"This book is for people who are interested in creating their own computer games for the Windows platform. Using the easy but powerful The Games Factory 2 software, you will be able to make games quicker and easier than ever before, without any programming knowledge. Game creation is a lot of fun an
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d easier than you might have previously imagined; it really is simple to start making your own games. The Games Factory 2 software that we use in this book allows you to make many different types of games, such as card games, board games, puzzles, platform games, side-scrolling games, shoot ‘em ups, adventure games, and more. If you have always dreamed of making your own games, now is your chance." (Introduction)
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"This volume the consequences of digital media use for young people's individual and social identities. The contributors explore how young people use digital media to share ideas and creativity and to participate in networks that are small and large, local and global, intimate and anonymous. They lo
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ok at the emergence of new genres and forms, from SMS and instant messaging to home pages, blogs, and social networking sites. They discuss such topics as “girl power” online, the generational digital divide, young people and mobile communication, and the appeal of the “digital publics” of MySpace, considering whether these media offer young people genuinely new forms of engagement, interaction, and communication." (Back cover)
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"This volume addresses the issue of credibility—the objective and subjective components that make information believable—in the contemporary media environment. The contributors look particularly at youth audiences and experiences, considering the implications of wide access and the questionable
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credibility of information for youth and learning. They discuss such topics as the credibility of health information online, how to teach credibility assessment, and public policy solutions. Much research has been done on credibility and new media, but little of it focuses on users younger than college students. Digital Media, Youth, and Credibility fills this gap in the literature." (Publisher description)
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"This volume examines the core issues that arise when digital media use results in unintended learning experiences and unanticipated social encounters. The contributors examine the complex mix of emergent practices and developments online and elsewhere that empower young users to function as drivers
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of technological change, recognizing that these new technologies are embedded in larger social systems, school, family, friends. The chapters consider such topics as (un)equal access across economic, racial, and ethnic lines; media panics and social anxieties; policy and Internet protocols; media literacy; citizenship vs. consumption; creativity and collaboration; digital media and gender equity; shifting notions of temporality; and defining the public/private divide." (Back cover)
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"In the many studies of games and young people's use of them, little has been written about an overall “ecology” of gaming, game design and play—mapping the ways that all the various elements, from coding to social practices to aesthetics, coexist in the game world. This volume looks at games
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as systems in which young users participate, as gamers, producers, and learners. The Ecology of Games aims to expand upon and add nuance to the debate over the value of games—which so far has been vociferous but overly polemical and surprisingly shallow. Game play is credited with fostering new forms of social organization and new ways of thinking and interacting; the contributors work to situate this within a dynamic media ecology that has the participatory nature of gaming at its core. They look at the ways in which youth are empowered through their participation in the creation, uptake, and revision of games; emergent gaming literacies, including modding, world-building, and learning how to navigate a complex system; and how games act as points of departure for other forms of knowledge, literacy, and social organization." (Back cover)
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"Young people today have grown up living substantial portions of their lives online, seeking entertainment, social relationships, and a place to express themselves. It is clear that participation in online communities is important for many young people, but less clear how this translates into civic
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or political engagement. This volume examines the relationship of online action and real-world politics. The contributors discuss not only how online networks might inspire conventional political participation but also how creative uses of digital technologies are expanding the boundaries of politics and public issues. Do protests in gaming communities, music file sharing, or fan petitioning of music companies constitute political behavior? Do the communication skills and patterns of action developed in these online activities transfer to such offline realms as voting and public protests? Civic Life Online describes the many forms of civic life online that could predict a generation's political behavior." (Back cover)
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"Soul Buddyz, an initiative of the Soul City Institute for Health and Development Communication (IHDC), in partnership with the South African Broadcasting Corporation (SABC), is a multi-media intervention targeting children aged 8 to 14 in South Africa. The intervention is focused on the promotion o
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f children’s wellbeing through the provision of health information and skills to lead healthy lives, especially those which relate to HIV and AIDS and sexuality. Components of the intervention include a television drama, Soul Buddyz Television; a radio intervention, Soul Buddyz Radio consisting of drama, and interactive talk between children and adults; and a Lifeskills Booklet for Grade 7. In addition, there is a face-to-face intervention Soul Buddyz Clubs, implemented in primary schools in collaboration with the Department of Education. A reality television programme, Buddyz on the Move which showcases Soul Buddyz Club activities. Complementary materials and messaging for parents and care-givers of children are also part of the intervention. This report presents an independent evaluation of Soul Buddyz conducted in 2006. Interviews were conducted with a sample of 1500 children aged 8-15 across the country, in a nationally representative sample [...] Some 82% of children in the 8-15 age group reported having watched Soul Buddyz TV. Some 63% reported having watched Buddyz on the Move. Soul Buddyz radio achieved lower reach with 32% of children in the 8-15 year age group reporting having listened to the programme on radio, although this is still substantial, given that fewer children listen to radio. Around 45% of children have heard of Soul Buddyz Clubs, while 6% of children reported ever being members. The Grade 7 Lifeskills Booklet, designed to be a user-friendly information and activity resource for Grade 7 learners in South Africa, was reportedly used by close 50% of children in the target age group. Soul Buddyz appears to appeal to both boys and girls with no significant differences in reach. Reach of Soul Buddyz is good in both rural and urban areas, but higher among urban children." (Executive summary)
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"Ängste und Hoffnungen verbinden sich mit den jungen Menschen, die in der arabischen Welt zwei Drittel der Bevölkerung ausmachen. Wie reagieren die Jugendlichen auf die Herausforderungen einer globalisierten Welt? Anhand der Internetnutzung marokkanischer Jugendlicher und den damit verbundenen Ane
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ignungspraktiken lässt diese Studie die Ambivalenz von Globalisierungsprozessen in der arabischen Welt sichtbar werden. In der kommunikativen Entgrenzung wird die eigene strukturelle Begrenzung deutlich: Geographische, soziale und kulturelle Grenzen werden hinterfragt, verschoben und überwunden – aber auch fixiert." (Verlagsbeschreibung)
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"[...] este libro les tiene que servir para emprender nuevos proyectos en sus vidas de todos los días: hacer una revista con amigos, inventar un nuevo programa de radio que puedan proponer en la radio comunitaria de los lugares dónde viven y ¿por qué no? en una radio de las grandes, las que se c
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onocen como "comerciales"; hacer un proyecto productivo con familiares y amigos que no sólo tenga que ver con el periodismo; para reflexionar siempre sobre el rol que tenemos cuando elegimos ser docentes en las escuelas de nuestros pueblos o cuando queremos compartir nuestros conocimientos y habilidades con vecinos en una salita prestada por un centro cultural de nuestro barrio, para hacer valer nuestros derechos ciudadanos en la cotidianeidad de nuestra democracia (no sólo cuando nos toque votar, después de cumplidos los 18 años) y para muchas cosas más que se les van a ocurrir a ustedes." (Presentación, página 5)
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