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Book Game for a Game   ENHANCED eBook

Download or read book Game for a Game ENHANCED eBook written by Robynne Eagan and published by Lorenz Educational Press. This book was released on 1995-03-01 with total page 148 pages. Available in PDF, EPUB and Kindle. Book excerpt: Are you looking for exciting games to play anywhere, anytime, with little or no equipment or preparation? Do you need an old game, a new game, an active or a quiet game? With some kids, chalk, a jump rope, marbles, jacks, a ball and a bag of rubber bands, the fun in this book is yours! Game for a Game? shares the special secrets, folklore, lingo, hand signs, rhymes and rules of all sorts of games from the school yard to street, from the playroom to classroom. If you want to know games inside and out and take part in the natural learning that occurs with participation, then just ask yourself one simple question: Are you game for a game?!

Book Game Frame

    Book Details:
  • Author : Aaron Dignan
  • Publisher : Simon and Schuster
  • Release : 2011-03-08
  • ISBN : 1451611072
  • Pages : 226 pages

Download or read book Game Frame written by Aaron Dignan and published by Simon and Schuster. This book was released on 2011-03-08 with total page 226 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ever wonder why teens can spend entire weekends playing video games but struggle with just one hour of homework? Why we’re addicted to certain websites and steal glances at our smartphones under the dinner table? Or why some people are able to find joy in difficult or repetitive jobs while others burn out? It’s not the experiences themselves but the way they’re structured that matters. All our lives we’ve been told that games are distractions—playful pastimes, but unrelated to success. In Game Frame, Aaron Dignan shows us that the opposite is true: games produce peak learning conditions and accelerated achievement. Here, the crucial connection between the games we love to play and the everyday tasks, goals, and dreams we have trouble realizing is illuminated. Aaron Dignan is the thirty-something founder of a successful digital strategy firm that studies the transformative power of technology in culture. He and his peers were raised on a steady diet of games and gadgets, ultimately priming them to challenge the status quo of the modern workplace. What they learned from games goes deeper than hand-eye coordination; instead, this generation intrinsically understands the value of adding the elements of games into everyday life. Game Frame is the first prescriptive explanation of what games mean to us, the human psychology behind their magnetic pull, and how we can use the lessons they teach as a framework to achieve our potential in business and beyond. Games are a powerful way to influence and change behavior in any setting. Here, Dignan outlines why games and play are such important trends in culture today, and how our technology, from our iPhones to our hybrid cars, primes us to be instinctive players. Game Frame tackles the challenging task of defining games and the mechanics that make games work from several perspectives, then explores these ideas through the lens of neuroscience. Finally, Dignan provides practical tips for using basic game mechanics in a variety of settings, such as motivating employees at work or encouraging children at home, giving readers the tools to develop their own games to solve problems in their everyday lives. Illuminated throughout with a series of real-world examples and hypothetical scenarios, Game Frame promises a crash course in game design and behavioral psychology that will leave the reader—and, by extension, the world itself—more productive. Revolutionary, visionary, practical, and time-tested, Game Frame will change the way you approach life.

Book The Game Believes in You

Download or read book The Game Believes in You written by Greg Toppo and published by St. Martin's Press. This book was released on 2015-04-21 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: What if schools, from the wealthiest suburban nursery school to the grittiest urban high school, thrummed with the sounds of deep immersion? More and more people believe that can happen - with the aid of video games. Greg Toppo's The Game Believes in You presents the story of a small group of visionaries who, for the past 40 years, have been pushing to get game controllers into the hands of learners. Among the game revolutionaries you'll meet in this book: *A game designer at the University of Southern California leading a team to design a video-game version of Thoreau's Walden Pond. *A young neuroscientist and game designer whose research on "Math Without Words" is revolutionizing how the subject is taught, especially to students with limited English abilities. *A Virginia Tech music instructor who is leading a group of high school-aged boys through the creation of an original opera staged totally in the online game Minecraft. Experts argue that games do truly "believe in you." They focus, inspire and reassure people in ways that many teachers can't. Games give people a chance to learn at their own pace, take risks, cultivate deeper understanding, fail and want to try again—right away—and ultimately, succeed in ways that too often elude them in school. This book is sure to excite and inspire educators and parents, as well as provoke some passionate debate.

