Download or read book Reality Is Broken written by Jane McGonigal and published by Penguin. This book was released on 2011-01-20 with total page 334 pages. Available in PDF, EPUB and Kindle. Book excerpt: “McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.
Download or read book Masters of Doom written by David Kushner and published by Random House Trade Paperbacks. This book was released on 2004-05-11 with total page 361 pages. Available in PDF, EPUB and Kindle. Book excerpt: Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to co-create the most notoriously successful game franchises in history—Doom and Quake—until the games they made tore them apart. Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industry’s greatest story, written by one of the medium’s leading observers. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it’s like to be young, driven, and wildly creative. “To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio. This is a page-turning, mythopoeic cyber-soap opera about two glamorous geek geniuses—and it should be read while scarfing down pepperoni pizza and swilling Diet Coke, with Queens of the Stone Age cranked up all the way.”—Mark Leyner, author of I Smell Esther Williams
Download or read book Level Up written by Scott Rogers and published by John Wiley & Sons. This book was released on 2010-09-29 with total page 515 pages. Available in PDF, EPUB and Kindle. Book excerpt: Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!
Download or read book Learning Science Through Computer Games and Simulations written by National Research Council and published by National Academies Press. This book was released on 2011-04-12 with total page 174 pages. Available in PDF, EPUB and Kindle. Book excerpt: At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.
Download or read book My Life as a Gamer written by Janet Tashjian and published by Henry Holt and Company (BYR). This book was released on 2015-04-07 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: Derek Fallon gets the chance of a lifetime—to participate in a gaming company focus group and to test out a new video game called "Arctic Ninja." Together with his friends Carly, Matt, and Umberto, Derek thinks his gaming talents will be showcased. But he soon realizes that everyone has got him beat, including whiz kid El Cid. On top of that, school reading tests have begun and Derek feels doubly off his game. Isn't there anything he's good at?
Download or read book Cross Media Communications written by Drew Davidson and published by Lulu.com. This book was released on 2010 with total page 296 pages. Available in PDF, EPUB and Kindle. Book excerpt: This text is an introduction to the future of mass media and mass communications - cross-media communications. Cross-media is explained through the presentation and analysis of contemporary examples and project-based tutorials in cross-media development. The text introduces fundamental terms and concepts, and provides a solid overview of cross-media communications, one that builds from a general introduction to a specific examination of media and genres to a discussion of the concepts involved in designing and developing cross-media communications. There is also an accompanying DVD-ROM full of hands-on exercises that shows how cross-media can be applied. For the DVD-ROM: http: //www.lulu.com/content/817927
Download or read book Narrative Mechanics written by Beat Suter and published by transcript Verlag. This book was released on 2021-05-31 with total page 363 pages. Available in PDF, EPUB and Kindle. Book excerpt: What do stories in games have in common with political narratives? This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in politics and social life. They have »many faces«, displays and interfaces. They occur as texts, recipes, stories, dramas in three acts, movies, videos, tweets, journeys of heroes, but also as rewarding stories in games and as narratives in society - such as a career from rags to riches, the concept of modernity or market economy. Below their surface, however, narrative mechanics are a particular type of motivational design - of game mechanics.
Download or read book G A M E Games Autonomy Motivation Education written by Menno Deen and published by Lulu.com. This book was released on 2015-05-21 with total page 268 pages. Available in PDF, EPUB and Kindle. Book excerpt: This thesis reviews and utilizes concepts from cognitive psychology, developmental psychology and game design to bring forth a number of design principles for educational games that may improve students' motivation to learn. Its main contribution is a novel approach to serious game design, namely envisioning play and learning as a restructuring practice. This change of perspective, from a formal game design approach (focused on rules and regulations) towards a more activity-centered approach (focused on process and style), may help designers to leverage the motivational potential of games, in order to make education more engaging to students.
Download or read book Players Unleashed written by Tanja Sihvonen and published by Amsterdam University Press. This book was released on 2012 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: A compelling examination of the practice and implications of modding as they apply to the best-selling computer game The Sims.
