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Book Surviving Game School   and the Game Industry After That

Download or read book Surviving Game School and the Game Industry After That written by Michael Lynch and published by CRC Press. This book was released on 2018-02-06 with total page 469 pages. Available in PDF, EPUB and Kindle. Book excerpt: Surviving Game School speaks about what to expect in a top game design or game development college program, and what to expect once students get out. Making games is not at all the same as playing games. Uncommonly blunt, the book reveals the rigors – and the joys – of working in this industry. Along the way the book touches on themes of time management, creativity, teamwork, and burnout. The authors explore the impact working in the game industry can have on personal relationships and family life. The book closes with advice about life’s goals and building and keeping a sensible balance between work and everything else.

Book The Game Production Toolbox

Download or read book The Game Production Toolbox written by Heather Maxwell Chandler and published by CRC Press. This book was released on 2020-04-07 with total page 330 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Game Production Toolbox focuses on the nuts and bolts of producing interactive content and how you can organize and support the creative, technical, and business efforts that are all part of interactive game development. This book isn’t going to tell you how to design a game or what technologies to use. Instead it provides techniques for and insights into managing, from concept to release, all the pieces that must come together in order to get a game into the hands of a player. Readers will learn about each phase of game production: prototyping, defining the requirements, assembling the team, making the game, and releasing to the players. Interviews from professional game developers give a behind-the-scenes look at what it takes to make a game. Key Features A framework for how to get an interactive game from concept to release, including information on financing and pitching to publishers and investors. Techniques for working with the game development team to get effective prototypes and documentation to prove out game concept and mechanics. Concrete information on how to plan and execute the different aspects of game production, such as audio, localization, testing, and software ratings. Advice from industry experts on managing teams, project management, communicating effectively, and keeping everyone happy. Information about working effectively with marketing, PR, and other people that are involved with the publishing and release process.

Book The Video Game Industry

Download or read book The Video Game Industry written by Peter Zackariasson and published by Routledge. This book was released on 2012-08-21 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Video Game Industry provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this industry is still stigmatized as frivolous and ‘only’ game oriented, those who grew up with video games are changing things, especially research agendas, the acceptance of studies, and their interpretation. This book describes and defines video games as their own special medium. They are not pinball from which they grew, nor movies which they sometimes resemble. They are a unique form of entertainment based on meaningful interactions between individuals and machine across a growing sector of the population. The Video Game Industry provides a reference foundation for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.

Book Surviving Game

    Book Details:
  • Author : Peng ErShao
  • Publisher : Funstory
  • Release : 2020-10-21
  • ISBN : 1636897509
  • Pages : 779 pages

Download or read book Surviving Game written by Peng ErShao and published by Funstory. This book was released on 2020-10-21 with total page 779 pages. Available in PDF, EPUB and Kindle. Book excerpt: In my senior year of high school, my class had a physical education class, and after a name-tearing event, I was the only one who had ever finished class... If you were abandoned by the world, there was no law, no morality, no bondage, and there was only one thing left in your world, and that was to live! If it did happen, would you stick to your conscience or go down with it?

Book Assessing Schools for Generation R  Responsibility

Download or read book Assessing Schools for Generation R Responsibility written by Michael P. Mueller and published by Springer Science & Business Media. This book was released on 2013-07-17 with total page 448 pages. Available in PDF, EPUB and Kindle. Book excerpt: Today’s youth will face global environmental changes, as well as complex personal and social challenges. To address these issues this collection of essays provides vital insights on how science education can be designed to better engage students and help them solve important problems in the world around them. Assessing Schools for Generation R (Responsibility) includes theories, research, and practices for envisioning how science and environmental education can promote personal, social, and civic responsibility. It brings together inspiring stories, creative practices, and theoretical work to make the case that science education can be reformed so that students learn to meaningfully apply the concepts they learn in science classes across America and grow into civically engaged citizens. The book calls for a curriculum that equips students with the knowledge, skills, attitudes and values to confront the complex and often ill-defined socioscientific issues of daily life. The authors are all experienced educators and top experts in the fields of science and environmental education, ecology, experiential education, educational philosophy, policy and history. They examine what has to happen in the domains of teacher preparation and public education to effect a transition of the youth of America. This exciting, informative, sophisticated and sometimes provocative book will stimulate much debate about the future direction of science education in America, and the rest of the world. It is ideal reading for all school superintendents, deans, faculty, and policymakers looking for a way to implement a curriculum that helps builds students into responsible and engaged citizens.

