Author: Elizabeth Sampat
Publisher: Createspace Independent Publishing Platform
ISBN: 9781548761516
Category :
Languages : en
Pages : 88
Book Description
In this guide, Elizabeth Sampat teaches designers to reach out to others by reaching through themselves. Drawing on influences as varied as history, politics, psychology and theater, EMPATHY ENGINES sketches a complex network of interaction and community, and shows that system design is at its beating heart. With thorough breakdowns of a multitude of games (blockbuster and indie) and thought-provoking exercises at the end of each chapter, EMPATHY ENGINES will make any game designer think more closely about how to wield systems with intention. Chapter List: Introduction Systems Make Statements Extinguishing Neutrality Minimalism & Autobiography Cognitive & Emotional Empathy Real-World Emulation Games Are Broken; Reality's Fine Designing For Cognitive Empathy The Problem With Winnability Afterword
The Empathy Edge
Author: Maria Ross
Publisher: Page Two
ISBN: 198902579X
Category : Business & Economics
Languages : en
Pages : 0
Book Description
Furious customers? Missed deadlines? Failed products? The problems your business faces may stem from a single issue: lack of empathy. Being empathetic at work means seeing the situation from another's perspective, and using that vantage point to shape your leadership style, workplace culture, and branding strategy. Pairing her knowledge as a branding expert with proven research and fascinating stories from executives, change-makers and community leaders, Maria Ross reveals exactly how empathy makes brands and organizations stronger and more successful. Ross shows why your business needs to cultivate more empathy now, and shares the habits and traits of empathetic leaders who foster more productivity and loyalty. She gives practical tips, big and small, for how to align your mission and values and hire the right people, cultivating a more empathetic--and innovative--workplace culture. Finally, she gives you the goods on building your empathetic brand in an authentic and proactive way, and shows how doing so results in happier customers, innovative work cultures and increased profits. In this practical playbook for businesses of all types, Maria Ross proves that empathy is not just good for society--it's great for business, and may transform you at a personal level, too.
Publisher: Page Two
ISBN: 198902579X
Category : Business & Economics
Languages : en
Pages : 0
Book Description
Furious customers? Missed deadlines? Failed products? The problems your business faces may stem from a single issue: lack of empathy. Being empathetic at work means seeing the situation from another's perspective, and using that vantage point to shape your leadership style, workplace culture, and branding strategy. Pairing her knowledge as a branding expert with proven research and fascinating stories from executives, change-makers and community leaders, Maria Ross reveals exactly how empathy makes brands and organizations stronger and more successful. Ross shows why your business needs to cultivate more empathy now, and shares the habits and traits of empathetic leaders who foster more productivity and loyalty. She gives practical tips, big and small, for how to align your mission and values and hire the right people, cultivating a more empathetic--and innovative--workplace culture. Finally, she gives you the goods on building your empathetic brand in an authentic and proactive way, and shows how doing so results in happier customers, innovative work cultures and increased profits. In this practical playbook for businesses of all types, Maria Ross proves that empathy is not just good for society--it's great for business, and may transform you at a personal level, too.
The World Is Born From Zero
Author: Cameron Kunzelman
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110719452
Category : History
Languages : en
Pages : 206
Book Description
The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furthest reaches. Claiming that the best way to understand games is through rigorous formal analysis of their aesthetic strategies and the cultural context those strategies emerge from, Kunzelman investigates a diverse array of games like The Last of Us, VA-11 Hall-A, and Civilization VI in order to explore what science fiction video games can tell us about their genres, their ways of speculating, and how the medium of the video game does (or does not) direct us down experiential pathways that are both oppressive and liberatory. Taking a multidisciplinary look at these games, The World is Born From Zero offers a unique theorization of science fiction games that provides both science fiction studies and video game studies with new tools for thinking how this medium and mode inform each other.
