Download or read book Situational Game Design written by Brian Upton and published by CRC Press. This book was released on 2017-10-31 with total page 119 pages. Available in PDF, EPUB and Kindle. Book excerpt: Situational Design lays out a new methodology for designing and critiquing videogames. While most game design books focus on games as formal systems, Situational Design concentrates squarely on player experience. It looks at how playfulness is not a property of a game considered in isolation, but rather the result of the intersection of a game with an appropriate player. Starting from simple concepts, the book advances step-by-step to build up a set of practical tools for designing player-centric playful situations. While these tools provide a fresh perspective on familiar design challenges as well as those overlooked by more transactional design paradigms. Key Features Introduces a new methodology of game design that concentrates on moment-to-moment player experience Provides practical design heuristics for designing playful situations in all types of games Offers groundbreaking techniques for designing non-interactive play spaces Teaches designers how to create games that function as performances Provides a roadmap for the evolution of games as an art form.
Download or read book Every Game Is an Island written by Riccardo Fassone and published by Bloomsbury Publishing USA. This book was released on 2017-02-23 with total page 209 pages. Available in PDF, EPUB and Kindle. Book excerpt: Despite the pervasive rhetorics of immersion and embodiment found in industrial and social discourses, playing a video game is an exercise in non-linearity. The pervasiveness of trial and error mechanics, unforgiving game over screens, loading times, minute tweakings of options and settings, should lead us to consider video games as a medium that cannot eschew fragmentation. Every Game is an Island is an analysis and a critique of grey areas, dead ends and extremities found in digital games, an exploration of border zones where play and non-play coexist or compete. Riccardo Fassone describes the complexity of the experience of video game play and brings integral but often overlooked components of the gameplay experience to the fore, in an attempt to problematize a reading of video games as grandiosely immersive, all-encompassing narrative experiences. Through the analysis of closures and endings, limits and borders, and liminal states, this field-advancing study looks at the heart of a medium starting from its periphery.
Download or read book Metagames written by Agata Waszkiewicz and published by Taylor & Francis. This book was released on 2024-03-05 with total page 209 pages. Available in PDF, EPUB and Kindle. Book excerpt: Metagames: Games about Games scrutinizes how various meta devices, such as breaking the fourth wall and unreliable narrator, change and adapt when translated into the uniquely interactive medium of digital games. Through its theoretical analyses and case studies, the book shows how metafictional experimentation can be used to both challenge and push the boundaries of what a game is and what a player’s role is in play, and to raise more profound topics such as those describing experiences of people of oppressed identities. The book is divided into six chapters that deal with the following meta devices: breaking the fourth wall, hypermediation, unreliable narrator, abusive game design, fragmentation, and parody. The book will predominantly interest scholars and students of media studies and game studies as it continues discourses held in the discipline regarding the metareferential character of digital games.
Download or read book Differential Games written by Rufus Isaacs and published by Courier Corporation. This book was released on 2012-04-26 with total page 420 pages. Available in PDF, EPUB and Kindle. Book excerpt: Definitive work draws on game theory, calculus of variations, and control theory to solve an array of problems: military, pursuit and evasion, athletic contests, many more. Detailed examples, formal calculations. 1965 edition.
Download or read book 250 Indie Games You Must Play written by Mike Rose and published by CRC Press. This book was released on 2011-05-02 with total page 280 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a guide to the expanding world of indie gaming. It helps readers to understand why indie games are so important to so many people in the entertainment industry. The book covers puzzlers, platformers, beat 'em ups, shoot 'em ups, role-playing, and strategy.
Download or read book Primary Games written by Steve Sugar and published by John Wiley & Sons. This book was released on 2002-09-13 with total page 393 pages. Available in PDF, EPUB and Kindle. Book excerpt: Primary Games includes a wealth of games for K-8 students that will enliven instruction, boost student motivation, and enhance learning in the classroom or at home. The book features in- and out-of-desk activities that will engage and stimulate students, as well as promote teamwork, skill building, and interactive problem solving.
Download or read book Thiagi s 100 Favorite Games written by Sivasailam Thiagarajan and published by John Wiley & Sons. This book was released on 2008-03-11 with total page 402 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thiagi's 100 Favorite Gamesis an exciting new resource from Sivasailam "Thiagi" Thiagarajan, who is acknowledged as the world’s foremost authority on interactive learning. This is a first-of-its-kind collection that represents game play at its very best. Thiagi offers the "how-to" and the "lowdown" on his all-time favorite games. With this resource, you’ll never be stuck for a fun, innovative, and effective activity. Thiagi’s 100 Favorite Games can be used to: Illustrate concepts Aid learning transfer Improve team work Build critical skills in any training event Energize meetings Or us as icebreakers, or openers and closers to a formal training session
Download or read book BioShock written by Robert Jackson and published by John Hunt Publishing. This book was released on 2014-11-28 with total page 360 pages. Available in PDF, EPUB and Kindle. Book excerpt: A historical, critical look at the famous videogame franchise BioShock, understanding it through philosophical, ideological and computational interpretations of systems, decisions and 'propaganda'.
