Showing results for "peter vorderer"
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Playing Video Games
Motives, Responses, and Consequences
- Series -
- Routledge Communication Series
2012
EN
Accessible
From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives, Responses, and Consequences integrates communication, psychology, and technology to examine the psychological and mediated aspects of playing video games. It is the first volume to delve deeply i...
Serious Games
Mechanisms and Effects
2009
EN
Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic ov...
- Series -
- Oxford Handbooks
2021
EN
The proliferation of new digital technologies has given rise to an entirely changed media landscape and revolutionized how we seek entertainment. Older entertainment media like novels, radio, and film have been joined by a host of digital media that smartphones allow us to carry almost anywhere and at all times, from video games and social media to video on demand services. This unprecedented ubiquity of entertainment media calls for new and more sophisticated theories that help us underst...
Permanently Online, Permanently Connected
Living and Communicating in a POPC World
2017
EN
Permanently Online, Permanently Connected establishes the conceptual grounds needed for a solid understanding of the permanently online/permanently connected phenomenon, its causes and consequences, and its applied implications. Due to the diffusion of mobile devices, the ways people communicate and interact with each other and use electronic media have changed substantially within a short period of time. This megatrend comes with fundamental challenges to communication, both theo...
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2015
EN
Johnny Saldaña’s unique and invaluable manual demystifies the qualitative coding process with a comprehensive assessment of different coding types, examples and exercises. The ideal reference for students, teachers, and practitioners of qualitative inquiry, it is essential reading across the social sciences and neatly guides you through the multiple approaches available for coding qualitative data.Its wide array of strategies, from the more straightforward to the more complex, is s...
2009
EN
Teaching students specific literacy skills is important--but equally critical, and often overlooked, is giving them the time and opportunity to read actual texts. Bringing together leading scholars, this book focuses on how teachers can improve both the quality and quantity of reading experiences in K-12 classrooms. Essential topics include factors that make reading tasks more or less productive for different types of learners, ways to balance independent reading with whole-class and small...
- Series -
- Education (R0)
2013
EN
The 4th edition of the Handbook of Research on Educational Communications and Technology expands upon the previous 3 versions, providing a comprehensive update on research pertaining to new and emerging educational technologies. Chapters that are no longer pertinent have been eliminated in this edition, with most chapters being completely rewritten, expanded, and updated Additionally, new chapters pertaining to research methodologies in educational technology have been added due to express...
2012
EN
This edited volume explores how digital games have the potential to engage learners both within and outside the classroom and to encourage interaction in the target language. This is the first dedicated collection of papers to bring together state-of-the-art research in game-based learning.
Emerging Technologies for the Classroom
A Learning Sciences Perspective
- Series -
- Education (R0)
2012
EN
This book provides contemporary examples of the ways in which educators can use digital technologies to create effective learning environments that support improved learning and instruction. These examples are guided by multiple conceptual and methodological traditions evolving from the learning sciences and instructional technology communities as well as other communities doing important work on learning technologies. In particular, the book provides examples of technology innovations and...
2008
EN
Mediated interpersonal communication is one of the most dynamic areas in communication studies, reflecting how individuals utilize technology more and more often in their personal interactions. Organizations also rely increasingly on mediated interaction for their communications. Responding to this evolution in communication, this collection explores how existing and new personal communication technologies facilitate and change interpersonal interactions. Chapters offer in-depth examinatio...
Multiteam Systems
An Organization Form for Dynamic and Complex Environments
- Series -
- Organization and Management Series
2012
EN
Accessible
This book examines an emerging organizational form called the multi-team system (MTS). This type of aggregation is being increasingly adopted by organizations and agencies that need to respond to complex strategic problems. There has been increasing interest in MTSs over the last decade to the point where there is now a need to (a) describe these organizational forms more fully, (b) build conceptual frames that can guide research, and (c) begin developing tools to improve the study of MTSs...
The Manipulation of Online Self-Presentation
Create, Edit, Re-edit and Present
- Series -
- Social Sciences (R0)
2015
EN
This book explores psychological theories around the ways in which people present themselves online. The role of dispositional and situational factors along with the motivations that drive self-presentation across diverse Internet arenas are considered.











