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Book Game On  2016

    Book Details:
  • Author :
  • Publisher : Scholastic Paperbacks
  • Release : 2015
  • ISBN : 9780545850315
  • Pages : 0 pages

Download or read book Game On 2016 written by and published by Scholastic Paperbacks. This book was released on 2015 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: The definitive guide to gaming for kids aged 8-16. This must-have annual includes 100s of hi-res screenshots and artwork as well as astonishing facts and figures about the biggest games. Kids will love the book's hint, tips and guides, discovering how to unlock the rarest trophies and dominate the biggest online multiplayer games.

Book Matt DeVos and Deborah A  Kent

Download or read book Matt DeVos and Deborah A Kent written by Matt DeVos and published by American Mathematical Soc.. This book was released on 2016-12-27 with total page 343 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book offers a gentle introduction to the mathematics of both sides of game theory: combinatorial and classical. The combination allows for a dynamic and rich tour of the subject united by a common theme of strategic reasoning. Designed as a textbook for an undergraduate mathematics class and with ample material and limited dependencies between the chapters, the book is adaptable to a variety of situations and a range of audiences. Instructors, students, and independent readers alike will appreciate the flexibility in content choices as well as the generous sets of exercises at various levels.

Book Digital Games as History

Download or read book Digital Games as History written by Adam Chapman and published by Routledge. This book was released on 2016-05-05 with total page 303 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what these games uniquely offer as a new form of history and how they produce representations of the past. By taking an inter-disciplinary and accessible approach the book provides a specific and firm first foundation upon which to build further examination of the potential of video games as a historical form.

Book Cultural Code

    Book Details:
  • Author : Phillip Penix-Tadsen
  • Publisher : MIT Press
  • Release : 2016-02-12
  • ISBN : 0262034050
  • Pages : 345 pages

Download or read book Cultural Code written by Phillip Penix-Tadsen and published by MIT Press. This book was released on 2016-02-12 with total page 345 pages. Available in PDF, EPUB and Kindle. Book excerpt: How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games. Video games are becoming an ever more ubiquitous element of daily life, played by millions on devices that range from smart phones to desktop computers. An examination of this phenomenon reveals that video games are increasingly being converted into cultural currency. For video game designers, culture is a resource that can be incorporated into games; for players, local gaming practices and specific social contexts can affect their playing experiences. In Cultural Code, Phillip Penix-Tadsen shows how culture uses games and how games use culture, looking at examples related to Latin America. Both static code and subjective play have been shown to contribute to the meaning of games; Penix-Tadsen introduces culture as a third level of creating meaning. Penix-Tadsen focuses first on how culture uses games, looking at the diverse practices of play in Latin America, the ideological and intellectual uses of games, and the creative and economic possibilities opened up by video games in Latin America—the evolution of regional game design and development. Examining how games use culture, Penix-Tadsen discusses in-game cultural representations of Latin America in a range of popular titles (pointing out, for example, appearances of Rio de Janeiro's Christ the Redeemer statue in games from Call of Duty to the tourism-promoting Brasil Quest). He analyzes this through semiotics, the signifying systems of video games and the specific signifiers of Latin American culture; space, how culture is incorporated into different types of game environments; and simulation, the ways that cultural meaning is conveyed procedurally and algorithmically through gameplay mechanics.

Book Game World

    Book Details:
  • Author : C.J. Farley
  • Publisher : Akashic Books
  • Release : 2014-01-13
  • ISBN : 1617752061
  • Pages : 290 pages