Download or read book Projects to Complete Notebook Level 16 Unlocked Video Game 16th Birthday PC Gaming written by Melissa MANGINI and published by . This book was released on 2021-08-14 with total page 114 pages. Available in PDF, EPUB and Kindle. Book excerpt: Project Notebooks Like a scientist's log, an engineering project notebook can be used to capture work in progress during a project. Scientists and engineers use project notebooks to record data as they collect it, to brainstorm explanations of data, to record details of experimental apparatus, and to make progress notes. Features: 6x9 inches 114 pages
Download or read book The Talent Code written by Daniel Coyle and published by Bantam. This book was released on 2009-04-28 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: What is the secret of talent? How do we unlock it? This groundbreaking work provides readers with tools they can use to maximize potential in themselves and others. Whether you’re coaching soccer or teaching a child to play the piano, writing a novel or trying to improve your golf swing, this revolutionary book shows you how to grow talent by tapping into a newly discovered brain mechanism. Drawing on cutting-edge neurology and firsthand research gathered on journeys to nine of the world’s talent hotbeds—from the baseball fields of the Caribbean to a classical-music academy in upstate New York—Coyle identifies the three key elements that will allow you to develop your gifts and optimize your performance in sports, art, music, math, or just about anything. • Deep Practice Everyone knows that practice is a key to success. What everyone doesn’t know is that specific kinds of practice can increase skill up to ten times faster than conventional practice. • Ignition We all need a little motivation to get started. But what separates truly high achievers from the rest of the pack? A higher level of commitment—call it passion—born out of our deepest unconscious desires and triggered by certain primal cues. Understanding how these signals work can help you ignite passion and catalyze skill development. • Master Coaching What are the secrets of the world’s most effective teachers, trainers, and coaches? Discover the four virtues that enable these “talent whisperers” to fuel passion, inspire deep practice, and bring out the best in their students. These three elements work together within your brain to form myelin, a microscopic neural substance that adds vast amounts of speed and accuracy to your movements and thoughts. Scientists have discovered that myelin might just be the holy grail: the foundation of all forms of greatness, from Michelangelo’s to Michael Jordan’s. The good news about myelin is that it isn’t fixed at birth; to the contrary, it grows, and like anything that grows, it can be cultivated and nourished. Combining revelatory analysis with illuminating examples of regular people who have achieved greatness, this book will not only change the way you think about talent, but equip you to reach your own highest potential.
Download or read book 3ds Max Basics for Modeling Video Game Assets Volume 1 written by William Culbertson and published by CRC Press. This book was released on 2019-04-15 with total page 435 pages. Available in PDF, EPUB and Kindle. Book excerpt: A textbook for learning 3d modeling fundamentals, this step-by-step lesson book develops the readers modeling skills through a series of modeling exercises creating modules for a medieval castle environment. As the text introduces new modeling skills it additionally calls on the reader to perform repetitive tasks, reinforcing skills learned in the process. The content is presented as if the reader is in a working video game studio, being responsible for researching asset design, providing the team with placeholder assets, and final model assets that are unwrapped and custom textured. Upon completion of the modeling projects, the modeled environment is exported to the Unity game engine for use in a real game environment, Although the text uses Autodesk 3ds Max for the modeling program, the principals are transferable to other major modeling programs. Key Features: The goal of this book is to teach the fundamentals of 3d modeling video game assets in a simplified, logical progression, optimized for learning at a beginner level. This series of modeling exercises is the result of having taught over one thousand video game students the fundamentals of 3d modeling. Often, teachers are not fully trained in teaching the concepts of 3d modeling. This text, written for self-paced learning helps those instructors. Includes instructions and project files for exporting the finished project environment into a 3d game engine, Unity. Appendices include additional 3ds Max tool instructions. A companion site includes working 3ds Max project files for Chapters, a 3ds Max user interface and 3ds Max short cut keys and more.