Download or read book Closing Circles written by Dana Januszka and published by Center for Responsive Schools, Inc.. This book was released on 2012 with total page 135 pages. Available in PDF, EPUB and Kindle. Book excerpt: Bringing the school day to a peaceful end enhances learning and reaffirms classroom community. Gather with your class for a 5- or 10-minute activity before dismissal and you'll all leave school feeling encouraged and competent. This book contains 50 easy-to-do activities for the end of the day: songs and chants, individual reflection questions, energetic cheers, silent cheers, quick partner and group chats, team or class challenges, quiet think time, and more. Use the activities as written or make them your own by adapting them to fit your students' mood or developmental needs. Handy size and spiral binding for easy classroom reference.
Download or read book Gaming Utopia written by Claudia Costa Pederson and published by Indiana University Press. This book was released on 2021-04-06 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Gaming Utopia: Ludic Worlds in Art, Design, and Media, Claudia Costa Pederson analyzes modernist avant-garde and contemporary video games to challenge the idea that gaming is an exclusively white, heterosexual, male, corporatized leisure activity and reenvisions it as a catalyst for social change. By looking at over fifty projects that together span a century and the world, Pederson explores the capacity for sociopolitical commentary in virtual and digital realms and highlights contributions to the history of gaming by women, queer, and transnational artists. The result is a critical tool for understanding video games as imaginative forms of living that offer alternatives to our current reality. With an interdisciplinary approach, Gaming Utopia emphasizes how game design, creation, and play can become political forms of social protest and examines the ways that games as art open doors to a more just and peaceful world.
Download or read book Landscapes for Learning written by Sharon Stine and published by John Wiley & Sons. This book was released on 1996-12-06 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ask people what they remember most about the physical surroundingsof their childhood and they're likely to describe a special placeout of doors--a school yard, a patch of woods, a community garden.For it is outside space that is most conducive to the ebb and flowof spontaneous activities, offers rich and often surprising sensoryinput, and provides endless possibilities for exploration. If theclassroom is the place where children are taught, the outdoors iswhere they learn on their own. A growing legion of landscape architects is exploring andexploiting the ability to create outdoor environments that optimizethe learning experience and mirror the ideas, values, attitudes,and cultures of those who inhabit them. In Landscapes for Learning,Dr. Sharon Stine presents 11 case studies of the very best of thesedesign projects from around the world. Her findings describe notonly design concepts and end results--rich outdoor learningenvironments--but, more importantly, the processes that led to thecreation of these environments. She examines the roles ofdesigners, teachers, and the children themselves, and how theirinteraction affects the planning, building, and use of thespace. Dr. Stine shows how the most successful designs address the needsof both the children whose job it is to "mess up" the space and theadults who supervise them. She defines nine pairs of contrastingelements that are essential to any play environment and uses theseboth as the basis for her analyses of particular environments andas the foundation of a common language that designers and educatorscan use when developing a new design. She also addresses the issuesof safety and security and demonstrates that learning environmentscan be stimulating, interesting links with the natural world andsafe places for children to run free. Landscapes for Learning is the ideal source for landscapearchitects, architects, planners, school administrators, andteachers who want to collaborate in the development of useful,intriguing outdoor environments for students in day care,preschool, elementary school, junior high, and high school. Discover the keys to creating delightful, stimulating, challenging,and educational outdoor environments for children and youth This unique volume explores the vital and growing movement that istransforming school yards, day-care facilities, and museum groundsaround the world. Dr. Sharon Stine presents detailed analyses of awide variety of outdoor environments for children and theprinciples and processes that enabled their design, creation, andongoing operation. Special features of this book include: * Eleven case studies of outstanding outdoor environments forchildren and youth--both contemporary and historical * More than 140 photos and line drawings that illustrate theapplication of specific design principles * Nine pairs of contrasting elements essential in any playenvironment that form the basis of a shared language for the designand analysis of outdoor learning environments * In-depth analyses of the development and evolution of outsidespace in two schools over a period of 80 years * And much more
