000 05681nam a22006255i 4500
001 978-3-031-42260-7
003 DE-He213
005 20251030113103.0
007 cr nn 008mamaa
008 240925s2024 sz | s |||| 0|eng d
020 _a9783031422607
_9978-3-031-42260-7
024 7 _a10.1007/978-3-031-42260-7
_2doi
050 4 _aG1-922
072 7 _aRG
_2bicssc
072 7 _aSCI030000
_2bisacsh
072 7 _aRG
_2thema
245 1 0 _aGaming and Geography
_h[electronic resource] :
_bA Multi-perspective Approach to Understanding the Impacts on Geography (Education) /
_cedited by Michael Morawski, Sebastian Wolff-Seidel.
250 _a1st ed. 2024.
264 1 _aCham :
_bSpringer International Publishing :
_bImprint: Springer,
_c2024.
300 _aXV, 323 p. 51 illus., 40 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aKey Challenges in Geography, EUROGEO Book Series,
_x2522-8439
505 0 _aDimensions 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.
520 _aThis 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.
650 0 _aGeography.
_962292
650 0 _aCulture
_xStudy and teaching.
_966082
650 0 _aArts.
_965405
650 0 _aTeachers
_xTraining of.
_958400
650 0 _aScience
_xStudy and teaching.
_959952
650 0 _aEducation, Higher.
650 1 4 _aGeography.
_962292
650 2 4 _aCultural Studies.
_958745
650 2 4 _aArts.
_965405
650 2 4 _aTeaching and Teacher Education.
650 2 4 _aScience Education.
_969095
650 2 4 _aHigher Education.
_968980
700 1 _aMorawski, Michael.
_eeditor.
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
_984938
700 1 _aWolff-Seidel, Sebastian.
_eeditor.
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
_984939
710 2 _aSpringerLink (Online service)
773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
_z9783031422591
776 0 8 _iPrinted edition:
_z9783031422614
776 0 8 _iPrinted edition:
_z9783031422621
830 0 _aKey Challenges in Geography, EUROGEO Book Series,
_x2522-8439
_984940
856 4 0 _uhttps://doi.org/10.1007/978-3-031-42260-7
912 _aZDB-2-EES
912 _aZDB-2-SXEE
999 _c63678
_d63678