EBookClubs

Read Books & Download eBooks Full Online

EBookClubs

Read Books & Download eBooks Full Online

Book Love Revisited  Davit and Jenova

Download or read book Love Revisited Davit and Jenova written by and published by Noble Romance Publishing LL. This book was released on with total page 24 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Toward a Ludic Architecture

Download or read book Toward a Ludic Architecture written by Steffen P. Walz and published by Lulu.com. This book was released on 2010 with total page 384 pages. Available in PDF, EPUB and Kindle. Book excerpt: “Toward a Ludic Architecture†is a pioneering publication, architecturally framing play and games as human practices in and of space. Filling the gap in literature, Steffen P. Walz considers game design theory and practice alongside architectural theory and practice, asking: how are play and games architected? What kind of architecture do they produce and in what way does architecture program play and games? What kind of architecture could be produced by playing and gameplaying?

Book Games and Bereavement

Download or read book Games and Bereavement written by Sabine Harrer and published by transcript Verlag. This book was released on 2019-03-31 with total page 275 pages. Available in PDF, EPUB and Kindle. Book excerpt: How can videogames portray love and loss? Games and Bereavement answers this question by looking at five videogames and carrying out a participatory design study with grievers. Sabine Harrer highlights possible connections between grief and videogames, arguing that game design may help make difficult personal feelings tangible. After a brief literary review of grief concepts and videogame theory, the book deep-dives into examples of tragic inter-character relationships from videogame history. Building on these examples, the book presents a case study on pregnancy loss as a potential grief experience that can be validated through game design dialogue.

Book The Doll Factory

    Book Details:
  • Author : Elizabeth Macneal
  • Publisher : Simon & Schuster
  • Release : 2019-08-13
  • ISBN : 1982111933
  • Pages : 368 pages

Download or read book The Doll Factory written by Elizabeth Macneal and published by Simon & Schuster. This book was released on 2019-08-13 with total page 368 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this “sharp, scary, gorgeously evocative tale of love, art, and obsession” (Paula Hawkins, bestselling author of The Girl on the Train), a beautiful young woman aspires to be an artist, while a man’s dark obsession may destroy her world forever. The Doll Factory is a sweeping tale of curiosity, love, and possession set among all the sordidness and soaring ambition of 1850s London. The greatest spectacle London has ever seen is being erected in Hyde Park and, among the crowd watching, two people meet. For Iris, an aspiring artist of unique beauty, it is the encounter of a moment—forgotten seconds later—but for Silas, a curiosity collector enchanted by the strange and beautiful, the meeting marks a new beginning. When Iris is asked to model for Pre-Raphaelite artist Louis Frost, she agrees on the condition that he will also teach her to paint, and suddenly her world expands beyond anything she ever dreamed of. But she has no idea that evil stalks her. Silas, it seems, has thought of only one thing since that chance meeting, and his obsession is darkening by the day...

Book Uncertainty in Games

Download or read book Uncertainty in Games written by Greg Costikyan and published by MIT Press. This book was released on 2013 with total page 150 pages. Available in PDF, EPUB and Kindle. Book excerpt: How uncertainty in games -- from Super Mario Bros. to Rock/Paper/Scissors -- engages players and shapes play experiences.

Book Level Design

    Book Details:
  • Author : Rudolf Kremers
  • Publisher : CRC Press
  • Release : 2009-10-21
  • ISBN : 1439876959
  • Pages : 400 pages

Download or read book Level Design written by Rudolf Kremers and published by CRC Press. This book was released on 2009-10-21 with total page 400 pages. Available in PDF, EPUB and Kindle. Book excerpt: Good or bad level design can make or break any game, so it is surprising how little reference material exists for level designers. Beginning level designers have a limited understanding of the tools and techniques they can use to achieve their goals, or even define them. This book is the first to use a conceptual and theoretical foundation to build

Book Challenges for Games Designers

    Book Details:
  • Author : Brenda Brathwaite
  • Publisher : Createspace Independent Publishing Platform
  • Release : 2008-08-21
  • ISBN : 9781542453318
  • Pages : 340 pages

Download or read book Challenges for Games Designers written by Brenda Brathwaite and published by Createspace Independent Publishing Platform. This book was released on 2008-08-21 with total page 340 pages. Available in PDF, EPUB and Kindle. Book excerpt: Welcome to a book written to challenge you, improve your brainstorming abilities, and sharpen your game design skills! Challenges for Game Designers: Non-Digital Exercises for Video Game Designers is filled with enjoyable, interesting, and challenging exercises to help you become a better video game designer, whether you are a professional or aspire to be. Each chapter covers a different topic important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the material, explore the topic, and expand your knowledge in that area. Each chapter also includes 10 "non-digital shorts" to further hone your skills. None of the challenges in the book require any programming or a computer, but many of the topics feature challenges that can be made into fully functioning games. The book is useful for professional designers, aspiring designers, and instructors who teach game design courses, and the challenges are great for both practice and homework assignments. The book can be worked through chapter by chapter, or you can skip around and do only the challenges that interest you. As with anything else, making great games takes practice and Challenges for Game Designers provides you with a collection of fun, thought-provoking, and of course, challenging activities that will help you hone vital skills and become the best game designer you can be.

