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Book Tabletop Game Accessibility

Download or read book Tabletop Game Accessibility written by Michael James Heron and published by CRC Press. This book was released on 2024-04-12 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: This foundational resource on the topic of tabletop game accessibility provides actionable guidelines on how to make games accessible for people with disabilities. This book contextualises this practical guidance within a philosophical framework of how the relatively abled can ethically address accessibility issues within game design. This book helps readers to build understanding and empathy across the various categories of accessibility. Chapters on each category introduce ‘the science’, outline the game mechanics and games that show exemplar problems, relate these to the real-world situations that every player may encounter, and then discuss how to create maximally accessible games with reference to the accessibility guidelines and specific games that show ‘best-in-class’ examples of solutions. This book will be of great interest to all professional tabletop and board game designers as well as digital game designers and designers of other physical products.

Book Tabletop Gaming Manual

Download or read book Tabletop Gaming Manual written by Matt Thrower and published by Haynes Publishing UK. This book was released on 2018-02-20 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Tabletop gaming is enjoying a huge renaissance. Sales of hobby board games have risen in double digits yearly for the past decade, with more people enjoying the physical, non-digital aspects of playing, along with the social interaction. It's one of the biggest sectors in crowd-funding platform Kickstarter.

Book Gaming Disability

Download or read book Gaming Disability written by Katie Ellis and published by Taylor & Francis. This book was released on 2022-12-30 with total page 246 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the opportunities and challenges people with disabilities experience in the context of digital games from the perspective of three related areas: representation, access and inclusion, and community. Drawing on key concerns in disability media studies, the book brings together scholars from disability studies and game studies, alongside game developers, educators, and disability rights activists, to reflect upon the increasing visibility of disabled characters in digital games. Chapters explore the contemporary gaming environment as it relates to disability on platforms such as Twitch, Minecraft, and Tingyou, while also addressing future possibilities and pitfalls for people with disabilities within gaming given the rise of virtual reality applications, and augmented games such as Pokémon Go. The book asks how game developers can attempt to represent diverse abilities, taking games such as BlindSide and Overwatch as examples. A significant collection for scholars and students interested in the critical analysis of digital games, this volume will be of interest across several disciplines including game studies, game design and development, internet, visual, cultural, communication and media studies, as well as disability studies.

Book Board Game Accessibility for Persons with Visual Impairment

Download or read book Board Game Accessibility for Persons with Visual Impairment written by Frederico Da Rocha Tomé Filho and published by . This book was released on 2018 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Despite the huge popularity and benefits of traditional board games, they present serious accessibility issues to players, particularly those with visual impairments, due to the heavy use of visuals to communicate gameplay information. Limited research investigating the inherent issues present in board game elements and in the potential solutions to these issues has been conducted so far. In this thesis, an in-depth investigation in the field of board game accessibility for those with visual impairment is conducted, investigating three main aspects: i) the inherent accessibility issues of game components and mechanics, ii) the reliability of board game guidelines for the identification of accessibility issues, and iii) the development of a digital assistive technology for board game gameplay. The findings of this thesis are discussed and compiled, in order to provide a general guide regarding the development or adaptation of accessible board games.

Book It s All a Game

Download or read book It s All a Game written by Tristan Donovan and published by Macmillan. This book was released on 2017-05-30 with total page 296 pages. Available in PDF, EPUB and Kindle. Book excerpt: "[A] timely book...It’s All a Game provides a wonderfully entertaining trip around the board, through 4,000 years of game history."—The Wall Street Journal Board games have been with us longer than even the written word. But what is it about this pastime that continues to captivate us well into the age of smartphones and instant gratification? In It’s All a Game, British journalist and renowned games expert Tristan Donovan opens the box on the incredible and often surprising history and psychology of board games. He traces the evolution of the game across cultures, time periods, and continents, from the paranoid Chicago toy genius behind classics like Operation and Mouse Trap, to the role of Monopoly in helping prisoners of war escape the Nazis, and even the scientific use of board games today to teach artificial intelligence how to reason and how to win. With these compelling stories and characters, Donovan ultimately reveals why board games--from chess to Monopoly to Settlers of Catan, and more--have captured hearts and minds all over the world for generations.

