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Author Burak, Asi, author.

Title Power play : how video games can save the world / Asi Burak and Laura Parker.

Publication Info. New York : St. Martin's Press, 2017.
©2017

Copies

Location Call No. Status
 Colchester, Cragin Memorial Library - Adult Department  794.8 BUR    Check Shelf
 West Hartford, Noah Webster Library - Non Fiction  794.8 BURAK    Check Shelf
Edition First edition.
Description xiv, 258 pages ; 22 cm
Bibliography Includes bibliographical references (pages 241-251) and index.
Contents A little game about peace : the story of PeaceMaker -- A former supreme court judge takes matters into her own hands : the story of iCivics -- New bonds in Georgia : the story of Macon Money -- A prince's tale : the story of New Arab Media -- Nine minutes of pregnancy : the story of the Half the Sky movement -- A lab of hope : the story of Re-Mission -- Armchair scientists : the story of Foldit and crowdgaming -- Under the hood : the story of NeuroRacer and Project Evo -- "Don't just buy a new video game, make one!" : President Barack Obama, December 8, 2013 -- Today and tomorrow : virtual reality and a new beginning.
Summary The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception--from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement's most iconic games, including former Supreme Court judge Sandra Day O'Connor and Pulitzer-Prize winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.
Subject Video games -- Social aspects.
Video games -- Design -- History.
Video games -- Design.
Video games -- Social aspects.
Video games -- Design -- History.
EDUCATION -- Computers & Technology.
COMPUTERS -- Social Aspects -- Human-Computer Interaction.
SOCIAL SCIENCE -- Sociology.
COMPUTERS -- Social Aspects -- Human-Computer Interaction.
EDUCATION -- Computers & Technology.
SOCIAL SCIENCE -- Sociology.
Video games -- Design. (OCoLC)fst01166425
Video games -- Social aspects. (OCoLC)fst01166440
Genre/Form History.
History. (OCoLC)fst01411628
ISBN 9781250089335 (hardcover)
1250089336 (hardcover)
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