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VIDEO GAME EDUCATION: STUDIES AND TRAINING PATHS

Damiano Felini



 

Launched in 2002, the Ludologica Collection examines the most important video games of all time. Each volume is dedicated to a key theme or a seminal title. The discussed texts are placed within the production of the game designer and the genre of development and are analyzed in depth. From Will Wright to Shigeru Miyamoto, from Hideo Kojima to Richard Garriott, Ludologica thus creates an original mosaic of aesthetics, genres, and autonomous intentions with few comparisons in the current publishing landscape. The collection offers a new way to look at video games with an approach that is both accessible and stimulating. Among the authors are prominent figures from specialized criticism, university professors from prestigious institutions, and enthusiasts.


This volume aims to address the possibility of integrating video games into educational curricula, both within schools and beyond, using a pedagogical and didactic approach. The result of collaborative work by the authors, drawing on their reflections and experiences in working with students and teachers, the text offers actionable insights and clear perspectives on the subject. It is based on the belief that video games should not merely serve as tools to make lessons more enjoyable but are, in fact, genuine cultural artifacts that deserve to be understood. Video game education is, therefore, an attempt – paradoxical, yet not entirely so – to introduce young people to the video games they use on a daily basis, encouraging them to understand these games more deeply, to engage with them consciously, and to comprehend how to design and create them.

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

Italian

Paperback

9788840015460

2012

181

OTHER NAMES

  • Video game education. Studi e percorsi di formazione

 

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Publishers: #EdizioniUnicopli (Edizioni Unicopli)

Languages: #Italian

Format: #Paperback

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Year: #Year2012


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Misc:

#Ludologica (Ludologica #17)

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