<?xml version="1.0" encoding="UTF-8"?>
<rdf:RDF xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns:taxo="http://purl.org/rss/1.0/modules/taxonomy/" xmlns:burst="http://xmlns.com/burst/0.1/" xmlns:xsd="http://www.w3.org/2001/XMLSchema#" xmlns="http://purl.org/rss/1.0/" xmlns:admin="http://webns.net/mvcb/" xmlns:rdfs="http://www.w3.org/2000/01/rdf-schema#" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:owl="http://www.w3.org/2002/07/owl#" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:syn="http://purl.org/rss/1.0/modules/syndication/" xmlns:swrc="http://swrc.ontoware.org/ontology#" xmlns:cc="http://web.resource.org/cc/"><channel rdf:about="http://www.bibsonomy.org/user/yish/gaming"><title>BibSonomy publications for /user/yish/gaming</title><link>BibSonomyburst/user/yish/gaming</link><description>BibSonomy RSS feed for /user/yish/gaming</description><dc:date>2012-02-16T00:59:24+01:00</dc:date><items><rdf:Seq><rdf:li rdf:resource="http://www.bibsonomy.org/bibtex/25f9d658878e7f4007b10b1118bcf806f/yish"/><rdf:li rdf:resource="http://www.bibsonomy.org/bibtex/215fe95b9208d33792cd59f480368afad/yish"/><rdf:li rdf:resource="http://www.bibsonomy.org/bibtex/2a4f8e006378eba91421e804076b3180d/yish"/><rdf:li rdf:resource="http://www.bibsonomy.org/bibtex/2edbc3c8e96fb5c9aab49e19aac7b2409/yish"/><rdf:li rdf:resource="http://www.bibsonomy.org/bibtex/29956c8832f864e4a53396adb9d5fdac0/yish"/></rdf:Seq></items></channel><item rdf:about="http://www.bibsonomy.org/bibtex/25f9d658878e7f4007b10b1118bcf806f/yish"><title>Contexts, gaming pleasures, and gendered preferences</title><link>http://www.bibsonomy.org/bibtex/25f9d658878e7f4007b10b1118bcf806f/yish</link><dc:creator>yish</dc:creator><dc:date>2011-07-29T17:19:51+02:00</dc:date><dc:subject>context games gaming gender </dc:subject><content:encoded>&lt;span class=&#034;authorEditorList&#034;&gt;&lt;a href=&#034;/author/Carr&#034;&gt;Diane Carr&lt;/a&gt; &lt;/span&gt;&lt;em&gt;Simulation &amp;amp; Gaming&lt;/em&gt; &lt;em&gt;36(4):464-482&lt;/em&gt; (&lt;em&gt;2005&lt;/em&gt;)</content:encoded><taxo:topics><rdf:Bag><rdf:li rdf:resource="http://www.bibsonomy.org/tag/context"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/games"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/gaming"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/gender"/></rdf:Bag></taxo:topics><burst:publication><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/25f9d658878e7f4007b10b1118bcf806f/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/25f9d658878e7f4007b10b1118bcf806f/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#Article"/><owl:sameAs rdf:resource="http://sag.sagepub.com/content/36/4/464.short"/><swrc:date>Fri Jul 29 17:19:51 CEST 2011</swrc:date><swrc:journal>Simulation &amp; Gaming</swrc:journal><swrc:number>4</swrc:number><swrc:pages>464-482</swrc:pages><swrc:publisher><swrc:Organization swrc:name="Sage Publications"/></swrc:publisher><swrc:title>Contexts, gaming pleasures, and gendered preferences</swrc:title><swrc:volume>36</swrc:volume><swrc:year>2005</swrc:year><swrc:keywords>context games gaming gender </swrc:keywords><swrc:abstract>In this article, the author explores computer gaming preferences of girls through observations of a games club at an all-girl state school in the United Kingdom. The author argues that gaming tastes are alterable and site specific. Gaming preferences certainly relate to the attributes of particular games, but they will also depend on the player’s recognition and knowledge of these attributes. Players accumulate these competencies according to the patterns of access and peer culture they encounter. The constituents of preference, such as access, are shaped by gender, and as a result, gaming preferences may manifest along gendered lines. It is not difficult to generate data, indicating that gendered tastes exist, but it is shortsighted to separate such outcomes from the various practices that contribute to their formation.</swrc:abstract><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Diane Carr"/></rdf:_1></rdf:Seq></swrc:author></rdf:Description></burst:publication></item><item rdf:about="http://www.bibsonomy.org/bibtex/215fe95b9208d33792cd59f480368afad/yish"><title>Mobile gaming with children in rural India: Contextual factors in the use of game design patterns</title><link>http://www.bibsonomy.org/bibtex/215fe95b9208d33792cd59f480368afad/yish</link><dc:creator>yish</dc:creator><dc:date>2011-07-07T16:19:32+02:00</dc:date><dc:subject>children context culture design development games gaming gbl india ml4d mlearning mobile patterns </dc:subject><content:encoded>&lt;span class=&#034;authorEditorList&#034;&gt;&lt;a href=&#034;/author/Kam&#034;&gt;M. Kam&lt;/a&gt;, &lt;a href=&#034;/author/Rudraraju&#034;&gt;V. Rudraraju&lt;/a&gt;, &lt;a href=&#034;/author/Tewari&#034;&gt;A. Tewari&lt;/a&gt;,  and &lt;a href=&#034;/author/Canny&#034;&gt;J. Canny&lt;/a&gt; &lt;/span&gt;&lt;em&gt;Proceedings of 3rd Digital Games Research Association International Conference, &lt;/em&gt;(&lt;em&gt;2007&lt;/em&gt;)</content:encoded><taxo:topics><rdf:Bag><rdf:li