Book Tabletop Game Design for Video Game Designers

Download or read book Tabletop Game Design for Video Game Designers written by Ethan Ham and published by CRC Press. This book was released on 2015-06-19 with total page 349 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn the mechanics that take your game from an idea to a playable product. Do you aspire to be a game designer but aren’t sure where to begin? Tabletop Game Design for Video Game Designers guides you through your initial attempts to design game mechanics. It goes beyond simple description and definition to explore in detail the issues that designers grapple with for every game they create. Learning to design tabletop games builds a solid foundation for game designers and provides methods that can be applied towards creating paper prototypes of computer-targeted games. Presented in a step-by-step format, Tabletop Game Design for Video Game Designers helps the reader understand how the game design skills that are acquired through creating tabletop games can be used when designing video games. Fully playable games accompany every topic so you can truly understand and experience each component that goes into game creation. Tabletop Game Design for Video Game Designers includes: Simple, highly focused games that can be played, analyzed, improved, and/or modified in conjunction with a particular topic in the book. Integrated game design exercises, chapter learning objectives, and in-text sidebars to provide further examples to apply directly to your game creation process. A companion website (www.funmines.com) which includes: "print & play" tabletop games, links to online games, game design resources, and articles about designing and developing games.

Book Games in Libraries

Download or read book Games in Libraries written by Breanne A. Kirsch and published by McFarland. This book was released on 2014-02-11 with total page 247 pages. Available in PDF, EPUB and Kindle. Book excerpt: Librarians are beginning to see the importance of game based learning and the incorporation of games into library services. This book is written for them--so they can use games to improve people's understanding and enjoyment of the library. Full of practical suggestions, the essays discuss not only innovative uses of games in libraries but also the game making process. The contributors are all well versed in games and game-based learning and a variety of different types of libraries are considered. The essays will inspire librarians and educators to get into this exciting new area of patron and student services.

Book Universal Access in Human Computer Interaction

Download or read book Universal Access in Human Computer Interaction written by Margherita Antona and published by Springer Nature. This book was released on with total page 378 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Recent Advances in Technologies for Inclusive Well Being

Download or read book Recent Advances in Technologies for Inclusive Well Being written by Anthony Lewis Brooks and published by Springer Nature. This book was released on 2021-03-16 with total page 551 pages. Available in PDF, EPUB and Kindle. Book excerpt: In a time of ongoing pandemic when well-being is a priority this volume presents latest works across disciplines associated to Virtual Patients, Gamification and Simulation. Chapters herein present international perspectives with authors from around the globe contributing to this impactful third edition to the series following a 2014 Springer book on Technologies for Inclusive Well-Being and a 2017 Springer book Recent Advances in Technologies for Inclusive Well-Being. Digital technologies are pervasive in life and the contributions herein focus on specific attributes and situations, especially in training and treatment programmes spanning across ranges of diagnosis, conditions, ages, and targeted impacts. This volume purposefully does not cover all (even if that was possible) aspects on how virtual interactive space can align to statial computing, which in turn can align with related embodied entities (whatever the terms used e.g. Virtual, Augmented, Extended, Mixed Realities) along with AI, Deep Learning etc. It also doesn’t cover what some may refer to as ‘trendy terms’ such as 360 degree, video, WebXR, cryptocurrency, blockchain, virtual goods, AR museums, travel and teleportation...however, what is covered in this book, and the prior volumes it builds upon (as above), is a sharing and questioning of advancing technologies for inclusive well-being through research and practices from an avant-garde perspective.

