Download or read book The Racing Game written by Marvin Scott and published by Routledge. This book was released on 2017-07-28 with total page 234 pages. Available in PDF, EPUB and Kindle. Book excerpt: This study of a unique social world probes beneath the thrill and spectacle of horse racing into the lives of the "honest boys," the "gyps," the "manipulators," the "stoops," and the "Chalk eaters"--the constituents of race track society and the players of the racing game. With scientific precision and journalistic vigor, Scott describes the everyday activities--the objectives and strategies--of those whose lives are organized around track proceedings and who compete with chance and one another. The players in the racing game range from track owners to stable boys, from law enforcers to lawbreakers, and from casual sportsmen to pathologically addicted gamblers. Considering the self-interests, the normative and operational codes, and the interactional relationships among the major types and subtypes of participants, the author defines the components of strategic movement within the framework of rules and resources to show how a player's relations to the "means of production" governs his behavior. The fruitful application of sociological theory and method to an unusually interesting social context makes this particularly useful still for courses in social problems and the sociology of organizations and of leisure.
Download or read book The Racing Game written by Marvin B. Scott and published by Transaction Publishers. This book was released on with total page 204 pages. Available in PDF, EPUB and Kindle. Book excerpt: This study of a unique social world probes beneath the thrill and spectacle of horse racing into the lives of the "honest boys," the "gyps," the "manipulators," the "stoops," and the "Chalk eaters"--the constituents of race track society and the players of the racing game. With scientific precision and journalistic vigor, Scott describes the everyday activities--the objectives and strategies--of those whose lives are organized around track proceedings and who compete with chance and one another. The players in the racing game range from track owners to stable boys, from law enforcers to lawbreakers, and from casual sportsmen to pathologically addicted gamblers. Considering the self-interests, the normative and operational codes, and the interactional relationships among the major types and subtypes of participants, the author defines the components of strategic movement within the framework of rules and resources to show how a player's relations to the "means of production" governs his behavior. The fruitful application of sociological theory and method to an unusually interesting social context makes this particularly useful still for courses in social problems and the sociology of organizations and of leisure. "...when he was teaching at Berkeley, Goffman asked me to come to his seminar to hear a student, Marvin Scott, present his research on horse racing. ...in the course of his presentation, Scott suggested in passing that gamblers, including horse players, sometimes had winning streaks' or losing streaks.' Goffman, who had been listening appreciatively until that point, interrupted to say that of course Scott meant that they thought they had such streaks of good or bad luck. But Scott said no, these were observable facts.' Goffman, unwilling to accept such supernatural talk, persisted, appealing to the laws of probability to assure Scott that such streaks' were natural occurrences in any long run of tries in such a game as blackjack or craps."--Howard Becker Marvin B. Scott retired in 2001 as professor of sociology at Hunter College, City University of New York. He previously taught at San Francisco State College and received his Ph.D. in 1966 at the University of California, Berkeley. Jaime Suchlicki is Bacardi Professor of History at the Graduate School of International Studies at the University of Miami, and executive director of its Cuban-American and Cuban Center.
Download or read book Game Design Theory and Practice Second Edition written by Richard Rouse III and published by Jones & Bartlett Learning. This book was released on 2004-08-30 with total page 730 pages. Available in PDF, EPUB and Kindle. Book excerpt: “Both burgeoning game designers and devoted gamers should consider [Game Design: Theory & Practice] an essential read.” — Computer Gaming World “Ultimately, in both theory and practice, Rouse’s Game Design bible gets the job done. Let us pray.” - Next Generation magazine In the second edition to the acclaimed Game Design: Theory & Practice, designer Richard Rouse III balances a discussion of the essential concepts behind game design with an explanation of how you can implement them in your current project. Detailed analysis of successful games is interwoven with concrete examples from Rouse’s own experience. This second edition thoroughly updates the popular original with new chapters and fully revised text.
Download or read book Start Your Engines written by Jim Parker and published by . This book was released on 2005 with total page 470 pages. Available in PDF, EPUB and Kindle. Book excerpt: Start Your Engines: Developing Driving and Racing Games is a unique book that will teach readers everything they need to set up different types of road conditions, create opponents, set up road hazards, generate weather conditions, manage collisions, and much more. Not only will readers end up with the knowledge and tools they need to create driving and racing games, they get a full-featured, playable racing game that they can expand and customize with the skills learned in the book. The book shows readers how to develop live-action, interactive racing games with a unique three-tiered approach. Readers will start off by learning how to build a model for a racing game and then apply the physics to create a simple 2D (flat) game while learning how to create a variety of vehicles, race opponents, and terrain. In tier two, readers learn how to go from 2D to 3D with the same game concepts illustrating how to take the same basic idea for a game (and gameplay) and use modeling tips and tricks to begin customizing features. In the final tier, the author takes the concepts of 3D driving games to Mars with data modeled from real Mars terrain. Readers will create a dune buggy race on the planet of Mars and learn to create cool racing action at a bizarre and treacherous location.
Download or read book Game Development and Production written by Erik Bethke and published by Wordware Publishing, Inc.. This book was released on 2003 with total page 436 pages. Available in PDF, EPUB and Kindle. Book excerpt: A handbook for game development with coverage of both team management topics, such as task tracking and creating the technical design document, and outsourcing strategies for contents, such as motion capture and voice-over talent. It covers various aspects of game development.