Book The a Game

    Book Details:
  • Author : Ken Sufka
  • Publisher : Nautilus
  • Release : 2011-08-01
  • ISBN : 9781936946082
  • Pages : 80 pages

Download or read book The a Game written by Ken Sufka and published by Nautilus. This book was released on 2011-08-01 with total page 80 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Indoor Games That Teach  ENHANCED eBook

Download or read book Indoor Games That Teach ENHANCED eBook written by Robynne Eagan and published by Lorenz Educational Press. This book was released on 1996-03-01 with total page 148 pages. Available in PDF, EPUB and Kindle. Book excerpt: This resource shows you how to use active, indoor fun to stimulate young learners with a cross section of hands-on and educational games for indoor settings. Children will master the basics (and more!) by engaging their skills in board games, problem-solving challenges, fact-finding and review activities, math-based golf and marble games, paper folding and even square dancing! The games will motivate young learners, bring subject matter to life and keep children active - even indoors!

Book Deep Learning and the Game of Go

Download or read book Deep Learning and the Game of Go written by Kevin Ferguson and published by Simon and Schuster. This book was released on 2019-01-06 with total page 611 pages. Available in PDF, EPUB and Kindle. Book excerpt: Summary Deep Learning and the Game of Go teaches you how to apply the power of deep learning to complex reasoning tasks by building a Go-playing AI. After exposing you to the foundations of machine and deep learning, you'll use Python to build a bot and then teach it the rules of the game. Foreword by Thore Graepel, DeepMind Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications. About the Technology The ancient strategy game of Go is an incredible case study for AI. In 2016, a deep learning-based system shocked the Go world by defeating a world champion. Shortly after that, the upgraded AlphaGo Zero crushed the original bot by using deep reinforcement learning to master the game. Now, you can learn those same deep learning techniques by building your own Go bot! About the Book Deep Learning and the Game of Go introduces deep learning by teaching you to build a Go-winning bot. As you progress, you'll apply increasingly complex training techniques and strategies using the Python deep learning library Keras. You'll enjoy watching your bot master the game of Go, and along the way, you'll discover how to apply your new deep learning skills to a wide range of other scenarios! What's inside Build and teach a self-improving game AI Enhance classical game AI systems with deep learning Implement neural networks for deep learning About the Reader All you need are basic Python skills and high school-level math. No deep learning experience required. About the Author Max Pumperla and Kevin Ferguson are experienced deep learning specialists skilled in distributed systems and data science. Together, Max and Kevin built the open source bot BetaGo. Table of Contents PART 1 - FOUNDATIONS Toward deep learning: a machine-learning introduction Go as a machine-learning problem Implementing your first Go bot PART 2 - MACHINE LEARNING AND GAME AI Playing games with tree search Getting started with neural networks Designing a neural network for Go data Learning from data: a deep-learning bot Deploying bots in the wild Learning by practice: reinforcement learning Reinforcement learning with policy gradients Reinforcement learning with value methods Reinforcement learning with actor-critic methods PART 3 - GREATER THAN THE SUM OF ITS PARTS AlphaGo: Bringing it all together AlphaGo Zero: Integrating tree search with reinforcement learning

Book Eurogames

    Book Details:
  • Author : Stewart Woods
  • Publisher : McFarland
  • Release : 2012-08-30
  • ISBN : 0786467975
  • Pages : 269 pages

Download or read book Eurogames written by Stewart Woods and published by McFarland. This book was released on 2012-08-30 with total page 269 pages. Available in PDF, EPUB and Kindle. Book excerpt: While board games can appear almost primitive in the digital age, eurogames--also known as German-style board games--have increased in popularity nearly concurrently with the rise of video games. Eurogames have simple rules and short playing times and emphasize strategy over luck and conflict. This book examines the form of eurogames, the hobbyist culture that surrounds them, and the way that hobbyists experience the play of such games. It chronicles the evolution of tabletop hobby gaming and explores why hobbyists play them, how players balance competitive play with the demands of an intimate social gathering, and to what extent the social context of the game encounter shapes the playing experience. Combining history, cultural studies, leisure studies, ludology, and play theory, this innovative work highlights a popular alternative trend in the gaming community.