Download or read book Love and Electronic Affection written by Lindsay D. Grace and published by CRC Press. This book was released on 2020-04-30 with total page 223 pages. Available in PDF, EPUB and Kindle. Book excerpt: Love and Electronic Affection: A Design Primer brings together thought leadership in romance and affection games to explain the past, present, and possible future of affection play in games. The authors apply a combination of game analysis and design experience in affection play for both digital and analog games. The research and recommendations are intersectional in nature, considering how love and affection in games is a product of both player and designer age, race, class, gender, and more. The book combines game studies with game design to offer a foundation for incorporating affection into playable experiences. The text is organized into two sections. The first section covers the patterns and practice of love and affection in games, explaining the patterns and practice. The second section offers case studies from which designers can learn through example. Love and Electronic Affection: A Design Primer is a resource for exploring how digital relationships are offered and how to convey emotion and depth in a variety of virtual worlds. This book provides: • A catalog of existing digital and analog games for which love and affection are a primary or secondary focus. • A catalog of the uses of affection in games, to add depth and investment in both human-computer and player-to-player engagement. • Perspective on affection game analyses and design, using case studies that consider the relationship of culture and affection as portrayed in games from large scale studios to single author independent games. • Analysis and design recommendations for incorporating affection in games beyond romance, toward parental love, affection between friends, and other relationships. • Analysis of the moral and philosophical considerations for historical and planned development of love and affection in human–computer interaction. • An intersectionality informed set of scholarly perspectives from the Americas, Eurasia, and Oceania. Editor Bio: Lindsay D. Grace is Knight Chair of Interactive Media and an Associate Professor at the University of Miami School of Communication. He is Vice President for the Higher Education Video Game Alliance and the 2019 recipient of the Games for Change Vanguard award. Lindsay is author of Doing Things with Games, Social Impact through Design and more than fifty peer-reviewed papers on games and related research. He has given talks at the Game Developers Conference, SXSW, Games for Change Festival, the Online News Association, the Society for News Design, and many other industry events. He was the founding director of the American University Game Lab and Studio and the designer-developer behind several award winning games, including two affection games. He served as Vice President and on the board of directors for the Global Game JamTM non-profit between 2014 and 2019. From 2009 to 2013 he was the Armstrong Professor at Miami University’s School of Art. Lindsay also served on the board for the Digital Games Research Association (DiGRA) between 2013 and 2015.
Download or read book Breaking Out of the Games Industry written by Matthew M. White and published by CRC Press. This book was released on 2019-03-27 with total page 140 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book offers a perspective into a phenomenon becoming more and more common: AAA developers ‘going indie’. Written through the personal story of the author finding his way into the AAA games space, only to retreat back to indie games and consulting work and finding a new-old life making games for himself, and finding fulfillment in doing so. It is both a word of warning to creatives seeking a corporation and a call for disillusioned developers to break free and do something wild, creative, and unexpected. It is critical of common industry issues such as structural crunch, health issues, work life balance, and more, but is also a personal story of mismatched needs in doing creative work. Key Features Under-explored viewpoint of the games industry, someone who worked for years to ‘break in’, then worked for years to ‘break out’. Offers a unique look at making an indie game life both financially and mentally feasible. Encourages developers sitting on the fence to take the plunge.
Download or read book Handbook of the Shapley Value written by Encarnación Algaba and published by CRC Press. This book was released on 2019-12-06 with total page 607 pages. Available in PDF, EPUB and Kindle. Book excerpt: Handbook of the Shapley Value contains 24 chapters and a foreword written by Alvin E. Roth, who was awarded the Nobel Memorial Prize in Economic Sciences jointly with Lloyd Shapley in 2012. The purpose of the book is to highlight a range of relevant insights into the Shapley value. Every chapter has been written to honor Lloyd Shapley, who introduced this fascinating value in 1953. The first chapter, by William Thomson, places the Shapley value in the broader context of the theory of cooperative games, and briefly introduces each of the individual contributions to the volume. This is followed by a further contribution from the editors of the volume, which serves to introduce the more significant features of the Shapley value. The rest of the chapters in the book deal with different theoretical or applied aspects inspired by this interesting value and have been contributed specifically for this volume by leading experts in the area of Game Theory. Chapters 3 through to 10 are more focused on theoretical aspects of the Shapley value, Chapters 11 to 15 are related to both theoretical and applied areas. Finally, from Chapter 16 to Chapter 24, more attention is paid to applications of the Shapley value to different problems encountered across a diverse range of fields. As expressed by William Thomson in the Introduction to the book, "The chapters contribute to the subject in several dimensions: Mathematical foundations; axiomatic foundations; computations; applications to special classes of games; power indices; applications to enriched classes of games; applications to concretely specified allocation problems: an ever-widening range, mapping allocation problems into games or implementation." Nowadays, the Shapley value continues to be as appealing as when it was first introduced in 1953, or perhaps even more so now that its potential is supported by the quantity and quality of the available results. This volume collects a large amount of work that definitively demonstrates that the Shapley value provides answers and solutions to a wide variety of problems.
