Items related to Knowledge Games: How Playing Games Can Solve Problems,...

Knowledge Games: How Playing Games Can Solve Problems, Create Insight, and Make Change (Tech.edu: A Hopkins Series on Education and Technology) - Hardcover

  • 3.58 out of 5 stars
    12 ratings by Goodreads
 
9781421419206: Knowledge Games: How Playing Games Can Solve Problems, Create Insight, and Make Change (Tech.edu: A Hopkins Series on Education and Technology)

Synopsis

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.

"synopsis" may belong to another edition of this title.

Book Description

Are games the knowledge-producers of the future?

About the Author

Karen Schrier is an assistant professor of media arts, the director of the Play Innovation Lab, and the director of the Games and Emerging Media Program at Marist College. She is the editor of the Learning, Education, and Games series.

"About this title" may belong to another edition of this title.

  • PublisherJohns Hopkins University Press
  • Publication date2016
  • ISBN 10 1421419203
  • ISBN 13 9781421419206
  • BindingHardcover
  • LanguageEnglish
  • Number of pages280
  • Rating
    • 3.58 out of 5 stars
      12 ratings by Goodreads

Buy Used

Condition: Very Good
Item in very good condition! Textbooks... View this item

Shipping: FREE
Within U.S.A.

Destination, rates & speeds

Add to basket

Search results for Knowledge Games: How Playing Games Can Solve Problems,...

Stock Image

Schrier, Karen
Published by Johns Hopkins University Press, 2016
ISBN 10: 1421419203 ISBN 13: 9781421419206
Used Hardcover

Seller: SecondSale, Montgomery, IL, U.S.A.

Seller rating 5 out of 5 stars 5-star rating, Learn more about seller ratings

Condition: Very Good. Item in very good condition! Textbooks may not include supplemental items i.e. CDs, access codes etc. Seller Inventory # 00076174951

Contact seller

Buy Used

US$ 22.29
Convert currency
Shipping: FREE
Within U.S.A.
Destination, rates & speeds

Quantity: 2 available

Add to basket

Stock Image

Schrier, Karen
Published by Johns Hopkins University Press, 2016
ISBN 10: 1421419203 ISBN 13: 9781421419206
Used Hardcover

Seller: Midtown Scholar Bookstore, Harrisburg, PA, U.S.A.

Seller rating 5 out of 5 stars 5-star rating, Learn more about seller ratings

Hardcover. Condition: Good. Good - Bumped and creased book with tears to the extremities, but not affecting the text block, may have remainder mark or previous owner's name - GOOD Standard-sized. Seller Inventory # M1421419203Z3

Contact seller

Buy Used

US$ 16.31
Convert currency
Shipping: US$ 6.00
Within U.S.A.
Destination, rates & speeds

Quantity: 2 available

Add to basket

Seller Image

Schrier, Karen
Published by Johns Hopkins University Press, 2016
ISBN 10: 1421419203 ISBN 13: 9781421419206
Used Hardcover

Seller: GreatBookPrices, Columbia, MD, U.S.A.

Seller rating 5 out of 5 stars 5-star rating, Learn more about seller ratings

Condition: As New. Unread book in perfect condition. Seller Inventory # 24832547

Contact seller

Buy Used

US$ 29.23
Convert currency
Shipping: US$ 2.64
Within U.S.A.
Destination, rates & speeds

Quantity: Over 20 available

Add to basket

Seller Image

Schrier, Karen
Published by Johns Hopkins University Press, 2016
ISBN 10: 1421419203 ISBN 13: 9781421419206
New Hardcover

Seller: GreatBookPrices, Columbia, MD, U.S.A.

Seller rating 4 out of 5 stars 4-star rating, Learn more about seller ratings

Condition: New. Seller Inventory # 24832547-n

Contact seller

Buy New

US$ 47.34
Convert currency
Shipping: US$ 2.64
Within U.S.A.
Destination, rates & speeds

Quantity: Over 20 available

Add to basket

Stock Image

Karen Schrier
ISBN 10: 1421419203 ISBN 13: 9781421419206
New Hardcover

Seller: Grand Eagle Retail, Fairfield, OH, U.S.A.