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110719452
Category : History
Languages : en
Pages : 206
Book Description
The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furthest reaches. Claiming that the best way to understand games is through rigorous formal analysis of their aesthetic strategies and the cultural context those strategies emerge from, Kunzelman investigates a diverse array of games like The Last of Us, VA-11 Hall-A, and Civilization VI in order to explore what science fiction video games can tell us about their genres, their ways of speculating, and how the medium of the video game does (or does not) direct us down experiential pathways that are both oppressive and liberatory. Taking a multidisciplinary look at these games, The World is Born From Zero offers a unique theorization of science fiction games that provides both science fiction studies and video game studies with new tools for thinking how this medium and mode inform each other.
History
Author: Anna Greenwood
Publisher: Emerald Group Publishing
ISBN: 1804551872
Category : Medical
Languages : en
Pages : 148
Book Description
History has been a source of cultural fascination since ancient times, however little attention has been paid to its potential as a positive force for health and wellbeing, at least until now. Presenting the benefits of historical engagement, and practical tips for making the most of it, Anna Greenwood considers the power this discipline has to spur better health outcomes. A ground-breaking work for history buffs and healthcare providers alike, this new instalment in the Arts for Health series by one of the leading scholars in modern health history advocates for history’s ability to deepen sympathies, broaden imaginations, and create community beyond the customary restrictions of time and geography.
Publisher: Emerald Group Publishing
ISBN: 1804551872
Category : Medical
Languages : en
Pages : 148
Book Description
History has been a source of cultural fascination since ancient times, however little attention has been paid to its potential as a positive force for health and wellbeing, at least until now. Presenting the benefits of historical engagement, and practical tips for making the most of it, Anna Greenwood considers the power this discipline has to spur better health outcomes. A ground-breaking work for history buffs and healthcare providers alike, this new instalment in the Arts for Health series by one of the leading scholars in modern health history advocates for history’s ability to deepen sympathies, broaden imaginations, and create community beyond the customary restrictions of time and geography.
Emotions as Engines of History
Author: Rafał Borysławski
Publisher: Routledge
ISBN: 1000452379
Category : History
Languages : en
Pages : 242
Book Description
Seeking to bridge the gap between various approaches to the study of emotions, this volume aims at a multidisciplinary examination of connections between emotions and history and the ways in which these connections have manifested themselves in historiography, cultural, and literary studies. The book offers a selected range of insights into the idea of emotions, affects, and emotionality as driving forces and agents of change in history. The fifteen essays it comprises probe into the emotional motives and dispositions behind both historical phenomena and the ways they were narrated.
Publisher: Routledge
ISBN: 1000452379
Category : History
Languages : en
Pages : 242
Book Description
Seeking to bridge the gap between various approaches to the study of emotions, this volume aims at a multidisciplinary examination of connections between emotions and history and the ways in which these connections have manifested themselves in historiography, cultural, and literary studies. The book offers a selected range of insights into the idea of emotions, affects, and emotionality as driving forces and agents of change in history. The fifteen essays it comprises probe into the emotional motives and dispositions behind both historical phenomena and the ways they were narrated.
Past and Future Presence
Author: Lissa Crofton-Sleigh
Publisher: Amherst College Press
ISBN: 1943208700
Category : Computers
Languages : en
Pages : 140
Book Description
While uses and studies of XR technology within STEM-based education have been plentiful in recent years, there has been lesser or even, at times, a lack of coverage for this novel learning tool in the arts and humanities.Past and Future Presence aims to bridge some of that gap by presenting research-based theory and case studies of successful application and implementation of XR technology into postsecondary educational settings, ranging in topics from ancient to modern languages, classical and contemporary art, and reenvisioned historical scenes and events presented in ways never seen before. The studies also contemplate how this novel medium can enhance and supplement learning in classrooms and other formal or informal learning environments. The volume as a whole is intended to demonstrate to educators, scholars, and researchers in higher education the potential value of integrating XR technology into their classrooms and to provide a strong argument for college and university administrators to invest in training and development of new research and content for classrooms inside and outside of STEM. The authors of these chapters come from a diverse range of backgrounds at different stages of their careers, providing a broad crosssection of scholastic work within the humanities and arts. Each chapter offers a different angle or approach to incorporating XR technology into teaching or research within different subject areas. As the volume suggests, this technology also places additional emphasis on the humanity within the humanities, by focusing on increasing connection between users and different cultures, time periods, and perspectives.
