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Reset by Rusel Demaria

Reset

Best Seller
Reset by Rusel Demaria
Hardcover $24.95
May 17, 2007 | ISBN 9781576754337

Also available from:

  • May 17, 2007 | ISBN 9781576754337

    Also available from:

*This title is not eligible for purchase to earn points nor for redemption with your code in the Reader Rewards program

Product Details

Praise

“Must reading for parents, policy-makers and pundits.”
–Bing Gordon Chief Creative Officer, Electronic Arts

“As your son or daughter would no doubt put it, Rusel DeMaria ‘gets it.’ He combines an insider’s understanding of how the games industry works, a fan’s vantage point on what’s exciting about this emerging medium, a concerned citizen’s perspective on the social and educational impacts of games culture, and a visionary’s take on where this might all be leading. It’s a potent combination— all the more so because he pulls it off with common sense and accessible, even engaging prose. This is a book parents and educators should read before they make any final judgments about the place of games in the lives of young Americans, and young people should read Reset if they are looking for arguments about why playing games doesn’t rot the brain.”
–Henry Jenkins, author of Convergence Culture: Where Old and New Media Collide

“Rusel DeMaria has long been a unique and insightful voice inside the games industry. Reset is the first book about video games that covers the whole area, in a completely lucid and entertaining way, for a wide audience. Anyone can now get up to speed on a controversial topic of vital concern to our culture and our economy.”
–James Paul Gee, Tashia Morgridge Professor of Reading, University of Wisconsin-Madison, and author of What Video Games Can Teach Us About Learning and Literacy

“Rusel DeMaria opens the eyes of the reader to rethink and reshape the notion of videogames from something to be feared to something that is a vital agent for social change, creativity and innovation in the 21st Century…. An absolute must for parents, students, policymakers, educators, or anyone who wants to be enlightened about how learning itself will forever change because of the influence of videogames.”
–Corey P. Carbonara, PhD, Professor, Film and Digital Media Director, Digital Communication Technologies Project, Baylor University

Table Of Contents

Introduction
1 Dangerous Games
2 Gamers and Game-Makers
3 Why We Play
4 Your Brain on Games
5 The Magic Edge and TMSI
6 Better Games, by Design
7 Playing to the Future
8 Serious Entertainment
9 Smart Parents, Smart Players
10 Get in the Game
11 Digital Advocacy
Resources
Notes
Recommended Reading
Index
About the Author

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