
Knowledge Games
How Playing Games Can Solve Problems, Create Insight, and Make Change
Karen Schrier(Author)
Johns Hopkins University Press
Published on 10. August 2016
Book
Hardback
280 pages
978-1-4214-1920-6 (ISBN)
Description
Imagine if new knowledge and insights came not just from research centers, think tanks, and universities but also from games, of all things. Video games have been viewed as causing social problems, but what if they actually helped solve them? This question drives Karen Schrier's Knowledge Games, which seeks to uncover the potentials and pitfalls of using games to make discoveries, solve real-world problems, and better understand our world. For example, so-called knowledge games-such as Foldit, a protein-folding puzzle game, SchoolLife, which crowdsources bullying interventions, and Reverse the Odds, in which mobile game players analyze breast cancer data-are already being used by researchers to gain scientific, psychological, and humanistic insights. Schrier argues that knowledge games are potentially powerful because of their ability to motivate a crowd of problem solvers within a dynamic system while also tapping into the innovative data processing and computational abilities of games.
In the near future, Schrier asserts, knowledge games may be created to understand and predict voting behavior, climate concerns, historical perspectives, online harassment, susceptibility to depression, or optimal advertising strategies, among other things. In addition to investigating the intersection of games, problem solving, and crowdsourcing, Schrier examines what happens when knowledge emerges from games and game players rather than scientists, professionals, and researchers. This accessible book also critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen.
In the near future, Schrier asserts, knowledge games may be created to understand and predict voting behavior, climate concerns, historical perspectives, online harassment, susceptibility to depression, or optimal advertising strategies, among other things. In addition to investigating the intersection of games, problem solving, and crowdsourcing, Schrier examines what happens when knowledge emerges from games and game players rather than scientists, professionals, and researchers. This accessible book also critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen.
Reviews / Votes
This book is accessible on many levels and creates opportunities for game players, game designers and game scholars to understand their own knowledge-building processes when working with games. Times Higher Education ... a substantial literature review of the vast - and rapidly growing - field of games that contribute to knowledge production. Reflective Teaching ... Knowledge Games serves as our entry point into a new conversation about the potential-and soon to be reality-of video games. elearn Magazine ... Schrier does a great job of clearing a space where we can chat about games' potential for giving us new perspectives on old problems. NEW SCIENTISTMore details
Series
Language
English
Place of publication
Baltimore, MD
United States
Target group
College/higher education
Product notice
sewn/stitched
Cloth over boards
Illustrations
18 s/w Photographien bzw. Rasterbilder
18 Halftones, black and white
Dimensions
Height: 236 mm
Width: 156 mm
Thickness: 30 mm
Weight
513 gr
ISBN-13
978-1-4214-1920-6 (9781421419206)
DOI
10.1353/book.47461
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Other editions
Additional editions

E-Book
08/2016
Johns Hopkins University Press
€26.49
Available for download
Person
Karen Schrier is an assistant professor of media arts, the director of the Play Innovation Lab, and the director of the Games and Emerging Media Program at Marist College. She is the editor of the Learning, Education, and Games series.
Content
Acknowledgments
Introduction
Part I What Are Knowledge Games?
1. Contribution
2. Design
Part II Why Knowledge Games?
3. Problem Solving
4. Motivation
5. Social Interaction
Part III Perspectives, Potentials, and Pitfalls
6. Amateurs
7. Participation
8. Data
9. Knowledge
Appendix A. Categories and Example
Appendix B. Design Principles, Recommendations, Considerations, and Implications
Appendix C. Guiding Questions
Notes
Index
Introduction
Part I What Are Knowledge Games?
1. Contribution
2. Design
Part II Why Knowledge Games?
3. Problem Solving
4. Motivation
5. Social Interaction
Part III Perspectives, Potentials, and Pitfalls
6. Amateurs
7. Participation
8. Data
9. Knowledge
Appendix A. Categories and Example
Appendix B. Design Principles, Recommendations, Considerations, and Implications
Appendix C. Guiding Questions
Notes
Index