Book Surviving Las Vegas

    Book Details:
  • Author : Scott M. Crisci
  • Publisher : Page Publishing Inc
  • Release : 2022-09-12
  • ISBN : 1662469632
  • Pages : 129 pages

Download or read book Surviving Las Vegas written by Scott M. Crisci and published by Page Publishing Inc. This book was released on 2022-09-12 with total page 129 pages. Available in PDF, EPUB and Kindle. Book excerpt: Scott Crisci's life goes full circle as he battles a crapshoot of medical maladies and rises from a busboy to a high-stakes dealer.

Book Breaking Into the Game Industry

Download or read book Breaking Into the Game Industry written by Brenda Brathwaite and published by Course Technology. This book was released on 2012 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Provides an overview of the game industry and offers advice from experienced professionals on entering the video game industry.

Book Reality Is Broken

    Book Details:
  • Author : Jane McGonigal
  • Publisher : Penguin
  • Release : 2011-01-20
  • ISBN : 1101475498
  • Pages : 334 pages

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.

Book Game Over

Download or read book Game Over written by David Sheff and published by Vintage. This book was released on 2011-11-02 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt: More American children recognize Super Mario, the hero of one of Nintendo’s video games, than Mickey Mouse. The Japanese company has come to earn more money than the big three computer giants or all Hollywood movie studios combined. Now Sheff tells of the Nintendo invasion–a tale of innovation and cutthroat tactics.

Book Entrepreneurship and the Creative Economy

Download or read book Entrepreneurship and the Creative Economy written by Colette Henry and published by Edward Elgar Publishing. This book was released on 2011-01-01 with total page 241 pages. Available in PDF, EPUB and Kindle. Book excerpt: Creative industries are becoming increasingly important to the economic and social wealth of most economies. They are also inherently linked to entrepreneurship and this book provides thoughtful and comprehensive insights into the role of creative industries in contemporary economies and to the interface between creative firms and entrepreneurship. The book draws upon cutting edge research to illustrate and explain the diversity and nature of creative industries and to provide informed discussion on key topics relevant to developing theory and understanding of this vital sector. This book is a must for anyone interested in understanding and learning more about the opportunities which creative industries have created for entrepreneurship and the benefits which an entrepreneurial mind-set can offer to the creative industries.- Eleanor Shaw, University of Strathclyde, UK 'The creative industries have long been a hotbed of entrepreneurial activity. For decades vaudeville, theater, movies, art, and music have exemplified the key aspects of entrepreneurship, and the participants in these industries search for novelty and create innovations. But despite the fact that some countries have industrial policies to focus on creative arts, this is a little studied area of entrepreneurship. Colette Henry and Anne de Bruin offer one of the first academic books that showcases research in the creative industries. This volume presents a solid theoretical foundation and offers fascinating chapters that consider a variety of topics such as regional strategies, education, creative expression and the evolution of industry.'

Book They Create Worlds

    Book Details:
  • Author : Alexander Smith
  • Publisher : CRC Press
  • Release : 2019-11-19
  • ISBN : 042975261X
  • Pages : 575 pages