Download or read book Game World written by C.J. Farley and published by Akashic Books. This book was released on 2014-01-13 with total page 290 pages. Available in PDF, EPUB and Kindle. Book excerpt: "The Narnia for the Social Media Generation." --The Wall Street Journal "By the time of Farley's Game World, gaming had gone digital, and while his book is more fantasy-adventure than puzzle-mystery, there are parallels worthy of discussion, from the nature of the games to the depictions of disabled." --Booklist, included in "Conversation Starters: Recontextualizing the Classics" "Drawn from both video gaming culture and the rich tapestry of Jamaican myth and folklore, blending pointed social satire and mystical philosophy, this exuberant, original hero's journey is a real trip...Exhilarating, thought-provoking and one of a kind." --Kirkus Reviews "Adult author/Wall Street Journal editor Farley's middle-grade debut draws from Jamaican mythology and beliefs, as well as from other cultures, to weave a fast-paced, whimsical mixture of magic and action...the setting lends itself well to memorable imagery and a fun experience." --Publishers Weekly "Farley blends video gaming and Jamaican folklore in this intense, fast-paced middle-grade fantasy that is sure to quickly grab readers." --Booklist "Here (finally!) is a middle-grade action novel that showcases West Indian mythology and features protagonists of color." --School Library Journal "Game World is unique in that its fantasy world, as its name suggests, is built upon characters and stories from actual Jamaican folklore." --Philadelphia Review of Books One of This Spring's Hottest Teen Books, Huffington Post "I found it very hard to set down this excellent novel and do something else without thinking about it....I highly recommend his book to fans of fantasy. Because you will love it!!" --Middle Shelf (reviewed by Teak, age 13) "Farley writes in a straightforward way that is both accessible to younger readers but still interesting to adults." --Persephone Magazine "In his metaphorical world, Farley spares neither the dubious machinations of high finance nor the heartbreak of an orphan." --Center for Fiction "I highly recommend Game World for kids in 4th-12th grade. Parents can read it too and love the characters and story just as much as the kids." --The Family Coach Dylan Rudee's life is an epic fail. He's bullied at school and the aunt who has raised him since he was orphaned as a child just lost her job and their apartment. Dylan's one chance to help his family is the only thing he's good at: video games. The multibillion-dollar company Mee Corp. has announced a televised tournament to find the Game-Changers: the forty-four kids who are the best in the world at playing Xamaica, a role-playing fantasy game that's sweeping the planet. If Dylan can win the top prize, he just might be able to change his life. It turns out that Dylan is the greatest gamer anyone has ever seen, and his skills unlock a real-life fantasy world inside the game. Now actual monsters are trying to kill him, and he is swept up into an adventure along with his too-tall genius sister Emma, his hacker best friend Eli, and Ines Mee, the privileged daughter of Mee Corp.'s mysterious CEO and chief inventor. Along the way they encounter Nestuh, a giant spider who can spin a story but not a web; Baron Zonip, a hummingbird king who rules a wildly wealthy treetop kingdom; and an enchantress named Nanni who, with her shadow army, may be bent on conquering Xamaica and stealing its magic. In order to save his sister and his friends, Dylan must solve a dangerous mystery in three days and uncover secrets about Xamaica, his family, and himself. But will he discover his hidden powers before two worlds--Xamaica and Earth--are completely destroyed?

Book The Confidence Game

    Book Details:
  • Author : Maria Konnikova
  • Publisher : Penguin
  • Release : 2017-01-10
  • ISBN : 0143109871
  • Pages : 354 pages

Download or read book The Confidence Game written by Maria Konnikova and published by Penguin. This book was released on 2017-01-10 with total page 354 pages. Available in PDF, EPUB and Kindle. Book excerpt: "It’s a startling and disconcerting read that should make you think twice every time a friend of a friend offers you the opportunity of a lifetime.” —Erik Larson, #1 New York Times bestselling author of Dead Wake and bestselling author of Devil in the White City Think you can’t get conned? Think again. The New York Times bestselling author of Mastermind: How to Think Like Sherlock Holmes explains how to spot the con before they spot you. “[An] excellent study of Con Artists, stories & the human need to believe” –Neil Gaiman, via Twitter A compelling investigation into the minds, motives, and methods of con artists—and the people who fall for their cons over and over again. While cheats and swindlers may be a dime a dozen, true conmen—the Bernie Madoffs, the Jim Bakkers, the Lance Armstrongs—are elegant, outsized personalities, artists of persuasion and exploiters of trust. How do they do it? Why are they successful? And what keeps us falling for it, over and over again? These are the questions that journalist and psychologist Maria Konnikova tackles in her mesmerizing new book. From multimillion-dollar Ponzi schemes to small-time frauds, Konnikova pulls together a selection of fascinating stories to demonstrate what all cons share in common, drawing on scientific, dramatic, and psychological perspectives. Insightful and gripping, the book brings readers into the world of the con, examining the relationship between artist and victim. The Confidence Game asks not only why we believe con artists, but also examines the very act of believing and how our sense of truth can be manipulated by those around us.