Book Bored Games

    Book Details:
  • Author : Adams Media
  • Publisher : Adams Media
  • Release : 2021-01-19
  • ISBN : 1507214030
  • Pages : 192 pages

Download or read book Bored Games written by Adams Media and published by Adams Media. This book was released on 2021-01-19 with total page 192 pages. Available in PDF, EPUB and Kindle. Book excerpt: Make your next party a hit and keep all your guests entertained with these 100 fun and easy party games like Fishbowl, Guess that Tune, and more! Planning a party can be stressful and hosting a bad party can ruin your social life! There’s nothing worse than inviting people over and having nothing planned for them to do. With Bored Games you can make sure that never happens again! This book has everything you need to make your next get together a success! With 100 classic party games, including ice breakers, truth or dare variations, races and relays, trivia games, contests of strength and speed, minute challenges, and so much more, you can avoid awkward small talk and get your guests laughing, interacting, and having fun in no time! Games include: -How’s Yours? -Improv in a Bag -Back-to-Back Sumo -Broom Spin and Dodge -And more!

Book Handbook of Research on Effective Electronic Gaming in Education

Download or read book Handbook of Research on Effective Electronic Gaming in Education written by Ferdig, Richard E. and published by IGI Global. This book was released on 2008-07-31 with total page 1762 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.

Book Game Mechanics

    Book Details:
  • Author : Ernest Adams
  • Publisher : New Riders
  • Release : 2012-06-18
  • ISBN : 0132946688
  • Pages : 442 pages

Download or read book Game Mechanics written by Ernest Adams and published by New Riders. This book was released on 2012-06-18 with total page 442 pages. Available in PDF, EPUB and Kindle. Book excerpt: This in-depth resource teaches you to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. You’ll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you’ll practice what you’ve learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment. In Game Mechanics: Advanced Game Design, you’ll learn how to: * Design and balance game mechanics to create emergent gameplay before you write a single line of code. * Visualize the internal economy so that you can immediately see what goes on in a complex game. * Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. * Apply design patterns for game mechanics—from a library in this book—to improve your game designs. * Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. * Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play. "I've been waiting for a book like this for ten years: packed with game design goodness that tackles the science without undermining the art." --Richard Bartle, University of Essex, co-author of the first MMORPG “Game Mechanics: Advanced Game Design by Joris Dormans & Ernest Adams formalizes game grammar quite well. Not sure I need to write a next book now!” -- Raph Koster, author of A Theory of Fun for Game Design.

Book Critical Gaming  Interactive History and Virtual Heritage

Download or read book Critical Gaming Interactive History and Virtual Heritage written by Erik Champion and published by Routledge. This book was released on 2016-03-09 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history.

Book Practical Game Design

    Book Details:
  • Author : Adam Kramarzewski
  • Publisher : Packt Publishing Ltd
  • Release : 2018-04-19
  • ISBN : 1787122166
  • Pages : 464 pages

Download or read book Practical Game Design written by Adam Kramarzewski and published by Packt Publishing Ltd. This book was released on 2018-04-19 with total page 464 pages. Available in PDF, EPUB and Kindle. Book excerpt: Design accessible and creative games across genres, platforms, and development realities Key Features Implement the skills and techniques required to work in a professional studio Ace the core principles and processes of level design, world building, and storytelling Design interactive characters that animate the gaming world Book Description If you are looking for an up-to-date and highly applicable guide to game design, then you have come to the right place! Immerse yourself in the fundamentals of game design with this book, written by two highly experienced industry professionals to share their profound insights as well as give valuable advice on creating games across genres and development platforms. Practical Game Design covers the basics of game design one piece at a time. Starting with learning how to conceptualize a game idea and present it to the development team, you will gradually move on to devising a design plan for the whole project and adapting solutions from other games. You will also discover how to produce original game mechanics without relying on existing reference material, and test and eliminate anticipated design risks. You will then design elements that compose the playtime of a game, followed by making game mechanics, content, and interface accessible to all players. You will also find out how to simultaneously ensure that the gameplay mechanics and content are working as intended. As the book reaches its final chapters, you will learn to wrap up a game ahead of its release date, work through the different challenges of designing free-to-play games, and understand how to significantly improve their quality through iteration, polishing and playtesting. What you will learn Define the scope and structure of a game project Conceptualize a game idea and present it to others Design gameplay systems and communicate them clearly and thoroughly Build and validate engaging game mechanics Design successful business models and prepare your games for live operations Master the principles behind level design, worldbuilding and storytelling Improve the quality of a game by playtesting and polishing it Who this book is for Whether you are a student eager to design a game or a junior game designer looking for your first role as a professional, this book will help you with the fundamentals of game design. By focusing on best practices and a pragmatic approach, Practical Game Design provides insights into the arts and crafts from two senior game designers that will interest more seasoned professionals in the game industry.