Download or read book They Create Worlds written by Alexander Smith and published by CRC Press. This book was released on 2019-11-19 with total page 575 pages. Available in PDF, EPUB and Kindle. Book excerpt: They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry. Beginning with the advent of computers in the mid-20th century, Alexander Smith’s text comprehensively highlights and examines individuals, companies, and market forces that have shaped the development of the video game industry around the world. Volume one, places an emphasis on the emerging ideas, concepts, and games developed from the commencement of the budding video game art form in the 1950s and 1960s through the first commercial activity in the 1970s and early 1980s. They Create Worlds aims to build a new foundation upon which future scholars and the video game industry itself can chart new paths. Key Features: The most in-depth examination of the video game industry ever written, They Create Worlds charts the technological breakthroughs, design decisions, and market forces in the United States, Europe, and East Asia that birthed a $100 billion industry. The books derive their information from rare primary sources such as little-studied trade publications, personal papers collections, and oral history interviews with designers and executives, many of whom have never told their stories before. Spread over three volumes, They Create Worlds focuses on the creative designers, shrewd marketers, and innovative companies that have shaped video games from their earliest days as a novelty attraction to their current status as the most important entertainment medium of the 21st Century. The books examine the formation of the video game industry in a clear narrative style that will make them useful as teaching aids in classes on the history of game design and economics, but they are not being written specifically as instructional books and can be enjoyed by anyone with a passion for video game history.

Book What Video Games Have to Teach Us About Learning and Literacy  Second Edition

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.

Book Teen Brain

    Book Details:
  • Author : David Gillespie
  • Publisher : Macmillan Publishers Aus.
  • Release : 2019-03-26
  • ISBN : 1760786071
  • Pages : 300 pages

Download or read book Teen Brain written by David Gillespie and published by Macmillan Publishers Aus.. This book was released on 2019-03-26 with total page 300 pages. Available in PDF, EPUB and Kindle. Book excerpt: With their labile and rapidly developing brains, adolescents are particularly susceptible to addiction, and addiction leads to anxiety and depression. What few parents will know is that what we think of as the most typical addictions and problematic teen behaviours - smoking, drinking, drug taking, sex leading to teenage pregnancy - are on the decline. The bad news is that a whole raft of addictions has taken their place. Whereas once the dopamine-hungry brain of a teenager got its fix from smoking a joint or sculling a Bundy and coke, it is now turning to electronic devices for the pleasure jolt that typically comes from online playing games and engaging with social media. What is doubly troubling is that, unlike drugs, alcohol and cigarettes, electronic devices are not illicit. Quite the contrary. They are liberally distributed by schools and parents, with few restrictions placed on their use. And, to add fuel to the fire, emerging research shows that if addictive pathways are activated during the teen years, they are there for life, and that what starts as a screen addiction can lead to major substance abuse later in life.

Book The Sports Strategist

Download or read book The Sports Strategist written by Irving Rein and published by Oxford University Press, USA. This book was released on 2015 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: The sports industry is more complex than ever before, and succeeding within it now requires an equally dynamic approach. Teams and leagues across many sports face unprecedented competition in worldwide markets as the cost of doing business increases and traditional revenue streams face pressure. In light of these changes, the idea that winning championships is the key to organizational success is misguided. The Sports Strategist: Developing Leaders for a High-Performance Industry reveals which areas in the industry, unlike winning, can be controlled and maximized for consistent success. Aspiring leaders in the sports business will learn how to design identities, manage narratives, and maximize new technologies in order to implement business analytics and build public support. These techniques are vital to creating a successful sports organization that is ready to reap the benefits of winning when it does happen, without having to rely on it when it doesn't. In such a high-performance field, the demand for well-equipped leaders is great, and The Sports Strategist provides the necessary tools and techniques for their success.

Book Handbook of Research on Effective Electronic Gaming in Education

Download or read book Handbook of Research on Effective Electronic Gaming in Education written by Ferdig, Richard E. and published by IGI Global. This book was released on 2008-07-31 with total page 1762 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.