Book Game Feel

    Book Details:
  • Author : Steve Swink
  • Publisher : CRC Press
  • Release : 2008-10-13
  • ISBN : 1482267330
  • Pages : 377 pages

Download or read book Game Feel written by Steve Swink and published by CRC Press. This book was released on 2008-10-13 with total page 377 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe

Book Death by Video Game

    Book Details:
  • Author : Simon Parkin
  • Publisher : National Geographic Books
  • Release : 2017-06-13
  • ISBN : 1612196209
  • Pages : 0 pages

Download or read book Death by Video Game written by Simon Parkin and published by National Geographic Books. This book was released on 2017-06-13 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "The finest book on video games yet. Simon Parkin thinks like a critic, conjures like a novelist, and writes like an artist at the height of his powers—which, in fact, he is." —Tom Bissell, author of Extra Lives: Why Video Games Matter On January 31, 2012, a twenty-three-year-old student was found dead at his keyboard in an internet café while the video game he had been playing for three days straight continued to flash on the screen in front of him. Trying to reconstruct what had happened that night, investigative journalist Simon Parkin would discover that there have been numerous other incidents of "death by video game." And so begins a journey that takes Parkin around the world in search of answers: What is it about video games that inspires such tremendous acts of endurance and obsession? Why do we so thoroughly lose our sense of time and reality within this medium? How in the world can people play them . . . to death? In Death by Video Game, Parkin examines the medical evidence and talks to the experts to determine what may be happening, and introduces us to the players and game developers at the frontline of virtual extremism: the New York surgeon attempting to break the Donkey Kong world record . . . the Minecraft player three years into an epic journey toward the edge of the game's vast virtual world . . . the German hacker who risked prison to discover the secrets behind Half-Life 2 . . . Riveting and wildly entertaining, Death by Video Game will change the way we think about our virtual playgrounds as it investigates what it is about them that often proves compelling, comforting, and irresistible to the human mind—except for when it’s not.

Book Glued to Games

    Book Details:
  • Author : Scott Rigby
  • Publisher : Bloomsbury Publishing USA
  • Release : 2011-02-18
  • ISBN : 0313362254
  • Pages : 201 pages

Download or read book Glued to Games written by Scott Rigby and published by Bloomsbury Publishing USA. This book was released on 2011-02-18 with total page 201 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book offers a practical yet powerful way to understand the psychological appeal and strong motivation to play video games. With video game sales in the billions and anxious concerns about their long-term effects growing louder, Glued to Games: How Video Games Draw Us In and Hold Us Spellbound brings something new to the discussion. It is the first truly balanced research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studies and established motivational theory. Filled with examples from popular games and the real experiences of gamers themselves, Glued to Games gets to the heart of gaming's powerful psychological and emotional allure—the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences.

Book Game Changers

Download or read book Game Changers written by Art Chansky and published by UNC Press Books. This book was released on 2016-09-12 with total page 225 pages. Available in PDF, EPUB and Kindle. Book excerpt: Among many legendary episodes from the life and career of men's basketball coach Dean Smith, few loom as large as his recruitment of Charlie Scott, the first African American scholarship athlete at the University of North Carolina at Chapel Hill. Drawn together by college basketball in a time of momentous change, Smith and Scott helped transform a university, a community, and the racial landscape of sports in the South. But there is much more to this story than is commonly told. In Game Changers, Art Chansky reveals an intense saga of race, college sport, and small-town politics. At the center were two young men, Scott and Smith, both destined for greatness but struggling through challenges on and off the court, among them the storms of civil rights protest and the painfully slow integration of a Chapel Hill far less progressive than its reputation today might suggest. Drawing on extensive personal interviews and a variety of other sources, Chansky takes readers beyond the basketball court to highlight the community that supported Smith and Scott during these demanding years, from assistant basketball coach John Lotz and influential pastor the Reverend Robert Seymour to pioneering African American mayor Howard Lee. Dispelling many myths that surround this period, Chansky nevertheless offers an ultimately triumphant portrait of a student-athlete and coach who ensured the University of North Carolina would never be the same.