Book Proceedings of the 17th European Conference on Game Based Learning

Download or read book Proceedings of the 17th European Conference on Game Based Learning written by Ton Spil and published by Academic Conferences and publishing limited. This book was released on 2023-10-05 with total page 950 pages. Available in PDF, EPUB and Kindle. Book excerpt: These proceedings represent the work of contributors to the 24th European Conference on Knowledge Management (ECKM 2023), hosted by Iscte – Instituto Universitário de Lisboa, Portugal on 7-8 September 2023. The Conference Chair is Prof Florinda Matos, and the Programme Chair is Prof Álvaro Rosa, both from Iscte Business School, Iscte – Instituto Universitário de Lisboa, Portugal. ECKM is now a well-established event on the academic research calendar and now in its 24th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research. The opening keynote presentation is given by Professor Leif Edvinsson, on the topic of Intellectual Capital as a Missed Value. The second day of the conference will open with an address by Professor Noboru Konno from Tama Graduate School and Keio University, Japan who will talk about Society 5.0, Knowledge and Conceptual Capability, and Professor Jay Liebowitz, who will talk about Digital Transformation for the University of the Future. With an initial submission of 350 abstracts, after the double blind, peer review process there are 184 Academic research papers, 11 PhD research papers, 1 Masters Research paper, 4 Non-Academic papers and 11 work-in-progress papers published in these Conference Proceedings. These papers represent research from Australia, Austria, Brazil, Bulgaria, Canada, Chile, China, Colombia, Cyprus, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, India, Iran, Iraq, Ireland, Israel, Italy, Japan, Jordan, Kazakhstan, Kuwait, Latvia, Lithuania, Malaysia, México, Morocco, Netherlands, Norway, Palestine, Peru, Philippines, Poland, Portugal, Romania, South Africa, Spain, Sweden, Switzerland, Taiwan, Thailand, Tunisia, UK, United Arab Emirates and the USA.

Book Human Factors in Accessibility and Assistive Technology

Download or read book Human Factors in Accessibility and Assistive Technology written by Matteo Zallio and published by AHFE International. This book was released on 2023-07-19 with total page 83 pages. Available in PDF, EPUB and Kindle. Book excerpt: Proceedings of the 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023), July 20–24, 2023, San Francisco, USA

Book Meaningful Game Design

Download or read book Meaningful Game Design written by Devon Allcoat and published by CRC Press. This book was released on 2023-11-24 with total page 255 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides readers with the tools and methods with which to create effective tabletop games. It covers the design and development process thoroughly, guiding readers through the necessary mechanics, messages, and motivations of games that must be understood in order to build successful tabletop games, including serious educational games for teaching or training. Through a range of learning activities and methodologies, readers will develop an understanding of games and an appreciation for the creating and testing of game play whilst critically exploring the relationship between games, motivation, and learning. It includes chapters on design methodology, narrative, accessibility, playtesting, and more. This book will be of great interest to students of game design and serious game design courses. It will also appeal to designers, educators, and hobbyists interested in designing and developing their own tabletop games, educational or otherwise.

Book Fate

    Book Details:
  • Author : Leonard Balsera
  • Publisher :
  • Release : 2013-07-03
  • ISBN : 9781613170298
  • Pages : 308 pages

Download or read book Fate written by Leonard Balsera and published by . This book was released on 2013-07-03 with total page 308 pages. Available in PDF, EPUB and Kindle. Book excerpt: Grab your plasma rifles, spell components, and jetpacks! Name your game; Fate Core is the foundation that can make it happen. Fate Core is a flexible system that can support whatever worlds you dream up. Have you always wanted to play a post-apocalyptic spaghetti western with tentacle monsters? Swords and sorcery in space? Wish there was a game based on your favorite series of books, film, or television, but it never happened? Fate Core is your answer. Fate Core is a tabletop roleplaying game about proactive, capable people who lead dramatic lives. The type of drama they experience is up to you. But wherever they go, you can expect a fun storytelling experience full of twists...of fate. GAME INFORMATION Number of players: 3-6 Age of players: 12+ Length: 2-8 hours Type of Game: Roleplaying Game Languages Available: English Suggested Retail: $25.00 Game Designers: Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson

