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E-grāmata: Gaming and Geography: A Multi-perspective Approach to Understanding the Impacts on Geography (Education)

  • Formāts: EPUB+DRM
  • Sērija : Key Challenges in Geography
  • Izdošanas datums: 25-Sep-2024
  • Izdevniecība: Springer International Publishing AG
  • Valoda: eng
  • ISBN-13: 9783031422607
  • Formāts - EPUB+DRM
  • Cena: 154,65 €*
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  • Formāts: EPUB+DRM
  • Sērija : Key Challenges in Geography
  • Izdošanas datums: 25-Sep-2024
  • Izdevniecība: Springer International Publishing AG
  • Valoda: eng
  • ISBN-13: 9783031422607

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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. 





Through a multi-perspective lens, the book examines how video games can facilitate the exploration of geographic questions and act as catalysts for critical discourses. Scholars shed light on the geographies presented in video games, including their representations, spatial images, and policies. By viewing video games as cultural and critical geography practices, the authors enrich the political, socio-cultural, and critical geographies associated with this medium. 





A key argument of the book is that video games can foster systemic competence and networked thinking, particularly in addressing complex socio-ecological challenges like climate change and migration. In contrast to traditional geography classes, digital games provide valuable simulations of complex systems, enhancing students' understanding and skills. The book also explores other possibilities such as digital field trips and language support to enhance the educational experience. 





"Gaming and Geography (Education)" offers a compelling narrative that highlights the diverse roles video games can play in geographic education. By exploring the intersection of gaming and geography, this book deepens our understanding of this dynamic relationship and its impact on critical geographies within the realm of video games.
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.