James Paul Gee
Amidst all the many recent books on games, Karen Schrier’s Knowledge Games is something really new and truly important. Knowledge games are games where everyday people, without degrees or credentials, contribute to science, make knowledge, and sometimes best the experts. It’s all part of the larger Maker Movement and the drive for collective intelligence.
Ian Bogost
This book cuts through the thick fog of hype that surrounds games as learning tools in universities, businesses, and foundations. In place of blinkered ludophilia, Schrier offers a useful new category for thinking about games as machines by whose means we can do the work that produces new knowledge.
Zoë B. Corwin
By examining the intersection of crowdsourcing and games, Schrier provides a novel perspective on the role of games in society. This innovative book will resonate with students and scholars interested in game studies, computer science, and education.
Zoë B. Corwin
"By examining the intersection of crowdsourcing and games, Schrier provides a novel perspective on the role of games in society. This innovative book will resonate with students and scholars interested in game studies, computer science, and education."
Drew Davidson
Karen Schrier is thorough and clear in thinking through the interlacing issues involved with knowledge games. This book provides an important and critical overview of their development and experience.
From the Publisher
By examining the intersection of crowdsourcing and games, Schrier provides a novel perspective on the role of games in society. This innovative book will resonate with students and scholars interested in game studies, computer science, and education.—Zoë B. Corwin, University of Southern California, coeditor of Postsecondary Play: The Role of Games and Social Media in Higher Education
Amidst all the many recent books on games, Karen Schrier’s Knowledge Games is something really new and truly important. Knowledge games are games where everyday people, without degrees or credentials, contribute to science, make knowledge, and sometimes best the experts. It’s all part of the larger Maker Movement and the drive for collective intelligence.—James Paul Gee, Arizona State University, author of What Video Games Have to Teach Us about Learning and Literacy
This book cuts through the thick fog of hype that surrounds games as learning tools in universities, businesses, and foundations. In place of blinkered ludophilia, Schrier offers a useful new category for thinking about games as machines by whose means we can do the work that produces new knowledge.—Ian Bogost, Georgia Institute of Technology, author of How to Talk about Videogames
Karen Schrier is thorough and clear in thinking through the interlacing issues involved with knowledge games. This book provides an important and critical overview of their development and experience.—Drew Davidson, Carnegie Mellon University, editor of Beyond Fun: Serious Games and Media