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Reset: Changing the Way We Look at Video Games [Hardcover]

Rusel DeMaria (Author)
5.0 out of 5 stars  See all reviews (4 customer reviews)

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Book Description

April 28, 2007
Video games can actually be good for you?and Rusel DeMaria (whose books on video games have sold 2 million copies) proves it. In this insider's analysis of the increasingly violent and uncreative video gaming industry, he offers a roadmap for parents, educators, gamers, and industry insiders to leverage the inherent potential of games to promote positive personal and social change.

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Customers buy this book with Stop Teaching Our Kids to Kill : A Call to Action Against TV, Movie and Video Game Violence $15.29

Reset: Changing the Way We Look at Video Games + Stop Teaching Our Kids to Kill : A Call to Action Against TV, Movie and Video Game Violence


Editorial Reviews

About the Author

Rusel DeMaria has been writing about games and the game industry since 1981. he has been a senior editor for three national magazines, a columnist for newspapers and magazines nationally and internationally. He co-founded the most successful strategy guide publishing imprint in the gaming industry and has written more than 60 books, most of them in the game field. He has also designed games, and consulted with game companies as an analyst. He lives in Cave Junction OR.

Product Details

  • Hardcover: 227 pages
  • Publisher: Berrett-Koehler Publishers (April 28, 2007)
  • Language: English
  • ISBN-10: 1576754332
  • ISBN-13: 978-1576754337
  • Product Dimensions: 0.8 x 6.2 x 9.2 inches
  • Shipping Weight: 11.2 ounces (View shipping rates and policies)
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (4 customer reviews)
  • Amazon Best Sellers Rank: #775,772 in Books (See Top 100 in Books)

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4 of 4 people found the following review helpful:
5.0 out of 5 stars An excellent look at the value in video games, May 30, 2007
This review is from: Reset: Changing the Way We Look at Video Games (Hardcover)
As the parent of a long time gamer, I think this is a terrific book that would be of much value to a wide variety of people; parents, educators, psychologists, gaming journalists, and children's recreational supervisors. It would also be of value to anyone who works in the game industry or wants to work in the game industry, particularly in the business, community relations, executive, legal, or general design areas. Although it's certainly not aimed at gamers, I would say that gamers who have a serious interest in the broader aspects of the field should give it a read. It offers a lot of insights into video gaming, as well as offering up a good many ways that video games can add value and dimension to our personal, educational, and professional lives.
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2 of 2 people found the following review helpful:
5.0 out of 5 stars A fine choice for education and social issues libraries alike, August 8, 2007
This review is from: Reset: Changing the Way We Look at Video Games (Hardcover)
Video games can prove powerful tools for learning and social change: that's the eye-opening revelation in RESET: CHANGING THE WAY WE LOOK AT VIDEO GAMES, which comes from a gaming journalist and concerned parent who examines the myths and stereotypes revolving around video games. From an analysis of the business forces behind these games' development to the unique qualities which distinguish video games from other media and the latest learning research on play and learning connections, chapters extol the possibilities of video games as powerful tools for education and inspiration - if presented properly. A fine choice for education and social issues libraries alike, this will reach college-level audiences.

Diane C. Donovan
California Bookwatch
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2 of 2 people found the following review helpful:
5.0 out of 5 stars Something every parent, teacher and critic should read., July 9, 2007
This review is from: Reset: Changing the Way We Look at Video Games (Hardcover)
The book is a spirited attempt to defend the concept of computer gaming. It attempts to draw out and articulate the components of games which offer the potential to revolutionise the learning experience. The primary one being the involvement and identification of game play which `motivates' the user to learn complex subjects without the traditional experience of learning as a difficult and unappealing task.

The strongest elements of the book lie mostly in the author's attempt to `unpack' game-play and relate the different components back to (mostly psychological) research into learning and motivation. His central thesis is that if learning is unstructured and `fun', is it far more productive. Games focus on positive user experiences, and learning becomes almost a by-product of the on-going attempt to repeat the `buzz' of achieving desired tasks. Partly this is because learning is provided within more exciting and interesting contexts, and partly because the user doesn't perceive tasks as `compulsory', but is allowed to learn at their own pace and in their own way.

Whilst this idea is not new:

"Generally speaking, a child's education must be based on the principle that everything must come from his own will. Nothing should be given in a ready made form. One can only give the idea, one can only guide or even teach indirectly, starting from afar and leading him to the point from something else." (Gurdjieff 1928 - Views from the Real World.)

... it has (up till now) never meaningfully challenged the idea that learning (almost by definition) should be boring, hard and laborious.

In my opinion the author does an excellent job of reviewing the important elements of game-play and in showing how much this medium has to offer. He comes close to establishing `computer games' as a potential paradigm shift in the structure of education.

I think this is a book the critics should read!

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Inside This Book (learn more)
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
serious entertainment, arcade shooters, video gamers, immerse players, video garners, video game addiction, video games today, video game designers, casual games, video game playing, game makers
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Magic Edge, Dangerous Games, Better Games, Smart Players, Smart Parents, Electronic Arts, America's Army, Zoo Tycoon, Age of Empires, Next Step, The Sims, Microsoft Games, Simulation Rating, Brain Age, United States, Gerard Jones, Lara Croft, Mortal Kombat, Mom I'm Learning, Railroad Tycoon, Tomb Raider, Viva Piñata, Battle of Britain, Eye Toy, Grand Theft Auto
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Front Cover | Table of Contents | First Pages | Index | Surprise Me!
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