Download or read book Racing the Beam written by Nick Montfort and published by MIT Press. This book was released on 2020-02-25 with total page 193 pages. Available in PDF, EPUB and Kindle. Book excerpt: A study of the relationship between platform and creative expression in the Atari VCS, the gaming system for popular games like Pac-Man and Star Wars: The Empire Strikes Back. The Atari Video Computer System dominated the home video game market so completely that “Atari” became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms—the systems underlying computing. This book, the first in a series of Platform Studies, does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS—often considered merely a retro fetish object—is an essential part of the history of video games.
Download or read book Game Design Workshop written by Tracy Fullerton and published by CRC Press. This book was released on 2004-01-03 with total page 480 pages. Available in PDF, EPUB and Kindle. Book excerpt: As experienced teachers of novice game designers, the authors have discovered patterns in the way that students grasp game design - the mistakes they make as well as the methods to help them to create better games. Each exercise requires no background in programming or artwork, releasing beginning designers from the intricacies of electronic game production and allowing them to learn what works and what doesn't work in a game system. Additionally, these exercises teach important skills in system design: the processes of prototyping, playtesting, and redesigning.
Download or read book Rules of Play written by Katie Salen Tekinbas and published by MIT Press. This book was released on 2003-09-25 with total page 680 pages. Available in PDF, EPUB and Kindle. Book excerpt: An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Download or read book Game Preview written by Nicolae Sfetcu and published by Nicolae Sfetcu. This book was released on 2014-05-04 with total page 825 pages. Available in PDF, EPUB and Kindle. Book excerpt: A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc. While many different subdivisions have been proposed, anthropologists classify games under three major headings, and have drawn some conclusions as to the social bases that each sort of game requires. They divide games broadly into, games of pure skill, such as hopscotch and target shooting; games of pure strategy, such as checkers, go, or tic-tac-toe; and games of chance, such as craps and snakes and ladders. A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc.
Download or read book Fundamentals of Game Design written by Ernest Adams and published by New Riders. This book was released on 2010-04-07 with total page 697 pages. Available in PDF, EPUB and Kindle. Book excerpt: To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade
Download or read book Encyclopedia of Video Games 2 volumes written by Mark J. P. Wolf and published by Bloomsbury Publishing USA. This book was released on 2012-08-16 with total page 788 pages. Available in PDF, EPUB and Kindle. Book excerpt: This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games. Organized alphabetically by topic and cross-referenced across subject areas, Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming will serve the needs of students and other researchers as well as provide fascinating information for game enthusiasts and general readers.
Download or read book Game On written by Dustin Hansen and published by Feiwel & Friends. This book was released on 2016-11-22 with total page 369 pages. Available in PDF, EPUB and Kindle. Book excerpt: Find out about the fast and furious growth and evolution of video games (including how they are quickly taking over the world!) by looking at some of the most popular, innovative, and influential games ever, from Pong, the very first arcade game ever, to modern hits like Uncharted. Learn about the creators and inspiration (Mario was named after Nintendo’s landlord after he barged into a staff meeting demanding rent), discover historical trivia and Easter eggs (The developers of Halo 2 drank over 24,000 gallons of soda while making the game), and explore the innovations that make each game special (The ghosts in Pac-Man are the first example of AI in a video game). Whether you consider yourself a hard-core gamer or are just curious to see what everyone is talking about, Game On! is the book for you!
Download or read book Understanding Video Game Music written by Tim Summers and published by Cambridge University Press. This book was released on 2016-09-08 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: Music is a central component of video games. This book provides methods and concepts for understanding how game music works.
Download or read book Team Sonic Racing One shot written by Caleb Goellner and published by IDW Publishing. This book was released on 2018-12-05 with total page 40 pages. Available in PDF, EPUB and Kindle. Book excerpt: Sonic's been taken to another world and entered into a race unlike any other! With a little help from his friends Tails and Knuckles, he'll race to win the competition and get everyone home! BUT! Before that, check out a comics exclusive story straight from the world of Team Sonic Racing!
Download or read book Esports For Dummies written by Phill Alexander and published by John Wiley & Sons. This book was released on 2020-03-27 with total page 329 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover the path to the big leagues It's time to prove all those people who said “video games are a waste of time” wrong. Esports has rewarded top gamers with prize money, glory, and even college scholarships. Want to get in on the action? This book puts you on the path to get your share of the growing world of esports. It helps you figure out the gear you need to be competitive, the games that drive esports, how to break into competitive play, and how to use online platforms to get attention. Written by the esports program director at the first Division I university to field an esports team, this book defines and demystifies the complex world of competitive video gaming. Get the gear for your first esports battles Gain recognition for your skills online or in tournaments Discover the path to earning scholarships in esports Build your online identity Get the insider tips you need to make your name in the esports universe.
Download or read book The Game Maker s Bible written by Adam Jeremy Capps and published by Adam Jeremy Capps. This book was released on 2021-06-22 with total page 116 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Game Maker’s Bible is a book that teaches good game making. It goes over good ideas, bad ideas, different kinds of games, story development, particular elements such as game mechanics, and more. It also contains a section for all new ideas that are free to use. This is a new public domain book.
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.