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?!
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:
Download or read book Go More Than a Game written by Peter Shotwell and published by Tuttle Publishing. This book was released on 2011-04-11 with total page 206 pages. Available in PDF, EPUB and Kindle. Book excerpt: Master the fascinating game of Go with this expert guidebook. Go is a two-player board game that first originated in ancient China but is also very popular in Japan and Korea. There is significant strategy and philosophy involved in the game, and the number of possible games is vast--even when compared to chess. Go has enthralled hundreds of millions of people in Asia, where it is an integral part of the culture. In the West, many have learned of its pleasures, especially after the game appeared in a number of hit movies, TV series, and books, and was included on major Internet game sites. By eliciting the highest powers of rational thought, the game draws players, not just for the thrills of competition, but because they feel it enhances their mental, artistic, and even spiritual lives. Go! More Than a Game is the guidebook that uses the most modern methods of teaching to learn Go, so that, in a few minutes, anyone can understand the two basic rules that generate the game. The object of Go is surrounding territory, but the problem is that while you are doing this, the opponent may be surrounding you! In a series of exciting teaching games, you will watch as Go's beautiful complexities begin to unfold in intertwining patterns of black and white stones. These games progress from small 9x9 boards to 13x13 and then to the traditional 19x19 size. Go! More Than a Game has been completely revised by the author based on new data about the history of early Go and the Confucians who wrote about it. This popular book includes updated information such as the impact of computer versions on the game, the mysterious new developments of Go combinatorics, advances in Combinatorial Game Theory and a look at the current international professional playing scene.
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.
Download or read book The Art of Game Design written by Jesse Schell and published by CRC Press. This book was released on 2008-08-04 with total page 522 pages. Available in PDF, EPUB and Kindle. Book excerpt: Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.
Download or read book Taming Gaming written by Andy Robertson and published by Unbound Publishing. This book was released on 2021-01-21 with total page 379 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games can instil amazing qualities in children – curiosity, resilience, patience and problem-solving to name a few – but with the World Health Organisation naming gaming disorder as a clinically diagnosable condition, parents and carers can worry about what video games are doing to their children. Andy Robertson has dealt with all of the above, not just over years of covering this topic fo newspapers, radio and television but as a father of three. In this guide, he offers parents and carers practical advice and insights – combining his own experiences with the latest research and guidance from psychologists, industry experts, schools and children's charities – alongside a treasure trove of 'gaming recipes' to test out in your family. Worrying about video game screen time, violence, expense and addiction is an understandable response to scary newspaper headlines. But with first-hand understanding of the video games your children love to play, you can anchor them as a healthy part of family life. Supported by the www.taminggaming.com Family Video Game Database, Taming Gaming leads you into doing this so that video games can stop being a point of argument, worry and stress and start providing fulfilling, connecting and ambitious experiences together as a family.
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
Download or read book The Art of Game Design written by Jesse Schell and published by CRC Press. This book was released on 2014-11-06 with total page 604 pages. Available in PDF, EPUB and Kindle. Book excerpt: Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.
Download or read book Game Engine Black Book DOOM written by Fabien Sanglard and published by Software Wizards. This book was released on with total page 432 pages. Available in PDF, EPUB and Kindle. Book excerpt: It was early 1993 and id Software was at the top of the PC gaming industry. Wolfenstein 3D had established the First Person Shooter genre and sales of its sequel Spear of Destiny were skyrocketing. The technology and tools id had taken years to develop were no match for their many competitors. It would have been easy for id to coast on their success, but instead they made the audacious decision to throw away everything they had built and start from scratch. Game Engine Black Book: Doom is the story of how they did it. This is a book about history and engineering. Don’t expect much prose (the author’s English has improved since the first book but is still broken). Instead you will find inside extensive descriptions and drawings to better understand all the challenges id Software had to overcome. From the hardware -- the Intel 486 CPU, the Motorola 68040 CPU, and the NeXT workstations -- to the game engine’s revolutionary design, open up to learn how DOOM changed the gaming industry and became a legend among video games.
