Author: Marco Arnaudo
Publisher: McFarland
ISBN: 1476633606
Category : Games & Activities
Languages : en
Pages : 233
Book Description
Over the years, board games have evolved to include relatable characters, vivid settings and compelling, intricate plotlines. In turn, players have become more emotionally involved--taking on, in essence, the role of coauthors in an interactive narrative. Through the lens of game studies and narratology--traditional storytelling concepts applied to the gaming world--this book explores the synergy of board games, designers and players in story-oriented designs. The author provides development guidance for game designers and recommends games to explore for hobby players.
Storytelling in the Modern Board Game
Board Game Publisher
Author: Eric Hanuise
Publisher: Flatlined Games
ISBN: 2960296117
Category : Business & Economics
Languages : en
Pages : 277
Book Description
Board Game Publisher "Better than a real job" Eric Hanuise (Flatlined Games) Understand The Board Game Industry Start Your Own Publishing Business The tabletop games market has never been as large and diversified as today. Yet, there are few books that focus on the business aspects of publishing tabletop games. In this book, Eric Hanuise, founder of boardgames publisher Flatlined Games, shares his experience learned from years of publishing: - The whole publication process, from the author's prototype to the finished game on the retailer's shelves - The different jobs available in the industry - Setting up your publishing company - Contracts with authors and artists - Manufacturing board games - Safety and legal obligations - Distribution and logistics - Retail, direct sales and crowdfunding - Fairs, conventions and events Written by an actual publisher, this book will help you figure out the tabletop games industry. No matter whether you are just interested in how things work or you intend to set up your own board game publishing business, you will find answers to most of your questions here.
Publisher: Flatlined Games
ISBN: 2960296117
Category : Business & Economics
Languages : en
Pages : 277
Book Description
Board Game Publisher "Better than a real job" Eric Hanuise (Flatlined Games) Understand The Board Game Industry Start Your Own Publishing Business The tabletop games market has never been as large and diversified as today. Yet, there are few books that focus on the business aspects of publishing tabletop games. In this book, Eric Hanuise, founder of boardgames publisher Flatlined Games, shares his experience learned from years of publishing: - The whole publication process, from the author's prototype to the finished game on the retailer's shelves - The different jobs available in the industry - Setting up your publishing company - Contracts with authors and artists - Manufacturing board games - Safety and legal obligations - Distribution and logistics - Retail, direct sales and crowdfunding - Fairs, conventions and events Written by an actual publisher, this book will help you figure out the tabletop games industry. No matter whether you are just interested in how things work or you intend to set up your own board game publishing business, you will find answers to most of your questions here.
Storytelling for New Technologies and Platforms
Author: Ross Berger
Publisher: CRC Press
ISBN: 1000596222
Category : Computers
Languages : en
Pages : 133
Book Description
Want to know what it’s like to write for a theme park attraction? Or an interactive toy? Or a virtual reality game? Wait – those tell stories? And there are jobs for people who write them? Thanks to technology, interactive products and live experiences can now engage us with memorable characters and exciting adventures that were once destined only for the cinema. Storytelling for New Technologies and Platforms: A Writer’s Guide to Theme Parks, Virtual Reality, Board Games, Virtual Assistants, and More is a handbook for writers, students, producers, teachers, scholars, career changers, early tech adopters, and just about anyone who loves story and technology. As a collection of articles from some of the best creative writers in their medium, this book will prepare content creators of tomorrow to tackle some of today's most exhilarating creative challenges found on a screen ... or off! Key Features: Expert advice from several industry professionals who have worked for some of the world’s biggest tech and interactive companies. Best practices that not only guide writers on how to apply their craft to new fields, but also prepare them for the common ambiguity they will find in corporate and start-up environments. Breakdown of platforms that shows how tech capabilities can fulfill content expectations and how content can fulfill tech expectations. Basic storytelling mechanics customized to today’s popular technologies, live experiences, and traditional game platforms.
