Achievement Relocked

Achievement Relocked PDF Author: Geoffrey Engelstein
Publisher: MIT Press
ISBN: 026204353X
Category : Games & Activities
Languages : en
Pages : 149

Get Book Here

Book Description
How game designers can use the psychological phenomenon of loss aversion to shape player experience. Getting something makes you feel good, and losing something makes you feel bad. But losing something makes you feel worse than getting the same thing makes you feel good. So finding $10 is a thrill; losing $10 is a tragedy. On an “intensity of feeling” scale, loss is more intense than gain. This is the core psychological concept of loss aversion, and in this book game creator Geoffrey Engelstein explains, with examples from both tabletop and video games, how it can be a tool in game design. Loss aversion is a profound aspect of human psychology, and directly relevant to game design; it is a tool the game designer can use to elicit particular emotions in players. Engelstein connects the psychology of loss aversion to a range of phenomena related to games, exploring, for example, the endowment effect—why, when an object is ours, it gains value over an equivalent object that is not ours—as seen in the Weighted Companion Cube in the game Portal; the framing of gains and losses to manipulate player emotions; Deal or No Deal’s use of the utility theory; and regret and competence as motivations, seen in the context of legacy games. Finally, Engelstein examines the approach to loss aversion in three games by Uwe Rosenberg, charting the designer’s increasing mastery.

Achievement Relocked

Achievement Relocked PDF Author: Geoffrey Engelstein
Publisher: MIT Press
ISBN: 026204353X
Category : Games & Activities
Languages : en
Pages : 149

Get Book Here

Book Description
How game designers can use the psychological phenomenon of loss aversion to shape player experience. Getting something makes you feel good, and losing something makes you feel bad. But losing something makes you feel worse than getting the same thing makes you feel good. So finding $10 is a thrill; losing $10 is a tragedy. On an “intensity of feeling” scale, loss is more intense than gain. This is the core psychological concept of loss aversion, and in this book game creator Geoffrey Engelstein explains, with examples from both tabletop and video games, how it can be a tool in game design. Loss aversion is a profound aspect of human psychology, and directly relevant to game design; it is a tool the game designer can use to elicit particular emotions in players. Engelstein connects the psychology of loss aversion to a range of phenomena related to games, exploring, for example, the endowment effect—why, when an object is ours, it gains value over an equivalent object that is not ours—as seen in the Weighted Companion Cube in the game Portal; the framing of gains and losses to manipulate player emotions; Deal or No Deal’s use of the utility theory; and regret and competence as motivations, seen in the context of legacy games. Finally, Engelstein examines the approach to loss aversion in three games by Uwe Rosenberg, charting the designer’s increasing mastery.

Achievement Unlocked

Achievement Unlocked PDF Author: Simone E Morris
Publisher: Simone Morris Enterprises LLC
ISBN: 9780999438404
Category :
Languages : en
Pages :

Get Book Here

Book Description
This book focuses on the process of setting and accomplishing goals. In it, you will get strategies and tips for creating a roadmap for your life entirely designed by you. Anecdotal stories, formulas, and templates support your learning journey.

3D Printing with Autodesk

3D Printing with Autodesk PDF Author: John Biehler
Publisher: Que Publishing
ISBN: 0133591085
Category : Computers
Languages : en
Pages : 280