Book Games and Gamification in Academic Libraries

Download or read book Games and Gamification in Academic Libraries written by Stephanie H. Crowe and published by . This book was released on 2020 with total page 315 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Games of all kinds, from breakouts and escape rooms to traditional board game collections, are often featured in academic library instruction, programming, and outreach initiatives, where their natural ability to foster interaction and communication is especially valuable. Games and gamification can be used to help students engage with the thresholds of the ACRL Framework for Information Literacy for Higher Education; locate resources and identify misinformation and disinformation; and build connections with faculty and librarians, in one-shots and for-credit courses. In four sections--An Overview of Games and Gamification, Adding and Maintaining a Circulating Game Collection to your Library, Games and Gamification in Information Literacy Instruction, and Programming and Outreach through Games--Games and Gamification in Academic Libraries explores incorporating games into first-year experience programs, using games to help students engage with special collections, making games accessible, and ideas for game nights and events. Games and gamification function best not as something separate, but as one tool in an academic library's approach to their goals and initiatives. Games and Gamification offers encouragement, strategies, and proven practices for developing and using accessible, welcoming gamification as a flexible tool to meet their institutions' missions and their students' learning needs."--

Book Rules of Play

    Book Details:
  • Author : Katie Salen Tekinbas
  • Publisher : MIT Press
  • Release : 2003-09-25
  • ISBN : 9780262240451
  • Pages : 680 pages

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.

Book Numbers Don t Lie

    Book Details:
  • Author : Vaclav Smil
  • Publisher : Penguin
  • Release : 2021-05-04
  • ISBN : 0525507817
  • Pages : 368 pages

Download or read book Numbers Don t Lie written by Vaclav Smil and published by Penguin. This book was released on 2021-05-04 with total page 368 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Vaclav Smil is my favorite author… Numbers Don't Lie takes everything that makes his writing great and boils it down into an easy-to-read format. I unabashedly recommend this book to anyone who loves learning."--Bill Gates, GatesNotes From the author of How the World Really Works, an essential guide to understanding how numbers reveal the true state of our world--exploring a wide range of topics including energy, the environment, technology, transportation, and food production. Vaclav Smil's mission is to make facts matter. An environmental scientist, policy analyst, and a hugely prolific author, he is Bill Gates' go-to guy for making sense of our world. In Numbers Don't Lie, Smil answers questions such as: What's worse for the environment--your car or your phone? How much do the world's cows weigh (and what does it matter)? And what makes people happy? From data about our societies and populations, through measures of the fuels and foods that energize them, to the impact of transportation and inventions of our modern world--and how all of this affects the planet itself--in Numbers Don't Lie, Vaclav Smil takes us on a fact-finding adventure, using surprising statistics and illuminating graphs to challenge conventional thinking. Packed with fascinating information and memorable examples, Numbers Don't Lie reveals how the US is leading a rising worldwide trend in chicken consumption, that vaccination yields the best return on investment, and why electric cars aren't as great as we think (yet). Urgent and essential, with a mix of science, history, and wit--all in bite-sized chapters on a broad range of topics--Numbers Don't Lie inspires readers to interrogate what they take to be true.

Book The Everything Tabletop Games Book

Download or read book The Everything Tabletop Games Book written by Bebo and published by Simon and Schuster. This book was released on 2019-07-16 with total page 320 pages. Available in PDF, EPUB and Kindle. Book excerpt: Tabletop and board games aren’t just for rainy days or awkward family events anymore. As the game industry grows, people of all ages are jumping to play “the original social network.” In our ever-increasing technological world, playing old-school games is a welcome retreat from the overexposure to Instagram, Twitter, Facebook, and the rest of social media. Over the past few years, board games have become the hot new hobby. Instead of friends sitting around the same table and staring at their phones, they are now either working with or against each other. Millions upon millions of new fans have begun to join their friends in real life for a fun game of Pandemic, 7 Wonders, or Ticket to Ride. The Everything Tabletop Games Book shows how to play some of the best tabletop games in the world, from classic strategy games like Settlers of Catan to great new games like Gloomhaven. Throughout the book, you’ll learn the different genres of tabletop and board games; how to play each game; rules and strategies to help you win; and even where to play online—including new expansions to keep your favorite games fresh and exciting. So gather up some friends, pick a game from this book, and start playing! You’ll be having a blast in no time.