Book Wishing Game

    Book Details:
  • Author : Patrick Redmond
  • Publisher : Simon and Schuster
  • Release : 2003-10-06
  • ISBN : 0743461444
  • Pages : 420 pages

Download or read book Wishing Game written by Patrick Redmond and published by Simon and Schuster. This book was released on 2003-10-06 with total page 420 pages. Available in PDF, EPUB and Kindle. Book excerpt: Kirkston Abbey is no place for the weak. Standing stark against the Norfolk sky, its aim is conformity and control; its rules harsh, its discipline savage. To 14-year-old Jonathan Palmer, it is a prison; a world in which he feels threatened and powerless. When he is offered the chance of escape, in the guise of an unexpected friendship, he accepts it gladly. But all is not as it seems. In combining his frustrations with a nature that is far more intense and destructive than his own, Jonathan is unleashing forces more powerful than he can ever hope to control. In the bleak winter term of 1954, something terrible happened at Kirkston Abbey school for boys. Now, more than forty years later, journalist Tim Webber thinks he's found the key to uncovering the truth. But is he prepared to live with the consequences . . .?

Book The Art of Game Design

Download or read book The Art of Game Design written by Jesse Schell and published by CRC Press. This book was released on 2019-07-31 with total page 935 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Art of Game Design guides you through the design process step-by-step, helping you to develop new and innovative games that will be played again and again. It explains the fundamental principles of game design and demonstrates how tactics used in classic board, card and athletic games also work in top-quality video games. Good game design happens when you view your game from as many perspectives as possible, and award-winning author Jesse Schell presents over 100 sets of questions to ask yourself as you build, play and change your game until you finalise your design. This latest third edition includes examples from new VR and AR platforms as well as from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more. Whatever your role in video game development an understanding of the principles of game design will make you better at what you do. For over 10 years this book has provided inspiration and guidance to budding and experienced game designers - helping to make better games faster.

Book Play Anything

    Book Details:
  • Author : Ian Bogost
  • Publisher : Basic Books
  • Release : 2016-09-13
  • ISBN : 0465096506
  • Pages : 288 pages

Download or read book Play Anything written by Ian Bogost and published by Basic Books. This book was released on 2016-09-13 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt: How filling life with play-whether soccer or lawn mowing, counting sheep or tossing Angry Birds -- forges a new path for creativity and joy in our impatient age Life is boring: filled with meetings and traffic, errands and emails. Nothing we'd ever call fun. But what if we've gotten fun wrong? In Play Anything, visionary game designer and philosopher Ian Bogost shows how we can overcome our daily anxiety; transforming the boring, ordinary world around us into one of endless, playful possibilities. The key to this playful mindset lies in discovering the secret truth of fun and games. Play Anything, reveals that games appeal to us not because they are fun, but because they set limitations. Soccer wouldn't be soccer if it wasn't composed of two teams of eleven players using only their feet, heads, and torsos to get a ball into a goal; Tetris wouldn't be Tetris without falling pieces in characteristic shapes. Such rules seem needless, arbitrary, and difficult. Yet it is the limitations that make games enjoyable, just like it's the hard things in life that give it meaning. Play is what happens when we accept these limitations, narrow our focus, and, consequently, have fun. Which is also how to live a good life. Manipulating a soccer ball into a goal is no different than treating ordinary circumstances- like grocery shopping, lawn mowing, and making PowerPoints-as sources for meaning and joy. We can "play anything" by filling our days with attention and discipline, devotion and love for the world as it really is, beyond our desires and fears. Ranging from Internet culture to moral philosophy, ancient poetry to modern consumerism, Bogost shows us how today's chaotic world can only be tamed-and enjoyed-when we first impose boundaries on ourselves.

