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Index
Cover
Title Page
Copyright Notice
Epigraph
Contents
Prologue: Hard Fun
1: A Kind of Ultimate Decadence: How I Got Curious about Video Games
2: To the Moon and Back in Five Minutes: How Disdain for Centralized Authority and an Impulse to Play Brought Us “Supercomputers Everywhere”
3: “Don’t Kiss the Engine, Daddy, or the Carriages Won’t Think It’s Real”: How Games Work by Getting Us a Little High
4: The Game Layer: How Three Inventive Teachers Use Game Principles to Engage Students
5: Math without Words: How Euclid Would Have Taught Math If He’d Had an iPad
6: Rube Goldberg Brought Us Together: How a Group of New York City Teachers and Game Designers Are Redefining School
7: “I’m Not Good at Math, but My Avatar Is”: How a Subversive Suburban Teacher Is Using World of Warcraft to Teach Humanities
8: Project Unicorn: How a Heartless Media Conglomerate Could Spark a New Golden Age of Educational Gaming
9: A Walk in the Woods: How a First-Person Game Based on Thoreau’s Walden Can Make Transcendentalism—and Reading—Cool Again
10: Throw Trucks with Your Mind: How Video Games Can Help Heal ADHD, PTSD, and Depression—and Help Kids Relax
11: The Opposite of Fighting: How Violent Video Games Really Affect Kids
12: The Ludic Loop: How to Talk to Your Kids about Their Gaming Habits
Epilogue: Games Everywhere
Acknowledgments
Notes
Index
About the Author
Copyright
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