Publisher: Amherst College Press
ISBN: 1943208700
Category : Computers
Languages : en
Pages : 140
Book Description
While uses and studies of XR technology within STEM-based education have been plentiful in recent years, there has been lesser or even, at times, a lack of coverage for this novel learning tool in the arts and humanities.Past and Future Presence aims to bridge some of that gap by presenting research-based theory and case studies of successful application and implementation of XR technology into postsecondary educational settings, ranging in topics from ancient to modern languages, classical and contemporary art, and reenvisioned historical scenes and events presented in ways never seen before. The studies also contemplate how this novel medium can enhance and supplement learning in classrooms and other formal or informal learning environments. The volume as a whole is intended to demonstrate to educators, scholars, and researchers in higher education the potential value of integrating XR technology into their classrooms and to provide a strong argument for college and university administrators to invest in training and development of new research and content for classrooms inside and outside of STEM. The authors of these chapters come from a diverse range of backgrounds at different stages of their careers, providing a broad crosssection of scholastic work within the humanities and arts. Each chapter offers a different angle or approach to incorporating XR technology into teaching or research within different subject areas. As the volume suggests, this technology also places additional emphasis on the humanity within the humanities, by focusing on increasing connection between users and different cultures, time periods, and perspectives.
Design Thinking for Every Classroom
Author: Shelley Goldman
Publisher: Routledge
ISBN: 1000453952
Category : Education
Languages : en
Pages : 168
Book Description
Designed to apply across grade levels, Design Thinking for Every Classroom is the definitive teacher’s guide to learning about and working with design thinking. Addressing the common hurdles and pain points, this guide illustrates how to bring collaborative, equitable, and empathetic practices into your teaching. Learn about the innovative processes and mindsets of design thinking, how it differs from what you already do in your classroom, and steps for integrating design thinking into your own curriculum. Featuring vignettes from design thinking classrooms alongside sample lessons, assessments and starter activities, this practical resource is essential reading as you introduce design thinking into your classroom, program, or community.
Publisher: Routledge
ISBN: 1000453952
Category : Education
Languages : en
Pages : 168
Book Description
Designed to apply across grade levels, Design Thinking for Every Classroom is the definitive teacher’s guide to learning about and working with design thinking. Addressing the common hurdles and pain points, this guide illustrates how to bring collaborative, equitable, and empathetic practices into your teaching. Learn about the innovative processes and mindsets of design thinking, how it differs from what you already do in your classroom, and steps for integrating design thinking into your own curriculum. Featuring vignettes from design thinking classrooms alongside sample lessons, assessments and starter activities, this practical resource is essential reading as you introduce design thinking into your classroom, program, or community.
Mending Education
Author: Karen Gross
Publisher: Teachers College Press
ISBN: 0807786004
Category : Education
Languages : en
Pages : 241
Book Description
"The authors focus on how sudden and forced changes to teaching and learning created "Pandemic Positives" which can be captured and brought to scale across pre-K-adult settings"--
Publisher: Teachers College Press
ISBN: 0807786004
Category : Education
Languages : en
Pages : 241
Book Description
"The authors focus on how sudden and forced changes to teaching and learning created "Pandemic Positives" which can be captured and brought to scale across pre-K-adult settings"--
Engines of Empathy
Author: Paul Mannering
Publisher: Ifwg Publishing Australia
ISBN: 9781925496659
Category : Fiction
Languages : en
Pages : 192
Book Description
Charlotte Pudding, computer psychologist and recent orphan, is not precisely thrilled with her lot in life (and not just because of the 'orphan' bit). Nevertheless, having her routine disrupted by a shadowy corporation, a man who claims to be a retired god, and the secrets of her own family history isn't a walk in the park, either. Charlotte's quest for answers will lead her on a perilous journey into a religion based on quantum physics, a hunt for unexpectedly rare plant oil, and a fight to the shame against a black-belt in sarcasm. In a world that runs on peace and harmony, Charlotte is about to discover just how far some people are prepared to go to maintain tranquillity.