Download or read book Fantasy World Building written by Mark Nelson and published by Dover Publications. This book was released on 2019-02-13 with total page 163 pages. Available in PDF, EPUB and Kindle. Book excerpt: When artists and designers explore or create a fictional setting, the milieu must be completely fleshed out, explained, and designed. In this book, comic and gaming art veteran Mark A. Nelson explores and demonstrates his methods for fashioning visually stunning, believable environments for fantasy creatures and characters. Scores of images and step-by-step examples illustrate how variation and experimentation lead to fresh, original designs for otherworldly beings, their environments, and their stories. Nelson discusses how to find ideas and borrow from history to add the strength of realism to a fantasy world. In describing the best ways to establish a habitat, he offers specifics about climate, terrain, flora, and wildlife. He shares insights into founding societies in terms of their means of survival, manner of warfare, spiritual practices, style of dress, and levels of technology. All visual creatives who work with imaginative material — illustrators, comic artists, and writers — will take a lively interest in this source of inspiration and practical knowledge. "In sixteen breezy-yet-surprisingly-concise chapters he covers everything from visual problem solving to spirituality to warfare to transportation, not with the idea of giving the reader lessons to copy by rote but rather as prompts to develop their own original concepts. If I were suggesting three books every budding artist should have at their fingertips they would be Figure Drawing for All It's Worth by Andrew Loomis, Imaginative Realism: How to Paint What Doesn't Exist by James Gurney, and, most definitely, Mark's Fantasy World-Building." — Muddy Colors
Download or read book The Essential Guide to Business for Artists and Designers written by Alison Branagan and published by Bloomsbury Publishing. This book was released on 2017-02-09 with total page 507 pages. Available in PDF, EPUB and Kindle. Book excerpt: This second edition of the best-selling, comprehensive handbook The Essential Guide to Business for Artists and Designers will appeal to a wide range of artists, makers, designers, and photographers looking to set up and establish an arts practice or design business within the visual arts and creative industries. With fully revised content, three new chapters, and profiles of contemporary artists and designers from around the world, this guide leads the reader through the most important aspects of setting up and growing a profitable enterprise. Providing the vital knowledge and tools to develop a vision and achieve business growth, topics include: - Building networks and successful negotiation tactics - Promoting an engaging social media presence - Business planning and money management - Overview of legal, tax and intellectual property issues - Setting up a website and trading online - Exploiting innovation and future trends As well as specially tailored enterprise exercises and useful diagrams, this latest edition features apt quotations and indispensable resources including an extensive glossary and a list of key professional bodies and organisations based in the UK, USA, Canada, Australia and South America. This handbook is printed in a dyslexic-friendly font and includes new illustrated mind maps and colour pictures throughout.
Download or read book Computer Games and Software Engineering written by Kendra M. L. Cooper and published by CRC Press. This book was released on 2015-05-08 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer games represent a significant software application domain for innovative research in software engineering techniques and technologies. Game developers, whether focusing on entertainment-market opportunities or game-based applications in non-entertainment domains, thus share a common interest with software engineers and developers on how to
Download or read book They Met in a Tavern written by Elijah Menchaca and published by CamCat Publishing, LLC. This book was released on 2021-08-10 with total page 424 pages. Available in PDF, EPUB and Kindle. Book excerpt: They used to be heroes . . . and it was all downhill from there. The Starbreakers were your classic teenage heroes. Using their combined powers and skills, they were the most successful group of glintchasers in Corsar. But that all changed the day the city of Relgen died. The group went their separate ways, placing the blame on each other. Brass carried on as a solo act. Snow found work as a notorious assassin. Church became a town’s spiritual leader. Angel was the owner of a bar and inn. And after overcoming his own guilt, Phoenix started a new life as a family man. Seven years after their falling out, a hefty bounty is placed on their heads. Phoenix tries to reunite the Starbreakers before everything they have left is taken from them. But a lot can change in seven years. And if mending old wounds was easy, they would have done it a long time ago.
Download or read book Trigger Happy written by Steven Poole and published by Arcade Publishing. This book was released on 2004 with total page 268 pages. Available in PDF, EPUB and Kindle. Book excerpt: Examines the history and phenomenal success of video games, and argues that the popular games are on the way to becoming a legitimate art form, much in the same way movies did a century earlier.