Download or read book Essential Mathematics for Games and Interactive Applications written by James M. Van Verth and published by CRC Press. This book was released on 2008-05-19 with total page 706 pages. Available in PDF, EPUB and Kindle. Book excerpt: Essential Mathematics for Games and Interactive Applications, 2nd edition presents the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. The book begins with linear algebra and matrix multiplication and expands on this foundation to cover such topics as color and lighting, interpolation, animation and basic game physics. Essential Mathematics focuses on the issues of 3D game development important to programmers and includes optimization guidance throughout. The new edition Windows code will now use Visual Studio.NET. There will also be DirectX support provided, along with OpenGL - due to its cross-platform nature. Programmers will find more concrete examples included in this edition, as well as additional information on tuning, optimization and robustness. The book has a companion CD-ROM with exercises and a test bank for the academic secondary market, and for main market: code examples built around a shared code base, including a math library covering all the topics presented in the book, a core vector/matrix math engine, and libraries to support basic 3D rendering and interaction.
Download or read book Hands On Game Development without Coding written by Lucas Bertolini and published by Packt Publishing Ltd. This book was released on 2018-11-30 with total page 419 pages. Available in PDF, EPUB and Kindle. Book excerpt: Develop your own games with Unity 2D/3D Game Kit and use it for your presentations, kids education, level design, game design, proofs of concept, or even just for fun! Key FeaturesBuild your first ever video game using Unity 2D/3D Game kitLearn how to create game levels, adding props, giving behaviours to objects and working on gameplayStep by step instructions on creating your own AI enemy and interacting with itBook Description Hands-On Game Development without Coding is the first Visual Scripting book in the market. It was tailor made for a non programing audience who are wondering how a videogame is made. After reading this book you will be able to develop your own 2d and 3d videogames and use it on your presentations, to speed up your level design deliveries, test your game design ideas, work on your proofs of concept, or even doing it just for fun. The best thing about Hands-On Game Development without Coding is that you don’t need any previous knowledge to read and understand the process of creating a videogame. It is our main focus to provide you with the opportunity to create a videogame as easy and fast as possible. Once you go through the book, you will be able to create player input interaction, levels, object behaviours, enemy AI, creating your own UI and finally giving life to your game by building it. It’s Alive! What you will learnUnderstanding the Interface and kit flow. Comprehend the virtual space and its rules.Learning the behaviours and roles each component must have in order to make a videogame.Learn about videogame developmentCreating a videogame without the need of learning any programming languageCreate your own gameplay HUD to display player and Enemy informationWho this book is for This book is for anyone who is interested in becoming a game developer but do not posses any coding experience or programming skills. All you need is a computer and basic software interface knowledge.
Download or read book Serious Games and Edutainment Applications written by Minhua Ma and published by Springer. This book was released on 2017-03-03 with total page 694 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.
Download or read book Educational Psychology written by Stephen N. Elliott and published by WCB/McGraw-Hill. This book was released on 1996 with total page 632 pages. Available in PDF, EPUB and Kindle. Book excerpt:
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!
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). It’s How We Play the Game 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. Ed Stack’s memoir 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).
Download or read book What Video Games Have to Teach Us About Learning and Literacy Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
Download or read book Not a Game written by Kent Babb and published by Simon and Schuster. This book was released on 2016-06-21 with total page 320 pages. Available in PDF, EPUB and Kindle. Book excerpt: Allen Iverson transcended race, celebrity, and pop culture and emerged from a troubled past to become one of the most successful and highly compensated athletes in the world. Babb examines what drove his successes and failures, getting behind the familiar, sanitized, and heroic version of Iverson-- the hard-charging, hard-partying athlete who played every game as if it were his last. He brings to life a private, loyal, and often generous Allen Iverson who rarely made the headlines, revealing the back story behind some of Iverson's most memorable moments, and delves deep to discover where Iverson's demons lurked. Over time, Iverson himself came to believe his own hype: that he lived in a world where celebrity is eternal and riches are everlasting.