Seller rating 5 out of 5 stars 5-star rating, Learn more about seller ratings

Hardcover. Condition: new. Hardcover. 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. This accessible book 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. Shipping may be from multiple locations in the US or from the UK, depending on stock availability. Seller Inventory # 9781421419206

Contact seller

Buy New

US$ 49.99
Convert currency
Shipping: FREE
Within U.S.A.
Destination, rates & speeds

Quantity: 1 available

Add to basket

Stock Image

Schrier, Karen
Published by Johns Hopkins University Press, 2016
ISBN 10: 1421419203 ISBN 13: 9781421419206
Used Hardcover

Seller: Phatpocket Limited, Waltham Abbey, HERTS, United Kingdom

Seller rating 5 out of 5 stars 5-star rating, Learn more about seller ratings

Condition: Good. Your purchase helps support Sri Lankan Children's Charity 'The Rainbow Centre'. Ex-library, so some stamps and wear, but in good overall condition. Our donations to The Rainbow Centre have helped provide an education and a safe haven to hundreds of children who live in appalling conditions. Seller Inventory # Z1-A-017-02173

Contact seller

Buy Used

US$ 40.89
Convert currency
Shipping: US$ 14.08
From United Kingdom to U.S.A.
Destination, rates & speeds

Quantity: 1 available

Add to basket

Seller Image

Schrier, Karen
Published by Johns Hopkins University Press, 2016
ISBN 10: 1421419203 ISBN 13: 9781421419206
Used Hardcover

Seller: GreatBookPricesUK, Woodford Green, United Kingdom

Seller rating 5 out of 5 stars 5-star rating, Learn more about seller ratings

Condition: As New. Unread book in perfect condition. Seller Inventory # 24832547

Contact seller

Buy Used

US$ 38.75
Convert currency
Shipping: US$ 19.85
From United Kingdom to U.S.A.
Destination, rates & speeds

Quantity: Over 20 available

Add to basket

Stock Image

Karen Schrier
Published by Johns Hopkins University Press, 2016
ISBN 10: 1421419203 ISBN 13: 9781421419206
New Hardcover

Seller: Kennys Bookshop and Art Galleries Ltd., Galway, GY, Ireland

Seller rating 5 out of 5 stars 5-star rating, Learn more about seller ratings

Condition: New. This accessible book 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. Series: Tech.edu: A Hopkins Series on Education and Technology. Num Pages: 288 pages, 18 black & white halftones. BIC Classification: JNM; TBX. Category: (P) Professional & Vocational. Dimension: 229 x 152 x 25. . . 2016. Hardcover. . . . . Seller Inventory # V9781421419206

Contact seller

Buy New

US$ 63.29
Convert currency
Shipping: US$ 11.97
From Ireland to U.S.A.
Destination, rates & speeds

Quantity: Over 20 available

Add to basket

Stock Image

Karen Schrier
Published by Johns Hopkins University Press, 2016
ISBN 10: 1421419203 ISBN 13: 9781421419206
New Hardcover

Seller: Kennys Bookstore, Olney, MD, U.S.A.

Seller rating 5 out of 5 stars 5-star rating, Learn more about seller ratings

Condition: New. This accessible book 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. Series: Tech.edu: A Hopkins Series on Education and Technology. Num Pages: 288 pages, 18 black & white halftones. BIC Classification: JNM; TBX. Category: (P) Professional & Vocational. Dimension: 229 x 152 x 25. . . 2016. Hardcover. . . . . Books ship from the US and Ireland. Seller Inventory # V9781421419206

Contact seller

Buy New

US$ 69.31
Convert currency
Shipping: US$ 10.50
Within U.S.A.
Destination, rates & speeds

Quantity: Over 20 available

Add to basket

Seller Image

Schrier, Karen
Published by Johns Hopkins University Press, 2016
ISBN 10: 1421419203 ISBN 13: 9781421419206
New Hardcover

Seller: GreatBookPricesUK, Woodford Green, United Kingdom

Seller rating 5 out of 5 stars 5-star rating, Learn more about seller ratings

Condition: New. Seller Inventory # 24832547-n

Contact seller

Buy New

US$ 68.69
Convert currency
Shipping: US$ 19.85
From United Kingdom to U.S.A.
Destination, rates & speeds

Quantity: Over 20 available

Add to basket

There are 2 more copies of this book

View all search results for this book