Get Book Here

Book Description
3D Printing with Autodesk Create and Print 3D Objects with 123D, AutoCAD, and Inventor Create amazing 3D-printable objects fast with Autodesk 123D! Imagine it. Then print it! Autodesk 123D gives you all the tools you need and it’s free. This easy, full-color guide will help you fully master 3D printing with Autodesk 123D even if you’ve never done any of this before. Authors John Biehler and Bill Fane have helped thousands of people join the 3D printing revolution—now it’s your turn. With step-by-step photos and simple projects, they teach you how to make the most of the whole 123D suite on Windows, Mac, and iPad. New to 3D printing? You’ll learn pro techniques for creating models that print perfectly the first time. Want to start fast? Discover how to scan photos straight into your models. Don’t have a 3D printer? Learn how to work with today’s most popular 3D printing services. John Biehler discovered 3D printing several years ago and built his first 3D printer shortly thereafter. Since then, he’s shared his 3D printing knowledge with thousands of people at live events throughout Canada and the Pacific Northwest and through online and broadcast media. He co-founded Vancouver’s fastest-growing group of 3D printing enthusiasts. Bill Fane, an Autodesk Authorized Training Centre (ATC) certified instructor, has designed with AutoCAD since 1986. Fane has lectured on AutoCAD and Inventor at Autodesk University since 1995, and at Destination Desktop since 2003. He has written 220 The Learning Curve AutoCAD tutorials for CADalyst and holds 12 patents. From start to finish, 3D Printing with Autodesk 123D covers all you need to know. So stop waiting and start creating! Quickly get comfortable with the 123D workspace and key features Learn the essentials of effective 3D object design Practice 3D design hands-on with simple guided exercises Generate detailed models from photos with 123D Catch Create new 3D character “monsters” with 123D Creature Prepare any 3D model for successful printing Move from existing 3D CAD tools (if you’ve ever used them) Design parts that are easy to print, and multi-part models that can be printed “pre-assembled” Print through leading 3D printing services such as Shapeways, Ponoko, Fablab, and Hackerspaces

Global Perspectives on Gameful and Playful Teaching and Learning

Global Perspectives on Gameful and Playful Teaching and Learning PDF Author: Farber, Matthew
Publisher: IGI Global
ISBN: 1799820173
Category : Education
Languages : en
Pages : 330

Get Book Here

Book Description
In the fast-changing field of education, the incorporation of game-based learning has been increasing in order to promote more successful learning instruction. Improving the interaction between learning outcomes and motivation in games (both digital and analog) and promoting best practices for the integration of games in instructional settings are imperative for supporting student academic achievement. Global Perspectives on Gameful and Playful Teaching and Learning is a collection of innovative research on the methods and applications that explore the cognitive and psychological aspects underpinning successful educational video games. While highlighting topics including nontraditional exercise, mobile computing, and interactive technologies, this book is ideally designed for teachers, curriculum developers, instructional designers, course designers, IT consultants, educational software developers, principals, school administrators, academicians, researchers, and students seeking current research on the design and integration of game-based learning environments.

XBOX 360 Achievements

XBOX 360 Achievements PDF Author: BradyGames
Publisher: BradyGames
ISBN: 9780744010008
Category : Games & Activities
Languages : en
Pages : 324

Get Book Here

Book Description
The Ultimate Xbox 360 Achievements guide that covers strategy to increase a player's Gamerscore and lists the achievements for the top 20 Xbox 360 games and how to unlock them!

White River Red

White River Red PDF Author: Becky Marietta
Publisher: TouchPoint Press
ISBN:
Category : History
Languages : en
Pages : 279

Get Book Here

Book Description
Inspired by a true story, White River Red: A Novel vividly portrays the tumults and triumphs of a rough, generous soul who touched countless lives with her kindness and courage. In 1906, fifteen-year-old Forrestina Bradley runs away from her stifling life of ease and joins the circus as a tightrope walker. After a tragedy forces her to leave the circus, she embarks on a life of nomadic adventure, running a carnival rat-game and becoming involved in an illegal dance hall and moonshine business near the banks of the White River in Arkansas during Prohibition. Along the way, she meets and loves three men—Max, Jack, and George—who each break her heart in vastly different ways. It’s a good thing that Forrestina is tough enough to survive the men in her life. Tough enough to become a legend. In 1972, Betty, a young reporter desperate to break into the boys’ club of journalism, offers to interview the now-elderly Forrestina. What she discovers in Forrestina’s story is a lesson of strength, resilience, friendship, and faith. She learns that though defying normal is often painful, for some brave souls it’s the only way to truly live.