rdf:resource="http://www.bibsonomy.org/tag/children"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/context"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/culture"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/design"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/development"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/games"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/gaming"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/gbl"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/india"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/ml4d"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/mlearning"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/mobile"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/patterns"/></rdf:Bag></taxo:topics><burst:publication><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/215fe95b9208d33792cd59f480368afad/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/215fe95b9208d33792cd59f480368afad/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#InProceedings"/><owl:sameAs rdf:resource="http://www.digra.org/dl/db/07312.25032.pdf"/><swrc:date>Thu Jul 07 16:19:32 CEST 2011</swrc:date><swrc:booktitle>Proceedings of 3rd Digital Games Research Association International Conference</swrc:booktitle><swrc:title>Mobile gaming with children in rural India: Contextual factors in the use of game design patterns</swrc:title><swrc:year>2007</swrc:year><swrc:keywords>children context culture design development games gaming gbl india ml4d mlearning mobile patterns </swrc:keywords><swrc:abstract>Poor literacy remains a barrier to economic empowerment
in the developing world. We make the case that “serious
games” can make an impact for these learners and highlight
that much remains to be learned about designing engaging
gameplay experiences for children living in rural areas. Our
approach revolves around game design patterns, which are
building blocks that can inform game designs. We argue
that patterns are beneficial because they facilitate the reuse
of existing knowledge about successful games, and can
capture contextual information such as domain applicability
that has evolve through iterative testing. We describe the
design of three mobile games based on patterns and report
on a field experiment with rural children in India that
evaluated these games against games that were not designed
with patterns. We found that patterns are decontextualized
design tools that can both help and hinder good designs. We
distill lessons on the contextual factors that designers must
consider when using patterns to design for this user group.
These factors include designing for fun by focusing on the
gameplay process and not only the winning conditions, and
taking the power structure in local communities into
consideration in the game designs.</swrc:abstract><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="M. Kam"/></rdf:_1><rdf:_2><swrc:Person swrc:name="V. Rudraraju"/></rdf:_2><rdf:_3><swrc:Person swrc:name="A. Tewari"/></rdf:_3><rdf:_4><swrc:Person swrc:name="J. Canny"/></rdf:_4></rdf:Seq></swrc:author></rdf:Description></burst:publication></item><item rdf:about="http://www.bibsonomy.org/bibtex/2a4f8e006378eba91421e804076b3180d/yish"><title>Gaming literacies: A game design study in action</title><link>http://www.bibsonomy.org/bibtex/2a4f8e006378eba91421e804076b3180d/yish</link><dc:creator>yish</dc:creator><dc:date>2010-09-24T12:57:21+02:00</dc:date><dc:subject>Assessment Children Creativity Games Literacy design education game gamestar gaming haifa-games-course learning mechanic </dc:subject><content:encoded>&lt;span class=&#034;authorEditorList&#034;&gt;&lt;a href=&#034;/author/Salen&#034;&gt;Katie Salen&lt;/a&gt; &lt;/span&gt;&lt;em&gt;Journal of Educational Multimedia and Hypermedia&lt;/em&gt; &lt;em&gt;16(3):301-322&lt;/em&gt; (&lt;em&gt;July 2007&lt;/em&gt;)</content:encoded><taxo:topics><rdf:Bag><rdf:li rdf:resource="http://www.bibsonomy.org/tag/Assessment"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/Children"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/Creativity"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/Games"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/Literacy"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/design"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/education"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/game"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/gamestar"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/gaming"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/haifa-games-course"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/learning"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/mechanic"/></rdf:Bag></taxo:topics><burst:publication><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/2a4f8e006378eba91421e804076b3180d/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/2a4f8e006378eba91421e804076b3180d/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#Article"/><owl:sameAs rdf:resource="http://www.editlib.org/p/24374 "/><swrc:date>Fri Sep 24 12:57:21 CEST 2010</swrc:date><swrc:address>Chesapeake, VA </swrc:address><swrc:journal>Journal of Educational Multimedia and Hypermedia </swrc:journal><swrc:month> July </swrc:month><swrc:number>3 </swrc:number><swrc:pages>301-322 </swrc:pages><swrc:publisher><swrc:Organization swrc:name="AACE "/></swrc:publisher><swrc:title>Gaming literacies: A game design study in action </swrc:title><swrc:volume>16 </swrc:volume><swrc:year> 2007 </swrc:year><swrc:keywords>Assessment Children Creativity Games Literacy design education game gamestar gaming haifa-games-course learning mechanic </swrc:keywords><swrc:abstract>Educators and education advocates have recently acknowledged