Publisher: Ifwg Publishing Australia
ISBN: 9781925496659
Category : Fiction
Languages : en
Pages : 192
Book Description
Charlotte Pudding, computer psychologist and recent orphan, is not precisely thrilled with her lot in life (and not just because of the 'orphan' bit). Nevertheless, having her routine disrupted by a shadowy corporation, a man who claims to be a retired god, and the secrets of her own family history isn't a walk in the park, either. Charlotte's quest for answers will lead her on a perilous journey into a religion based on quantum physics, a hunt for unexpectedly rare plant oil, and a fight to the shame against a black-belt in sarcasm. In a world that runs on peace and harmony, Charlotte is about to discover just how far some people are prepared to go to maintain tranquillity.
Handmade Pixels
Author: Jesper Juul
Publisher: MIT Press
ISBN: 0262354357
Category : Games & Activities
Languages : en
Pages : 328
Book Description
An investigation of independent video games—creative, personal, strange, and experimental—and their claims to handcrafted authenticity in a purely digital medium. Video games are often dismissed as mere entertainment products created by faceless corporations. The last twenty years, however, have seen the rise of independent, or “indie,” video games: a wave of small, cheaply developed, experimental, and personal video games that react against mainstream video game development and culture. In Handmade Pixels, Jesper Juul examine the paradoxical claims of developers, players, and festivals that portray independent games as unique and hand-crafted objects in a globally distributed digital medium. Juul explains that independent video games are presented not as mass market products, but as cultural works created by people, and are promoted as authentic alternatives to mainstream games. Writing as a game player, scholar, developer, and educator, Juul tells the story of how independent games—creative, personal, strange, and experimental—became a historical movement that borrowed the term “independent” from film and music while finding its own kind of independence. Juul describes how the visual style of independent games signals their authenticity—often by referring to older video games or analog visual styles. He shows how developers use strategies for creating games with financial, aesthetic, and cultural independence; discusses the aesthetic innovations of “walking simulator” games; and explains the controversies over what is and what isn't a game. Juul offers examples from independent games ranging from Dys4ia to Firewatch; the text is richly illustrated with many color images.
Publisher: MIT Press
ISBN: 0262354357
Category : Games & Activities
Languages : en
Pages : 328
Book Description
An investigation of independent video games—creative, personal, strange, and experimental—and their claims to handcrafted authenticity in a purely digital medium. Video games are often dismissed as mere entertainment products created by faceless corporations. The last twenty years, however, have seen the rise of independent, or “indie,” video games: a wave of small, cheaply developed, experimental, and personal video games that react against mainstream video game development and culture. In Handmade Pixels, Jesper Juul examine the paradoxical claims of developers, players, and festivals that portray independent games as unique and hand-crafted objects in a globally distributed digital medium. Juul explains that independent video games are presented not as mass market products, but as cultural works created by people, and are promoted as authentic alternatives to mainstream games. Writing as a game player, scholar, developer, and educator, Juul tells the story of how independent games—creative, personal, strange, and experimental—became a historical movement that borrowed the term “independent” from film and music while finding its own kind of independence. Juul describes how the visual style of independent games signals their authenticity—often by referring to older video games or analog visual styles. He shows how developers use strategies for creating games with financial, aesthetic, and cultural independence; discusses the aesthetic innovations of “walking simulator” games; and explains the controversies over what is and what isn't a game. Juul offers examples from independent games ranging from Dys4ia to Firewatch; the text is richly illustrated with many color images.