Book Debates in the Digital Humanities 2019

Download or read book Debates in the Digital Humanities 2019 written by Matthew K. Gold and published by U of Minnesota Press. This book was released on 2019-04-30 with total page 722 pages. Available in PDF, EPUB and Kindle. Book excerpt: The latest installment of a digital humanities bellwether Contending with recent developments like the shocking 2016 U.S. Presidential election, the radical transformation of the social web, and passionate debates about the future of data in higher education, Debates in the Digital Humanities 2019 brings together a broad array of important, thought-provoking perspectives on the field’s many sides. With a wide range of subjects including gender-based assumptions made by algorithms, the place of the digital humanities within art history, data-based methods for exhuming forgotten histories, video games, three-dimensional printing, and decolonial work, this book assembles a who’s who of the field in more than thirty impactful essays. Contributors: Rafael Alvarado, U of Virginia; Taylor Arnold, U of Richmond; James Baker, U of Sussex; Kathi Inman Berens, Portland State U; David M. Berry, U of Sussex; Claire Bishop, The Graduate Center, CUNY; James Coltrain, U of Nebraska–Lincoln; Crunk Feminist Collective; Johanna Drucker, U of California–Los Angeles; Jennifer Edmond, Trinity College; Marta Effinger-Crichlow, New York City College of Technology–CUNY; M. Beatrice Fazi, U of Sussex; Kevin L. Ferguson, Queens College–CUNY; Curtis Fletcher, U of Southern California; Neil Fraistat, U of Maryland; Radhika Gajjala, Bowling Green State U; Michael Gavin, U of South Carolina; Andrew Goldstone, Rutgers U; Andrew Gomez, U of Puget Sound; Elyse Graham, Stony Brook U; Brian Greenspan, Carleton U; John Hunter, Bucknell U; Steven J. Jackson, Cornell U; Collin Jennings, Miami U; Lauren Kersey, Saint Louis U; Kari Kraus, U of Maryland; Seth Long, U of Nebraska, Kearney; Laura Mandell, Texas A&M U; Rachel Mann, U of South Carolina; Jason Mittell, Middlebury College; Lincoln A. Mullen, George Mason U; Trevor Muñoz, U of Maryland; Safiya Umoja Noble, U of Southern California; Jack Norton, Normandale Community College; Bethany Nowviskie, U of Virginia; Élika Ortega, Northeastern U; Marisa Parham, Amherst College; Jussi Parikka, U of Southampton; Kyle Parry, U of California, Santa Cruz; Brad Pasanek, U of Virginia; Stephen Ramsay, U of Nebraska–Lincoln; Matt Ratto, U of Toronto; Katie Rawson, U of Pennsylvania; Ben Roberts, U of Sussex; David S. Roh, U of Utah; Mark Sample, Davidson College; Moacir P. de Sá Pereira, New York U; Tim Sherratt, U of Canberra; Bobby L. Smiley, Vanderbilt U; Lauren Tilton, U of Richmond; Ted Underwood, U of Illinois, Urbana-Champaign; Megan Ward, Oregon State U; Claire Warwick, Durham U; Alban Webb, U of Sussex; Adrian S. Wisnicki, U of Nebraska–Lincoln.

Book Press Reset

    Book Details:
  • Author : Jason Schreier
  • Publisher : Grand Central Publishing
  • Release : 2021-05-11
  • ISBN : 1538735482
  • Pages : 304 pages

Download or read book Press Reset written by Jason Schreier and published by Grand Central Publishing. This book was released on 2021-05-11 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the bestselling author of Blood, Sweat, and Pixels comes the next definitive, behind-the-scenes account of the video game industry: how some of the past decade's most renowned studios fell apart—and the stories, both triumphant and tragic, of what happened next. Jason Schreier's groundbreaking reporting has earned him a place among the preeminent investigative journalists covering the world of video games. In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it. The business of videogames is both a prestige industry and an opaque one. Based on dozens of first-hand interviews that cover the development of landmark games—Bioshock Infinite, Epic Mickey, Dead Space, and more—on to the shocking closures of the studios that made them, Press Reset tells the stories of how real people are affected by game studio shutdowns, and how they recover, move on, or escape the industry entirely. Schreier's insider interviews cover hostile takeovers, abusive bosses, corporate drama, bounced checks, and that one time the Boston Red Sox's Curt Schilling decided he was going to lead a game studio that would take out World of Warcraft. Along the way, he asks pressing questions about why, when the video game industry is more successful than ever, it's become so hard to make a stable living making video games—and whether the business of making games can change before it's too late.