that the ability to think systemically is one of the necessary skills for success in the 21st century. Game-making is especially well-suited to encouraging meta-level reflection on the skills and processes that designer-players use in building such systems. Membership in a community of game producers means sharing thoughts and experiences with fellow players. This ability to gain fluency in specialist language and to translate thinking and talking about games into making and critiquing them (and vice versa) suggests that games not only teach literacy skills but support their ongoing use. Rather than imagining that education can be transformed by bringing games into the classroom, researchers should consider not only the effects of the thinking engendered by those who play, but also by those who design the play. This paper offers an overview of the pedagogy and development process of Gamestar Mechanic, an RPG-style online game designed to teach players the fundamentals of game design. It will discuss some of the early results of the project, with an emphasis on the conceptual framework guiding the work, as well as the kinds of literacies and knowledge structures it is intended to support.</swrc:abstract><swrc:hasExtraField><swrc:Field swrc:value="1055-8896" swrc:key="issn"/></swrc:hasExtraField><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Katie Salen"/></rdf:_1></rdf:Seq></swrc:author></rdf:Description></burst:publication></item><item rdf:about="http://www.bibsonomy.org/bibtex/2edbc3c8e96fb5c9aab49e19aac7b2409/yish"><title>The magic circle: principles of gaming &amp; simulation</title><link>http://www.bibsonomy.org/bibtex/2edbc3c8e96fb5c9aab49e19aac7b2409/yish</link><dc:creator>yish</dc:creator><dc:date>2010-09-06T11:09:51+02:00</dc:date><dc:subject>design gaming haifa-games-course learning </dc:subject><content:encoded>&lt;span class=&#034;authorEditorList&#034;&gt;&lt;a href=&#034;/author/Klabbers&#034;&gt;Jan H. G. Klabbers&lt;/a&gt; &lt;/span&gt;&lt;em&gt;Sense, &lt;/em&gt;&lt;em&gt;3rd edition, &lt;/em&gt;(&lt;em&gt;2009&lt;/em&gt;)</content:encoded><taxo:topics><rdf:Bag><rdf:li rdf:resource="http://www.bibsonomy.org/tag/design"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/gaming"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/haifa-games-course"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/learning"/></rdf:Bag></taxo:topics><burst:publication><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/2edbc3c8e96fb5c9aab49e19aac7b2409/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/2edbc3c8e96fb5c9aab49e19aac7b2409/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#Book"/><owl:sameAs rdf:resource="https://www.sensepublishers.com/product_info.php?products_id=202"/><swrc:date>Mon Sep 06 11:09:51 CEST 2010</swrc:date><swrc:edition>3rd</swrc:edition><swrc:publisher><swrc:Organization swrc:name="Sense"/></swrc:publisher><swrc:title>The magic circle: principles of gaming &amp; simulation</swrc:title><swrc:year>2009</swrc:year><swrc:keywords>design gaming haifa-games-course learning </swrc:keywords><swrc:abstract>The purpose of this unique book is to outline the core of game science by presenting principles underlying the design and use of games and simulations. Game science covers three levels of discourse: the philosophy of science level, the science level, and the application or practical level. The framework presented will help to grasp the interplay between forms of knowledge and knowledge content, interplay that evolves through the action of the players.   Few scientists have witnessed such a radical change in their area of research and practice as those who engaged in play and gaming since the 1950s. Since that time game scientists from a whole variety of disciplines started adopting gaming and simulation methods in their research. Rapid advances in information technology and computer science are producing a tool rich environment for the design and use of games, and for humanities studies of games as digital arts and interactive narratives. Game science is advancing through these waves of change, driven by the digital computer game industry, enhanced through computer and information science, as well as through advances in professional gaming such as in education, public and business management, policy development, health care, eco-systems management, and so on.  When asking game scientists about the core of their science, one should expect to hear diverging answers. The common questions about the core of game and play are not new. They refer to: What is the meaning of game and play? What is real and what is virtual reality? How could we build simple and effective games from complex social systems? Are we able to bring forward a general theory of games? Are we able to help players (social actors) to find smart solutions and approaches to complex issues? How do games enhance learning and how do they improve our thinking capacity and action repertoire? Current answers to these questions are scattered and inadequate. This book offers a frame-of-reference that will enlighten the characteristics of particular games and simulations from a common perspective.  The author pays less attention to instrumental reasoning than on theoretical and methodological questions. Answers will provide a suitable context for addressing design science and analytical science approaches to artifact design and assessment, and theory development and testing.
