Doing Things with Games

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A01=Lindsay Grace
Alternate Reality Games
Analog Game
Anti-virus Software
Assessment Games
Augmented Reality
Author_Lindsay Grace
Board Game
Category=JBCT1
Category=UGG
client collaboration strategies
community games
designing games for social change
Digital Games
Drag Interface
education
Educational Game Design
Educational Games
Empathy Design
Empathy Games
Empathy Machine
eq_bestseller
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
eq_society-politics
game design
Game Design Document
game-based learning
Google Play
Grand Theft Auto
Hardware Description Language Verilog
Hero's Journey
Hero’s Journey
heuristic learning
human computation applications
IGA
impact assessment methods
Institutional Review Boards
interactive media studies
mental health interventions
Party Game
Persausive play
Persuasive Games
Pervasive Game
serious play
simulation
Social Impact Games
social impact play

Product details

  • ISBN 9781138367272
  • Weight: 650g
  • Dimensions: 156 x 234mm
  • Publication Date: 15 Jul 2019
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Hardback
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The book provides a contemporary foundation in designing social impact games. It is structured in 3 parts: understanding, application, and implementation. The book serves as a guide to designing social impact games, particularly focused on the needs of, media professionals, indie game designers and college students. It serves as a guide for people looking to create social impact play, informed by heuristics in game design.

Key Features

  • Provides contemporary guide on the use of games to create social impact for beginner to intermediate practitioners
  • o Provides design and implementation strategies for social impact games
  • Provides wide ranging case studies in social impact games
  • Provides professional advice from multiple social impact industry practitioners via sidebar interviews, quotes, and postmortems
  • Provides a quick start guide on creating a variety of social impact engagements across a wide variety of subjects and aims
  • Lindsay Grace is Knight Chair of Interactive Media and an associate professor at the University of Miami School of Communication. He is Vice President of the Higher Education Video Game Alliance, and founded the American University Game Lab and Studio, which completed hundreds of thousands of dollars in purpose driven play designs annually. Clients included the US National Institutes of Mental Health (NIMH), the Educational Testing Service (ETS), The World Bank, VOX Media and others. Lindsay's personal creative work has received awards and recognition from the Games for Change Festival, the Digital Diversity Network, the Association of Computing Machinery’s digital arts community, Black Enterprise and others. This work has been selected for showcase internationally including New York, Paris, Sao Paolo, Singapore, Chicago, Vancouver, Istanbul, and more. Lindsay curated or co-curated the Blank Arcade exhibits (2015-2019), Smithsonian American Art Museum’s SAAM Arcade (2014-2017), the Games for Change Civic and Social Impact (2017) and others. He has given talks and keynotes at the Game Developers Conference (GDC), SXSW, the Games for Change Festival, the Online News Association, the Society for News Design, Smithsonian Institutes, and many other industry events. His opinions on games have been offered by CNN, Al-Jazeera, National Public Radio and others. He has been teaching games and interactive media design for more than a decade.

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