Love

Love PDF Author: Uab Kidkis
Publisher:
ISBN: 9781078352017
Category :
Languages : en
Pages : 112

Get Book Here

Book Description
Sketchbook Journal Notebook is designed for Sketching, Drawing, Doodling, Painting or Writing. It has a simple rectangular frame with rounded corners which provides crisp and clean open space to draw within. Perfect for kids, adults and college students. Designed for passionates Photographers, Photo Journalists, Paparazzis, Fashion Photographer and any related occupation who enjoy taking a photoshoot and capturing important moments. Special gift just for your favorite camera person Are you always snapping pictures to keep the memory of certain moments alive? Great gift for someone who is passionate about photography and photo editing. Great gift for graduates, explorers, photographers and wedding photographers

Maximum Achievement

Maximum Achievement PDF Author: Brian Tracy
Publisher: Simon and Schuster
ISBN: 1439126275
Category : Self-Help
Languages : en
Pages : 445

Get Book Here

Book Description
A powerful program for reaching—and exceeding—your goals in life, by the New York Times–bestselling author of Eat That Frog! Brian Tracy is one of the world’s leading authorities on success and personal achievement, addressing more than 100,000 men and women each year in public and private seminars. In Maximum Achievement, he gives you a powerful, proven system—based on twenty-five years of research and practice—that you can apply immediately to get better results in every area of your life. You learn ideas, concepts, and methods used by high-achieving people in every field everywhere. You learn how to unlock your individual potential for personal greatness. You will immediately become more positive, persuasive, and powerfully focused in everything you do. Many of the more than one million graduates of the seminar program upon which this book is based have dramatically increased their income and improved their lives in every respect. The step-by-step blueprint for success and achievement presented in these pages includes proven principles drawn from psychology, religion, philosophy, business, economics, politics, history, and metaphysics. These ideas are combined in a fast-moving, informative series of steps that will lead you to greater success than you ever imagined possible—they can raise your self-esteem, improve personal performance, and give you complete control over every aspect of your personal and professional life. “Looking for a book with the power to jump-start your life? Look no further. Brian Tracy’s Maximum Achievement is a wake-up call to the wonders within us all.” —Harvey Mackay, #1 New York Times–bestselling author of Swim with the Sharks Without Being Eaten Alive

Metagames

Metagames PDF Author: Agata Waszkiewicz
Publisher: Taylor & Francis
ISBN: 1003861261
Category : Social Science
Languages : en
Pages : 209

Get Book Here

Book Description
Metagames: Games about Games scrutinizes how various meta devices, such as breaking the fourth wall and unreliable narrator, change and adapt when translated into the uniquely interactive medium of digital games. Through its theoretical analyses and case studies, the book shows how metafictional experimentation can be used to both challenge and push the boundaries of what a game is and what a player’s role is in play, and to raise more profound topics such as those describing experiences of people of oppressed identities. The book is divided into six chapters that deal with the following meta devices: breaking the fourth wall, hypermediation, unreliable narrator, abusive game design, fragmentation, and parody. The book will predominantly interest scholars and students of media studies and game studies as it continues discourses held in the discipline regarding the metareferential character of digital games.

Achievement Relocked

Achievement Relocked PDF Author: Geoffrey Engelstein
Publisher: MIT Press
ISBN: 0262357054
Category : Games & Activities
Languages : en
Pages : 149

Get Book Here

Book Description
How game designers can use the psychological phenomenon of loss aversion to shape player experience. Getting something makes you feel good, and losing something makes you feel bad. But losing something makes you feel worse than getting the same thing makes you feel good. So finding $10 is a thrill; losing $10 is a tragedy. On an “intensity of feeling” scale, loss is more intense than gain. This is the core psychological concept of loss aversion, and in this book game creator Geoffrey Engelstein explains, with examples from both tabletop and video games, how it can be a tool in game design. Loss aversion is a profound aspect of human psychology, and directly relevant to game design; it is a tool the game designer can use to elicit particular emotions in players. Engelstein connects the psychology of loss aversion to a range of phenomena related to games, exploring, for example, the endowment effect—why, when an object is ours, it gains value over an equivalent object that is not ours—as seen in the Weighted Companion Cube in the game Portal; the framing of gains and losses to manipulate player emotions; Deal or No Deal’s use of the utility theory; and regret and competence as motivations, seen in the context of legacy games. Finally, Engelstein examines the approach to loss aversion in three games by Uwe Rosenberg, charting the designer’s increasing mastery.