Publisher: CRC Press
ISBN: 1000596222
Category : Computers
Languages : en
Pages : 133
Book Description
Want to know what it’s like to write for a theme park attraction? Or an interactive toy? Or a virtual reality game? Wait – those tell stories? And there are jobs for people who write them? Thanks to technology, interactive products and live experiences can now engage us with memorable characters and exciting adventures that were once destined only for the cinema. Storytelling for New Technologies and Platforms: A Writer’s Guide to Theme Parks, Virtual Reality, Board Games, Virtual Assistants, and More is a handbook for writers, students, producers, teachers, scholars, career changers, early tech adopters, and just about anyone who loves story and technology. As a collection of articles from some of the best creative writers in their medium, this book will prepare content creators of tomorrow to tackle some of today's most exhilarating creative challenges found on a screen ... or off! Key Features: Expert advice from several industry professionals who have worked for some of the world’s biggest tech and interactive companies. Best practices that not only guide writers on how to apply their craft to new fields, but also prepare them for the common ambiguity they will find in corporate and start-up environments. Breakdown of platforms that shows how tech capabilities can fulfill content expectations and how content can fulfill tech expectations. Basic storytelling mechanics customized to today’s popular technologies, live experiences, and traditional game platforms.
Stories on Board!
Author: Dianne de Las Casas
Publisher: Bloomsbury Publishing USA
ISBN: 1591588642
Category : Education
Languages : en
Pages : 118
Book Description
This unique learning tool lets students read and listen to a popular folktale, analyze the structure through story mapping, and create a board game based on their analysis. Ever-popular, board games can be an ideal teaching tool. In Stories on Board!: Creating Board Games from Favorite Tales, award-winning storyteller Dianne de Las Casas shows how it's done, allowing students to create their own board games with a unique method that integrates learning and fun. With Stories on Board!, students read and listen to popular folktales, analyze the structure of the story through story mapping, and then create a board game based on their analysis, engaging their aural, visual, and tactile skills. The lesson culminates in a Game Day in which the students play each other's games. The technique is a great way to introduce a unit on folktales, covering language arts and social studies.
Publisher: Bloomsbury Publishing USA
ISBN: 1591588642
Category : Education
Languages : en
Pages : 118
Book Description
This unique learning tool lets students read and listen to a popular folktale, analyze the structure through story mapping, and create a board game based on their analysis. Ever-popular, board games can be an ideal teaching tool. In Stories on Board!: Creating Board Games from Favorite Tales, award-winning storyteller Dianne de Las Casas shows how it's done, allowing students to create their own board games with a unique method that integrates learning and fun. With Stories on Board!, students read and listen to popular folktales, analyze the structure of the story through story mapping, and then create a board game based on their analysis, engaging their aural, visual, and tactile skills. The lesson culminates in a Game Day in which the students play each other's games. The technique is a great way to introduce a unit on folktales, covering language arts and social studies.
Dante Alive
Author: Francesco Ciabattoni
Publisher: Taylor & Francis
ISBN: 1000683532
Category : Literary Criticism
Languages : en
Pages : 296
Book Description
The essays collected here join in, and contribute to, the current reflection on Dante’s vitality today in a critical, multidisciplinary vein. Their intervention comes at a particularly sensitive juncture in the history of Dante’s global reception and cultural reuse. Dante today is as alive as ever. A cultural icon no less than a cultural product, Dante’s imaginative universe enjoys a pervasive presence in popular culture. The multiformity of approaches represented in the collection matches the variety of the material that is analyzed. The volume documents Dante’s presence in genres as different as graphic novels and theater productions, children’s literature, advertisements and sci-fi narratives, rock and rap music, video- and boardgames, satirical vignettes and political speeches, school curricula and prison-teaching initiatives. Each chapter combines a focused attention to the specificity of the body of evidence it treats with best analytical practices. The volume invites collective reflection on the many different rules of engagement with Dante’s text.
Publisher: Taylor & Francis
ISBN: 1000683532
Category : Literary Criticism
Languages : en
Pages : 296
Book Description
The essays collected here join in, and contribute to, the current reflection on Dante’s vitality today in a critical, multidisciplinary vein. Their intervention comes at a particularly sensitive juncture in the history of Dante’s global reception and cultural reuse. Dante today is as alive as ever. A cultural icon no less than a cultural product, Dante’s imaginative universe enjoys a pervasive presence in popular culture. The multiformity of approaches represented in the collection matches the variety of the material that is analyzed. The volume documents Dante’s presence in genres as different as graphic novels and theater productions, children’s literature, advertisements and sci-fi narratives, rock and rap music, video- and boardgames, satirical vignettes and political speeches, school curricula and prison-teaching initiatives. Each chapter combines a focused attention to the specificity of the body of evidence it treats with best analytical practices. The volume invites collective reflection on the many different rules of engagement with Dante’s text.
