Éditeur : JOHNS HOPKINS
ISBN papier: 9781421419206
Parution : 2016
Code produit : 1323733
Catégorisation :
Livres /
Sciences humaines /
Communication et sciences de l'information /
Nouveaux médias
Format | Qté. disp. | Prix* | Commander |
---|---|---|---|
Livre papier | En rupture de stock** |
Prix membre : 55,85 $ Prix non-membre : 62,06 $ |
*Les prix sont en dollars canadien. Taxes et frais de livraison en sus.
**Ce produits est en rupture de stock mais sera expédié dès qu'ils sera disponible.
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.