Book Game Theory  Alive

    Book Details:
  • Author : Anna R. Karlin
  • Publisher : American Mathematical Soc.
  • Release : 2017-04-27
  • ISBN : 1470419823
  • Pages : 372 pages

Download or read book Game Theory Alive written by Anna R. Karlin and published by American Mathematical Soc.. This book was released on 2017-04-27 with total page 372 pages. Available in PDF, EPUB and Kindle. Book excerpt: We live in a highly connected world with multiple self-interested agents interacting and myriad opportunities for conflict and cooperation. The goal of game theory is to understand these opportunities. This book presents a rigorous introduction to the mathematics of game theory without losing sight of the joy of the subject. This is done by focusing on theoretical highlights (e.g., at least six Nobel Prize winning results are developed from scratch) and by presenting exciting connections of game theory to other fields such as computer science (algorithmic game theory), economics (auctions and matching markets), social choice (voting theory), biology (signaling and evolutionary stability), and learning theory. Both classical topics, such as zero-sum games, and modern topics, such as sponsored search auctions, are covered. Along the way, beautiful mathematical tools used in game theory are introduced, including convexity, fixed-point theorems, and probabilistic arguments. The book is appropriate for a first course in game theory at either the undergraduate or graduate level, whether in mathematics, economics, computer science, or statistics. The importance of game-theoretic thinking transcends the academic setting—for every action we take, we must consider not only its direct effects, but also how it influences the incentives of others.

Book Works of Game

Download or read book Works of Game written by John Sharp and published by MIT Press. This book was released on 2015-03-06 with total page 157 pages. Available in PDF, EPUB and Kindle. Book excerpt: An exploration of the relationship between games and art that examines the ways that both gamemakers and artists create game-based artworks. Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes—to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. “Game Art,” which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. “Artgames,” created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, “Artists' Games”—with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman—represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities.

Book Procedural Content Generation in Games

Download or read book Procedural Content Generation in Games written by Noor Shaker and published by Springer. This book was released on 2016-10-18 with total page 237 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content. Each chapter explains an algorithm type or domain, including fractal methods, grammar-based methods, search-based and evolutionary methods, constraint-based methods, and narrative, terrain, and dungeon generation. The authors are active academic researchers and game developers, and the book is appropriate for undergraduate and graduate students of courses on games and creativity; game developers who want to learn new methods for content generation; and researchers in related areas of artificial intelligence and computational intelligence.

Book The Long Game

Download or read book The Long Game written by Mitch McConnell and published by Penguin. This book was released on 2019-12-03 with total page 321 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now in paperback with a foreword by President Donald J. Trump, Senate Majority Leader Mitch McConnell's memoir shows how one of the most successful public figures of our time has worked to advance conservative values in Washington. Under Mitch McConnell’s famously quiet and strategic leadership, Republicans in the Senate have seen win after win—from tax cuts and deregulation to major improvements for veterans, farmers, and our national defense. In 2018, President Donald Trump dubbed McConnell “the greatest leader in history”—and even his harshest critics on the Left acknowledge his skill. Now with a new foreword by President Trump and an afterword that details McConnell’s friendship with Supreme Court Justice Antonin Scalia, this paperback edition of McConnell’s memoir reveals the backdrop of his decision not to fill Scalia’s vacant seat until after the 2016 presidential election. Of this decision, New York Times chief Washington correspondent Carl Hulse wrote that “McConnell not only preserved a Supreme Court seat, he elected Donald Trump president.” The years of the McConnell-led Senate have proved that lasting change can only be won by playing the long game. Leading up to the 2020 election, when the system of government our Founding Fathers created will again be threatened by the Left, this book is necessary reading for anyone who wants to avoid repeating the mistakes of our recent past.