Paper Time Machines
Author: Maurice W. Suckling
Publisher: Taylor & Francis
ISBN: 1040100376
Category : Games & Activities
Languages : en
Pages : 335
Book Description
James Dunnigan’s memorable phrase serves as the first part of a title for this book, where it seeks to be applicable not just to analog wargames, but also to board games exploring non-expressly military history, that is, to political, diplomatic, social, economic, or other forms of history. Don’t board games about history, made predominantly out of (layered) paper, permit a kind of time travel powered by our imagination? Paper Time Machines: Critical Game Design and Historical Board Games is for those who consider this a largely rhetorical question; primarily for designers of historical board games, directed in its more practice-focused sections (Parts Two, Three, and Four) toward those just commencing their journeys through time and space and engaged in learning how to deconstruct and to construct paper time machines. More experienced designers may find something here for them, too, perhaps to refresh themselves or as an aid to instruction to mentees in whatever capacity. But it is also intended for practitioners of all levels of experience to find value in the surrounding historical contexts and theoretical debates pertinent to the creation of and the thinking around the making of historical board games (Parts One and Five). In addition, it is intended that the book might redirect some of the attention of the field of game studies, so preoccupied with digital games, toward this hitherto generally much neglected area of research. Key Features: Guides new designers through the process of historical board game design Encapsulates the observations and insights of numerous notable designers Deeply researched chapters on the history and current trajectory of the hobby Chapters on selected critical perspectives on the hobby
Publisher: Taylor & Francis
ISBN: 1040100376
Category : Games & Activities
Languages : en
Pages : 335
Book Description
James Dunnigan’s memorable phrase serves as the first part of a title for this book, where it seeks to be applicable not just to analog wargames, but also to board games exploring non-expressly military history, that is, to political, diplomatic, social, economic, or other forms of history. Don’t board games about history, made predominantly out of (layered) paper, permit a kind of time travel powered by our imagination? Paper Time Machines: Critical Game Design and Historical Board Games is for those who consider this a largely rhetorical question; primarily for designers of historical board games, directed in its more practice-focused sections (Parts Two, Three, and Four) toward those just commencing their journeys through time and space and engaged in learning how to deconstruct and to construct paper time machines. More experienced designers may find something here for them, too, perhaps to refresh themselves or as an aid to instruction to mentees in whatever capacity. But it is also intended for practitioners of all levels of experience to find value in the surrounding historical contexts and theoretical debates pertinent to the creation of and the thinking around the making of historical board games (Parts One and Five). In addition, it is intended that the book might redirect some of the attention of the field of game studies, so preoccupied with digital games, toward this hitherto generally much neglected area of research. Key Features: Guides new designers through the process of historical board game design Encapsulates the observations and insights of numerous notable designers Deeply researched chapters on the history and current trajectory of the hobby Chapters on selected critical perspectives on the hobby
Board Games in the CLIL Classroom
Author: Thomai Alexiou
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110997258
Category : Language Arts & Disciplines
Languages : en
Pages : 272
Book Description
The present book explores how modern board gaming and language teaching can be beneficially combined to achieve optimal impact. Modern board games have a lot to offer language learners and teachers, and they should play a much more significant role in what has been labelled "Content and Language Integrated Learning" or CLIL. Modern board games require cooperation, problem-solving, active discovery, interpretation and analysis. Most importantly, modern board games allow students to explore a hypothetical environment without the risk of language errors. The key ingredient of the present book is "game-based learning and teaching theory", or GBLTT, a theoretical framework which measures learning outcomes based on gaming and learning procedures. GBLTT is focused on balancing information and gameplay as well as putting a focus on the ability of each learner to retain language competence and to put their subject to realistic situations.
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110997258
Category : Language Arts & Disciplines
Languages : en
Pages : 272
Book Description
The present book explores how modern board gaming and language teaching can be beneficially combined to achieve optimal impact. Modern board games have a lot to offer language learners and teachers, and they should play a much more significant role in what has been labelled "Content and Language Integrated Learning" or CLIL. Modern board games require cooperation, problem-solving, active discovery, interpretation and analysis. Most importantly, modern board games allow students to explore a hypothetical environment without the risk of language errors. The key ingredient of the present book is "game-based learning and teaching theory", or GBLTT, a theoretical framework which measures learning outcomes based on gaming and learning procedures. GBLTT is focused on balancing information and gameplay as well as putting a focus on the ability of each learner to retain language competence and to put their subject to realistic situations.