Book Avant garde Videogames

Download or read book Avant garde Videogames written by Brian Schrank and published by MIT Press. This book was released on 2014-04-18 with total page 231 pages. Available in PDF, EPUB and Kindle. Book excerpt: An exploration of avant-garde games that builds upon the formal and political modes of contemporary and historical art movements. The avant-garde challenges or leads culture; it opens up or redefines art forms and our perception of the way the world works. In this book, Brian Schrank describes the ways that the avant-garde emerges through videogames. Just as impressionism or cubism created alternative ways of making and viewing paintings, Schrank argues, avant-garde videogames create alternate ways of making and playing games. A mainstream game channels players into a tightly closed circuit of play; an avant-garde game opens up that circuit, revealing (and reveling in) its own nature as a game. We can evaluate the avant-garde, Schrank argues, according to how it opens up the experience of games (formal art) or the experience of being in the world (political art). He shows that different artists use different strategies to achieve an avant-garde perspective. Some fixate on form, others on politics; some take radical positions, others more complicit ones. Schrank examines these strategies and the artists who deploy them, looking closely at four varieties of avant-garde games: radical formal, which breaks up the flow of the game so players can engage with its materiality, sensuality, and conventionality; radical political, which plays with art and politics as well as fictions and everyday life; complicit formal, which treats videogames as a resource (like any other art medium) for contemporary art; and complicit political, which uses populist methods to blend life, art, play, and reality—as in alternate reality games, which adapt Situationist strategies for a mass audience.

Book The Gamer s Brain

    Book Details:
  • Author : Celia Hodent
  • Publisher : CRC Press
  • Release : 2017-08-10
  • ISBN : 1351650769
  • Pages : 387 pages

Download or read book The Gamer s Brain written by Celia Hodent and published by CRC Press. This book was released on 2017-08-10 with total page 387 pages. Available in PDF, EPUB and Kindle. Book excerpt: Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.

Book Games   Game Design   Game Studies

Download or read book Games Game Design Game Studies written by Gundolf S. Freyermuth and published by transcript Verlag. This book was released on 2015-11-30 with total page 291 pages. Available in PDF, EPUB and Kindle. Book excerpt: How did games rise to become the central audiovisual form of expression and storytelling in digital culture? How did the practices of their artistic production come into being? How did the academic analysis of the new medium's social effects and cultural meaning develop? Addressing these fundamental questions and aspects of digital game culture in a holistic way for the first time, Gundolf S. Freyermuth's introduction outlines the media-historical development phases of analog and digital games, the history and artistic practices of game design, as well as the history, academic approaches, and most important research topics of game studies. With contributions by André Czauderna, Nathalie Pozzi and Eric Zimmerman.

Book Human Computer Confluence

    Book Details:
  • Author : Andrea Gaggioli
  • Publisher : de Gruyter Open
  • Release : 2015-12
  • ISBN : 9783110471120
  • Pages : 330 pages

Download or read book Human Computer Confluence written by Andrea Gaggioli and published by de Gruyter Open. This book was released on 2015-12 with total page 330 pages. Available in PDF, EPUB and Kindle. Book excerpt: Human computer confluence is a research area aimed at developing an effective, even transparent, bidirectional communication between humans and computers, which has the potential to enable new forms of sensing, perception, interaction, and understanding. This book provides a groundbreaking collection of chapters exploring the science, technology and applications of HCC, bringing together experts in neuroscience, psychology and computer science.

Book Space Time Play

    Book Details:
  • Author : Friedrich von Borries
  • Publisher : Springer Science & Business Media
  • Release : 2007-09-14
  • ISBN : 376438414X
  • Pages : 496 pages

Download or read book Space Time Play written by Friedrich von Borries and published by Springer Science & Business Media. This book was released on 2007-09-14 with total page 496 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer and video games are leaving the PC and conquering the arena of everyday life in the form of mobile applications—the result is new types of cities and architecture. How do these games alter our perception of real and virtual space? What can the designers of physical and digital worlds learn from one another?