Book It s How We Play the Game

Download or read book It s How We Play the Game written by Ed Stack and published by Scribner. This book was released on 2020-05-05 with total page 320 pages. Available in PDF, EPUB and Kindle. Book excerpt: Porchlight’s Best Leadership & Strategy Book of The Year An inspiring memoir from the CEO of DICK’s Sporting Goods that is “not only entertaining but will be of great value to any entrepreneur” (Phil Knight, New York Times bestselling author of Shoe Dog), this book shows how a trailblazing business was created by giving back to the community and by taking principled, and sometimes controversial, stands—including against the type of weapons that are too often used in mass shootings and other tragedies. It’s How We Play the Game tells the story of a complicated founder and an ambitious son—one who transformed a business by making it about more than business, conceiving it as a force for good in the communities it serves. In 1948, Ed Stack’s father started Dick’s Bait and Tackle in Binghamton, New York. Ed Stack bought the business from his father in 1984, and grew it into the largest sporting goods retailer in the country, with 800 locations and close to $9 billion in sales. The transformation Ed wrought wasn’t easy: economic headwinds nearly toppled the chain twice. But DICK’s support for embattled youth sports programs earned the stores surprising loyalty, and the company won even more attention when, in the wake of yet another school shooting—at Marjory Stoneman Douglas High School in Parkland, Florida—it chose to become the first major retailer to pull all semi-automatic weapons from its shelves, raise the age of gun purchase to twenty-one, and, most strikingly, destroy the assault-style-type rifles then in its inventory. With vital lessons for anyone running a business and eye-opening reflections about what a company owes the people it serves, It’s How We Play the Game is “a compelling narrative…In a genre that can frequently be staid, Mr. Stack’s corporate biography is deeply personal…[Features] surprising openness [and] interesting and humorous anecdotes” (Pittsburgh Post-Gazette).

Book Games Around the World

Download or read book Games Around the World written by Casey Null Petersen and published by Triangle Interactive, Inc. . This book was released on 2018-03-29 with total page 33 pages. Available in PDF, EPUB and Kindle. Book excerpt: Read Along or Enhanced eBook: Have you ever heard of The Excited Burro or Ringel Ringel? These are games that children play in other countries. Children play different games in different parts of the world, but they all have fun! Vibrant photos, diagrams, maps, informational text, and interesting facts invite readers to learn the way children around the world play the same games as they do in this delightful nonfiction title.

Book The Game

    Book Details:
  • Author : Terry Schott
  • Publisher : Game Is Life
  • Release : 2019-03-03
  • ISBN : 9781798638828
  • Pages : 316 pages

Download or read book The Game written by Terry Schott and published by Game Is Life. This book was released on 2019-03-03 with total page 316 pages. Available in PDF, EPUB and Kindle. Book excerpt: He didn't know he was playing.Zack was just living his life.It was really a game.When he started to ask questions, everything changed. Zack wasn't supposed to figure it out. He could ruin everything.Zack was disoriented when he woke up. They had welcomed him back. He didn't know where he'd been. He just remembered being 74 and near death.They said he was seventeen.What was this "best score" they kept going on about?Where was this place?Who were these people?And why did they keep talking about the next game?You'll love the first book in the series and get lost in the elaborate world created by Terry Schott. It will keep you turning pages until the end.Get book 1 now.

Book A Game of Thrones 4 Book Bundle

Download or read book A Game of Thrones 4 Book Bundle written by George R. R. Martin and published by Bantam. This book was released on 2011-03-22 with total page 3441 pages. Available in PDF, EPUB and Kindle. Book excerpt: The perfect gift for fans of HBO's Game of Thrones—a boxed set featuring the first four novels! George R. R. Martin's A Song of Ice and Fire series has become, in many ways, the gold standard for modern epic fantasy. Martin—dubbed the "American Tolkien" by Time magazine—has created a world that is as rich and vital as any piece of historical fiction, set in an age of knights and chivalry and filled with a plethora of fascinating, multidimensional characters that you love, hate to love, or love to hate as they struggle for control of a divided kingdom. This bundle includes the following novels: A GAME OF THRONES A CLASH OF KINGS A STORM OF SWORDS A FEAST FOR CROWS

Book Reality Is Broken

    Book Details:
  • Author : Jane McGonigal
  • Publisher : Penguin
  • Release : 2011-01-20
  • ISBN : 1101475498
  • Pages : 334 pages

Download or read book Reality Is Broken written by Jane McGonigal and published by Penguin. This book was released on 2011-01-20 with total page 334 pages. Available in PDF, EPUB and Kindle. Book excerpt: “McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.