Download or read book Relation Algebras by Games written by Robin Hirsch and published by Elsevier. This book was released on 2002-08-15 with total page 711 pages. Available in PDF, EPUB and Kindle. Book excerpt: Relation algebras are algebras arising from the study of binary relations.They form a part of the field of algebraic logic, and have applications in proof theory, modal logic, and computer science. This research text uses combinatorial games to study the fundamental notion of representations of relation algebras. Games allow an intuitive and appealing approach to the subject, and permit substantial advances to be made. The book contains many new results and proofs not published elsewhere. It should be invaluable to graduate students and researchers interested in relation algebras and games. After an introduction describing the authors' perspective on the material, the text proper has six parts. The lengthy first part is devoted to background material, including the formal definitions of relation algebras, cylindric algebras, their basic properties, and some connections between them. Examples are given. Part 1 ends with a short survey of other work beyond the scope of the book. In part 2, games are introduced, and used to axiomatise various classes of algebras. Part 3 discusses approximations to representability, using bases, relation algebra reducts, and relativised representations. Part 4 presents some constructions of relation algebras, including Monk algebras and the 'rainbow construction', and uses them to show that various classes of representable algebras are non-finitely axiomatisable or even non-elementary. Part 5 shows that the representability problem for finite relation algebras is undecidable, and then in contrast proves some finite base property results. Part 6 contains a condensed summary of the book, and a list of problems. There are more than 400 exercises. The book is generally self-contained on relation algebras and on games, and introductory text is scattered throughout. Some familiarity with elementary aspects of first-order logic and set theory is assumed, though many of the definitions are given. Chapter 2 introduces the necessary universal algebra and model theory, and more specific model-theoretic ideas are explained as they arise.
Download or read book Complete Guide to Sport Education written by Daryl Siedentop and published by Human Kinetics. This book was released on 2011-02-22 with total page 226 pages. Available in PDF, EPUB and Kindle. Book excerpt: This new edition of Complete Guide to Sport Education contains everything your students need to get—and keep—children active. Regardless of skill or confidence level, your students will learn how to get children to work together, support each other, and gain competence in sport and fitness skills so that they can stay moving now and throughout their lifetime. The Sport Education model is appropriate for various dance forms and recreational activities such as swimming, weightlifting, and other fitness programs such as aerobic routines and hiking. The text for this groundbreaking Sport Education curricular model has expanded to 12 chapters, is updated throughout, and offers even more practical examples and real-world applications from both elementary and secondary levels: • A new emphasis on using the Sport Education model to help students reach national goals for physical activity, including outside of class time • Review of the findings from more than 50 research studies that examine the efficacies of the Sport Education model • More online teacher resources—including ready-to-use forms, plans, assessments, charts, and handouts A few examples of new resources include a series of team practice cards that teachers and team coaches can use to plan practices, and templates that allow teachers to choose among several game-play performance indicators (techniques and tactics, rules and strategies, fair play, and so on). The resources make it easy for professors to use this text in college methods and curriculum courses. Authors Daryl Siedentop, Peter Hastie, and Hans van der Mars provide a perfect blend of rock-solid theory and practical application for a wealth of games, sports, and fitness activities. Through their Sport Education model, children quickly become involved in all aspects of a sport or activity, learning skills, sportsmanship, and responsibility. The curriculum helps students develop as leaders and as team players. And as they learn to become true players and performers, they become more competent and confident—thus leading to the likelihood that they will continue being active after school, on weekends, and as they grow. This second edition of Complete Guide to Sport Education will help school programs meet national physical activity guidelines and the national physical education standards established by NASPE. It contains everything that future physical education teachers need in order to implement an effective program. With its greater emphasis on activity and fitness, its expanded resources, its relevance and freshness, and its practical approach, Complete Guide to Sport Education, Second Edition, is just what your students need to point children in the direction of healthy, active lifestyles.
Download or read book Online Collaborative Learning written by Tim S. Roberts and published by IGI Global. This book was released on 2004-01-01 with total page 321 pages. Available in PDF, EPUB and Kindle. Book excerpt: Online Collaborative Learning: Theory and Practice provides a resource for researchers and practitioners in the area of online collaborative learning (also known as CSCL, computer-supported collaborative learning), particularly those working within a tertiary education environment. It includes articles of relevance to those interested in both theory and practice in this area. It attempts to answer such important current questions as: how can groups with shared goals work collaboratively using the new technologies? What problems can be expected, and what are the benefits? In what ways does online group work differ from face-to-face group work? And what implications are there for both educators and students seeking to work in this area?