Book Chris Crawford on Game Design

Download or read book Chris Crawford on Game Design written by Chris Crawford and published by New Riders. This book was released on 2003 with total page 498 pages. Available in PDF, EPUB and Kindle. Book excerpt: Chris Crawford on Game Design is all about the foundational skills behind the design and architecture of a game. Without these skills, designers and developers lack the understanding to work with the tools and techniques used in the industry today. Chris Crawford, the most highly sought after expert in this area, brings an intense opinion piece full of personality and flare like no other person in this industry can. He explains the foundational and fundamental concepts needed to get the most out of game development today. An exceptional precursor to the two books soon to be published by New Riders with author Andrew Rollings, this book teaches key lessons; including, what you can learn from the history of game play and historical games, necessity of challenge in game play, applying dimensions of conflict, understanding low and high interactivity designs, watching for the inclusion of creativity, and understanding the importance of storytelling. In addition, Chris brings you the wish list of games he'd like to build and tells you how to do it. Game developers and designers will kill for this information!

Book Art to Come

    Book Details:
  • Author : Terry Smith
  • Publisher : Duke University Press
  • Release : 2019-09-06
  • ISBN : 1478003472
  • Pages : 346 pages

Download or read book Art to Come written by Terry Smith and published by Duke University Press. This book was released on 2019-09-06 with total page 346 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Art to Come Terry Smith—who is widely recognized as one of the world's leading historians and theorists of contemporary art—traces the emergence of contemporary art and further develops his concept of contemporaneity. Smith shows that embracing contemporaneity as both a historical concept and a condition of the globalized world allows us to grasp how contemporary art exists in a fluid space of increasing interdependencies, multiple contemporaneous modernities, and persistent inequalities. Throughout these essays, Smith offers systematic proposals for writing contemporary art's histories while assessing how curators, critics, philosophers, artists, and art historians are currently doing so. Among other topics, Smith examines the intersection of architecture with other visual arts, Chinese art since the Cultural Revolution, how philosophers are theorizing concepts associated with the contemporary, Australian Indigenous art, and the current state of art history. Art to Come will be essential reading for artists, art students, curators, gallery workers, historians, critics, and theorists.

Book Diversifying Barbie and Mortal Kombat  Intersectional Perspectives and Inclusive Designs in Gaming

Download or read book Diversifying Barbie and Mortal Kombat Intersectional Perspectives and Inclusive Designs in Gaming written by Yasmin B. Kafai and published by Lulu.com. This book was released on 2016 with total page 320 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Diversifying Barbie and Mortal Kombat, the third edited volume in the series that includes From Barbie to Mortal Kombat and Beyond Barbie and Mortal Kombat, we expand the discussions on gender, race, and sexuality in gaming. We include intersectional perspectives on the experiences of diverse players, non-players and designers and promote inclusive designs for broadening access and participation in gaming, design and development. Contributors from media studies, gender studies, game studies, educational design, learning sciences, computer science, and game development examine who plays, how they play, where and what they play, why they play (or choose not to play), and with whom they play. This volume further explores how we can diversify access, participation and design for more inclusive play and learning.

Book Game Design Workshop

    Book Details:
  • Author : Tracy Fullerton
  • Publisher : CRC Press
  • Release : 2014-03-05
  • ISBN : 1482217163
  • Pages : 540 pages

Download or read book Game Design Workshop written by Tracy Fullerton and published by CRC Press. This book was released on 2014-03-05 with total page 540 pages. Available in PDF, EPUB and Kindle. Book excerpt: Create the Digital Games You Love to Play Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic expertise using Game Design Workshop, Third Edition. Author Tracy Fullerton demystifies the creative process with a clear and accessible analysis of the formal and dramatic systems of game design. Examples of popular games, illustrations of design techniques, and refined exercises strengthen your understanding of how game systems function and give you the skills and tools necessary to create a compelling and engaging game. The book puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. It provides you with the foundation to advance your career in any facet of the game industry, including design, producing, programming, and visual design.

Book Characteristics of Games

Download or read book Characteristics of Games written by George Skaff Elias and published by MIT Press. This book was released on 2020-12-08 with total page 331 pages. Available in PDF, EPUB and Kindle. Book excerpt: Understanding games--whether computer games, card games, board games, or sports--by analyzing certain common traits. Characteristics of Games offers a new way to understand games: by focusing on certain traits--including number of players, rules, degrees of luck and skill needed, and reward/effort ratio--and using these characteristics as basic points of comparison and analysis. These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games--board games, card games, computer games, and sports--have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing.