Brenda Laurel: Pioneering Games for Girls

Author:   Carly A. Kocurek (Illinois Institute of Technology, USA)
Publisher:   Bloomsbury Publishing Plc
ISBN:  

9781501319778


Pages:   184
Publication Date:   09 February 2017
Format:   Paperback
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

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Brenda Laurel: Pioneering Games for Girls


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Full Product Details

Author:   Carly A. Kocurek (Illinois Institute of Technology, USA)
Publisher:   Bloomsbury Publishing Plc
Imprint:   Bloomsbury Academic USA
Dimensions:   Width: 14.00cm , Height: 1.80cm , Length: 21.60cm
Weight:   0.250kg
ISBN:  

9781501319778


ISBN 10:   1501319779
Pages:   184
Publication Date:   09 February 2017
Audience:   College/higher education ,  Tertiary & Higher Education
Format:   Paperback
Publisher's Status:   Active
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

Table of Contents

List of Figures Acknowledgments Preface by Jennifer deWinter and Carly A. Kocurek Foreword by Brian Moriarty 1 Introduction 2 “Even if it Means Shipping Products in Pink Boxes”: Research-driven Design 3 Aristotle and HCI: Computers as Theatre in Theory and Practice 4 “Friendship Adventures for Girls”: A Pre-History of Emotion Games 5 In Her Own Words 6 The Dangers of Being a Crash Dummy Gameography with Megan Boeshart Burrelle Works Cited Index

Reviews

For those who design inclusive games for new audiences, for those who research game culture and impact, and for those who are designing in the yet to be imagined realms of gameplay in virtual reality, we are each of us walking in the myriad paths first charted by Brenda Laurel. A must read for those interested in the future of games about one of its greatest pioneers. Tracy Fullerton, Professor and Chair, USC School of Cinematic Arts, Interactive Media & Games Division, USA As someone who has considered Brenda Laurel a friend, mentor, and thinking partner through the years, I was excited, and a bit nervous, to be reading a book that tries to capture her contributions and legacy as a groundbreaking game designer and utopian entrepreneur. This book passes along her vision and wisdom to the next generation of designers, from her early experiments in VR and exploration of what theater might teach us about interactive design, to Purple Moon's emphasis on design research, emotional adventures, fan engagement, and transmedia extension. Laurel was a transformative figure who helped to expand both who plays games and what kinds of experiences they offer to their players. And this book does a great job exploring her game design theory and practice in ways that are sure to inform and inspire anyone who wants to make a difference in this still emerging and expanding domain. Henry Jenkins, Provost's Professor of Communication, Journalism, Cinematic Art, and Education, University of Southern California, USA


For those who design inclusive games for new audiences, for those who research game culture and impact, and for those who are designing in the yet to be imagined realms of gameplay in virtual reality, we are each of us walking in the myriad paths first charted by Brenda Laurel. A must read for those interested in the future of games by one of its greatest pioneers. Tracy Fullerton, Professor and Chair, USC School of Cinematic Arts, Interactive Media & Games Division, USA


Author Information

Author Website:   http://www.sparklebliss.com/blog

Carly A. Kocurek is Assistant Professor of Digital Humanities and Media Studies at the Illinois Institute of Technology, USA. Kocurek is a cultural historian specializing in the study of new media technologies and video gaming. She is a regional director for the Learning Games Initiative and serves on the Women’s Committee and the Digital Humanities Caucus of the American Studies Association.

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Author Website:   http://www.sparklebliss.com/blog

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