game, SchoolLife , which crowdsources bullying interventions, and Reverse the Odds , in which mobile game players analyze breast cancer data?are already being used by researchers to gain scientific, psychological, and humanistic insights. Schrier argues that knowledge games are potentially powerful because of their ability to motivate a crowd of problem solvers within a dynamic system while also tapping into the innovative data processing and computational abilities of games. In the near future, Schrier asserts, knowledge games may be created to understand and predict voting behavior, climate concerns, historical perspectives, online harassment, susceptibility to depression, or optimal advertising strategies, among other things. In addition to investigating the intersection of games, problem solving, and crowdsourcing, Schrier examines what happens when knowledge emerges from games and game players rather than scientists, professionals, and researchers. This accessible book also critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen GAMES / Reference bisacsh GAMES / Travel Games bisacsh Educational games fast Games / Psychological aspects fast Games / Social aspects fast Computer Technology Education Technology Nonfiction Erziehung Gesellschaft Psychologie Games Psychological aspects Games Social aspects Educational games Lernspiel (DE-588)4074167-9 gnd rswk-swf E-Learning (DE-588)4727098-6 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Lernspiel (DE-588)4074167-9 s Computerspiel (DE-588)4010457-6 s E-Learning (DE-588)4727098-6 s 1\p DE-604 Erscheint auch als Druck-Ausgabe Schrier, Karen (Karen L.) Knowledge games Baltimore : Johns Hopkins University Press, [2016] 9781421419206 1\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk |
spellingShingle | Schrier, Karen Knowledge games how playing games can solve problems, create insight, and make change 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. For example, so-called knowledge games?such as Foldit , a protein folding puzzle game, SchoolLife , which crowdsources bullying interventions, and Reverse the Odds , in which mobile game players analyze breast cancer data?are already being used by researchers to gain scientific, psychological, and humanistic insights. Schrier argues that knowledge games are potentially powerful because of their ability to motivate a crowd of problem solvers within a dynamic system while also tapping into the innovative data processing and computational abilities of games. In the near future, Schrier asserts, knowledge games may be created to understand and predict voting behavior, climate concerns, historical perspectives, online harassment, susceptibility to depression, or optimal advertising strategies, among other things. In addition to investigating the intersection of games, problem solving, and crowdsourcing, Schrier examines what happens when knowledge emerges from games and game players rather than scientists, professionals, and researchers. This accessible book also critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen GAMES / Reference bisacsh GAMES / Travel Games bisacsh Educational games fast Games / Psychological aspects fast Games / Social aspects fast Computer Technology Education Technology Nonfiction Erziehung Gesellschaft Psychologie Games Psychological aspects Games Social aspects Educational games Lernspiel (DE-588)4074167-9 gnd E-Learning (DE-588)4727098-6 gnd Computerspiel (DE-588)4010457-6 gnd |
subject_GND | (DE-588)4074167-9 (DE-588)4727098-6 (DE-588)4010457-6 |
title | Knowledge games how playing games can solve problems, create insight, and make change |
title_auth | Knowledge games how playing games can solve problems, create insight, and make change |
title_exact_search | Knowledge games how playing games can solve problems, create insight, and make change |
title_full | Knowledge games how playing games can solve problems, create insight, and make change Karen Schrier |
title_fullStr | Knowledge games how playing games can solve problems, create insight, and make change Karen Schrier |
title_full_unstemmed | Knowledge games how playing games can solve problems, create insight, and make change Karen Schrier |
title_short | Knowledge games |
title_sort | knowledge games how playing games can solve problems create insight and make change |
title_sub | how playing games can solve problems, create insight, and make change |
topic | GAMES / Reference bisacsh GAMES / Travel Games bisacsh Educational games fast Games / Psychological aspects fast Games / Social aspects fast Computer Technology Education Technology Nonfiction Erziehung Gesellschaft Psychologie Games Psychological aspects Games Social aspects Educational games Lernspiel (DE-588)4074167-9 gnd E-Learning (DE-588)4727098-6 gnd Computerspiel (DE-588)4010457-6 gnd |
topic_facet | GAMES / Reference GAMES / Travel Games Educational games Games / Psychological aspects Games / Social aspects Computer Technology Education Technology Nonfiction Erziehung Gesellschaft Psychologie Games Psychological aspects Games Social aspects Educational games Lernspiel E-Learning Computerspiel |
work_keys_str_mv | AT schrierkaren knowledgegameshowplayinggamescansolveproblemscreateinsightandmakechange |