Digital Storytelling 4e
Author: Carolyn Handler Miller
Publisher: CRC Press
ISBN: 0429801831
Category : Art
Languages : en
Pages : 512
Book Description
This fourth edition of Digital Storytelling: A creator's guide to interactive entertainment dives deeply into the world of interactive storytelling, a form of storytelling made possible by digital media. Carolyn Handler Miller covers both the basics – character development, structure and the use of interactivity – and the more advanced topics, such as AI (Artificial Intelligence), narratives using AR and VR, and Social Media storytelling. The fourth edition also includes a greatly expanded section on immersive media, with chapters on the exciting new world of the world of XR (AR, VR, and mixed reality), plus immersion via large screens, escape rooms and new kinds of theme park experiences. This edition covers all viable forms of New Media, from video games to interactive documentaries. With numerous case studies that delve into the processes and challenges of developing works of interactive narrative, this new edition illustrates the creative possibilities of digital storytelling. The book goes beyond using digital media for entertainment and covers its employment for education, training, information and promotion, featuring interviews with some of the industry’s biggest names. Key Features: A large new section covering various forms of immersive media, including VR, AR and Mixed Reality Breakthroughs in interactive TV and Cinema The use of VR, AR and mixed reality in gaming New forms of voice-enabled storytelling and gaming Stories told via mobile apps and social media Developing Digital Storytelling for different types of audiences
Publisher: CRC Press
ISBN: 0429801831
Category : Art
Languages : en
Pages : 512
Book Description
This fourth edition of Digital Storytelling: A creator's guide to interactive entertainment dives deeply into the world of interactive storytelling, a form of storytelling made possible by digital media. Carolyn Handler Miller covers both the basics – character development, structure and the use of interactivity – and the more advanced topics, such as AI (Artificial Intelligence), narratives using AR and VR, and Social Media storytelling. The fourth edition also includes a greatly expanded section on immersive media, with chapters on the exciting new world of the world of XR (AR, VR, and mixed reality), plus immersion via large screens, escape rooms and new kinds of theme park experiences. This edition covers all viable forms of New Media, from video games to interactive documentaries. With numerous case studies that delve into the processes and challenges of developing works of interactive narrative, this new edition illustrates the creative possibilities of digital storytelling. The book goes beyond using digital media for entertainment and covers its employment for education, training, information and promotion, featuring interviews with some of the industry’s biggest names. Key Features: A large new section covering various forms of immersive media, including VR, AR and Mixed Reality Breakthroughs in interactive TV and Cinema The use of VR, AR and mixed reality in gaming New forms of voice-enabled storytelling and gaming Stories told via mobile apps and social media Developing Digital Storytelling for different types of audiences
Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces: Techniques and Effective Practices
Author: Connolly, Thomas
Publisher: IGI Global
ISBN: 1605663611
Category : Education
Languages : en
Pages : 394
Book Description
Explores the theory and practice of games-based learning, promoting the development and adoption of best practices. Provides a combination of theoretical chapters as well as practical case studies.
Publisher: IGI Global
ISBN: 1605663611
Category : Education
Languages : en
Pages : 394
Book Description
Explores the theory and practice of games-based learning, promoting the development and adoption of best practices. Provides a combination of theoretical chapters as well as practical case studies.
Board Games in 100 Moves
Author: Ian Livingstone
Publisher: Penguin
ISBN: 1465498710
Category : Games & Activities
Languages : en
Pages : 178
Book Description
Surprising stories behind the games you know and love to play. Journey through 8,000 years of history, from Ancient Egyptian Senet and Indian Snakes and Ladders, right up to role-play, fantasy and hybrid games of the present day. More than 100 games are explored chronologically, from the most ancient to the most modern. Every chapter is full of insightful anecdotes exploring everything from design and acquisition to game play and legacy.
Publisher: Penguin
ISBN: 1465498710
Category : Games & Activities
Languages : en
Pages : 178
Book Description
Surprising stories behind the games you know and love to play. Journey through 8,000 years of history, from Ancient Egyptian Senet and Indian Snakes and Ladders, right up to role-play, fantasy and hybrid games of the present day. More than 100 games are explored chronologically, from the most ancient to the most modern. Every chapter is full of insightful anecdotes exploring everything from design and acquisition to game play and legacy.