    
Due to the high diversity of approaches that game science has to accommodate the author chooses an interdisciplinary and where appropriate a meta-disciplinary approach.</swrc:abstract><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Jan H. G. Klabbers"/></rdf:_1></rdf:Seq></swrc:author></rdf:Description></burst:publication></item><item rdf:about="http://www.bibsonomy.org/bibtex/29956c8832f864e4a53396adb9d5fdac0/yish"><title>Massively Multiplayer Game Development Game Development Series</title><link>http://www.bibsonomy.org/bibtex/29956c8832f864e4a53396adb9d5fdac0/yish</link><dc:creator>yish</dc:creator><dc:date>2006-03-25T03:32:31+01:00</dc:date><dc:subject>massively games social gaming development lklgamers programming software multiplayer design </dc:subject><content:encoded>&lt;span class=&#034;authorEditorList&#034;&gt;&lt;a href=&#034;/author/Alexander&#034;&gt;Thor Alexander&lt;/a&gt; &lt;/span&gt;&lt;em&gt;Charles River Media, &lt;/em&gt;(&lt;em&gt;February 2003&lt;/em&gt;)</content:encoded><taxo:topics><rdf:Bag><rdf:li rdf:resource="http://www.bibsonomy.org/tag/massively"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/games"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/social"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/gaming"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/development"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/lklgamers"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/programming"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/software"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/multiplayer"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/design"/></rdf:Bag></taxo:topics><burst:publication><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/29956c8832f864e4a53396adb9d5fdac0/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/29956c8832f864e4a53396adb9d5fdac0/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#Book"/><owl:sameAs rdf:resource="http://www.amazon.fr/exec/obidos/ASIN/1584502436/citeulike04-21"/><swrc:date>Sat Mar 25 03:32:31 CET 2006</swrc:date><swrc:howpublished>Hardcover</swrc:howpublished><swrc:month>February</swrc:month><swrc:publisher><swrc:Organization swrc:name="{Charles River Media}"/></swrc:publisher><swrc:title>Massively Multiplayer Game Development (Game Development Series)</swrc:title><swrc:year>2003</swrc:year><swrc:keywords>massively games social gaming development lklgamers programming software multiplayer design </swrc:keywords><swrc:abstract>{ Massively Multiplayer (MMP) game development is one of the fastest growing areas in the game market. With the first MMP releases, the genre took off with amazing speed, and as its popularity continues to soar, so do the many challenges, internationalization, customer support, hacking, and technological advancements. To keep up with these challenges, developers need to implement the best tools and techniques available. Massively Multiplayer Game Development provides these solutions.  This comprehensive, insightful collection of articles is written by some of the industry&#039;s best MMP developers, and provides a wealth of unique knowledge acquired while working in the MMP trenches. Details on database techniques and game systems are also included. Unlike many programming books, Massively Multiplayer Game Development is intended to appeal to the entire team: programmers will find a multitude of technical ideas, and designers and producers will benefit from the detailed information on design, architecture, and customer support. }</swrc:abstract><swrc:hasExtraField><swrc:Field swrc:value="2" swrc:key="priority"/></swrc:hasExtraField><swrc:hasExtraField><swrc:Field swrc:value="1584502436" swrc:key="isbn"/></swrc:hasExtraField><swrc:hasExtraField><swrc:Field swrc:value="411171" swrc:key="citeulike-article-id"/></swrc:hasExtraField><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Thor Alexander"/></rdf:_1></rdf:Seq></swrc:author></rdf:Description></burst:publication></item></rdf:RDF>
