Game Frame

Game Frame PDF Author: Aaron Dignan
Publisher: Simon and Schuster
ISBN: 1451611072
Category : Business & Economics
Languages : en
Pages : 226

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Book Description
Ever wonder why teens can spend entire weekends playing video games but struggle with just one hour of homework? Why we’re addicted to certain websites and steal glances at our smartphones under the dinner table? Or why some people are able to find joy in difficult or repetitive jobs while others burn out? It’s not the experiences themselves but the way they’re structured that matters. All our lives we’ve been told that games are distractions—playful pastimes, but unrelated to success. In Game Frame, Aaron Dignan shows us that the opposite is true: games produce peak learning conditions and accelerated achievement. Here, the crucial connection between the games we love to play and the everyday tasks, goals, and dreams we have trouble realizing is illuminated. Aaron Dignan is the thirty-something founder of a successful digital strategy firm that studies the transformative power of technology in culture. He and his peers were raised on a steady diet of games and gadgets, ultimately priming them to challenge the status quo of the modern workplace. What they learned from games goes deeper than hand-eye coordination; instead, this generation intrinsically understands the value of adding the elements of games into everyday life. Game Frame is the first prescriptive explanation of what games mean to us, the human psychology behind their magnetic pull, and how we can use the lessons they teach as a framework to achieve our potential in business and beyond. Games are a powerful way to influence and change behavior in any setting. Here, Dignan outlines why games and play are such important trends in culture today, and how our technology, from our iPhones to our hybrid cars, primes us to be instinctive players. Game Frame tackles the challenging task of defining games and the mechanics that make games work from several perspectives, then explores these ideas through the lens of neuroscience. Finally, Dignan provides practical tips for using basic game mechanics in a variety of settings, such as motivating employees at work or encouraging children at home, giving readers the tools to develop their own games to solve problems in their everyday lives. Illuminated throughout with a series of real-world examples and hypothetical scenarios, Game Frame promises a crash course in game design and behavioral psychology that will leave the reader—and, by extension, the world itself—more productive. Revolutionary, visionary, practical, and time-tested, Game Frame will change the way you approach life.

Game Frame

Game Frame PDF Author: Aaron Dignan
Publisher: Simon and Schuster
ISBN: 1451611072
Category : Business & Economics
Languages : en
Pages : 226

Get Book Here

Book Description
Ever wonder why teens can spend entire weekends playing video games but struggle with just one hour of homework? Why we’re addicted to certain websites and steal glances at our smartphones under the dinner table? Or why some people are able to find joy in difficult or repetitive jobs while others burn out? It’s not the experiences themselves but the way they’re structured that matters. All our lives we’ve been told that games are distractions—playful pastimes, but unrelated to success. In Game Frame, Aaron Dignan shows us that the opposite is true: games produce peak learning conditions and accelerated achievement. Here, the crucial connection between the games we love to play and the everyday tasks, goals, and dreams we have trouble realizing is illuminated. Aaron Dignan is the thirty-something founder of a successful digital strategy firm that studies the transformative power of technology in culture. He and his peers were raised on a steady diet of games and gadgets, ultimately priming them to challenge the status quo of the modern workplace. What they learned from games goes deeper than hand-eye coordination; instead, this generation intrinsically understands the value of adding the elements of games into everyday life. Game Frame is the first prescriptive explanation of what games mean to us, the human psychology behind their magnetic pull, and how we can use the lessons they teach as a framework to achieve our potential in business and beyond. Games are a powerful way to influence and change behavior in any setting. Here, Dignan outlines why games and play are such important trends in culture today, and how our technology, from our iPhones to our hybrid cars, primes us to be instinctive players. Game Frame tackles the challenging task of defining games and the mechanics that make games work from several perspectives, then explores these ideas through the lens of neuroscience. Finally, Dignan provides practical tips for using basic game mechanics in a variety of settings, such as motivating employees at work or encouraging children at home, giving readers the tools to develop their own games to solve problems in their everyday lives. Illuminated throughout with a series of real-world examples and hypothetical scenarios, Game Frame promises a crash course in game design and behavioral psychology that will leave the reader—and, by extension, the world itself—more productive. Revolutionary, visionary, practical, and time-tested, Game Frame will change the way you approach life.

Game Programming Patterns

Game Programming Patterns PDF Author: Robert Nystrom
Publisher: Genever Benning
ISBN: 0990582914
Category : Computers
Languages : en
Pages : 353

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Book Description
The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.

USA Weekend The Big Book of Frame Games

USA Weekend The Big Book of Frame Games PDF Author: Terry Stickels
Publisher: Liberty Street
ISBN: 9781603208819
Category : Games & Activities
Languages : en
Pages : 0

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Book Description
FRAME GAMES, as seen every week for the last 10 years in USA WEEKEND magazine, are very popular and enjoyable word puzzles that represent a famous phrase, song, person, place, or movie in a unique, framed puzzle. By looking at the way the letters are formed and where they are placed in relation to the other letters, readers are challenged to piece together a solution. These artfully constructed brainteasers are a favorite among teachers, travelers, and puzzle-lovers alike. With 500 puzzles, this book is sure to keep you thoroughly entertained.

Game Anim

Game Anim PDF Author: Jonathan Cooper
Publisher: CRC Press
ISBN: 1000357805
Category : Computers
Languages : en
Pages : 317

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Book Description
The second edition of Game Anim expands upon the first edition with an all-new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Combined with everything in the first edition, this updated edition provides the reader with an even more comprehensive understanding of all areas of video game animation – from small indie projects to the latest AAA blockbusters. Key Features • New 2nd Edition Content: An all-new chapter on 2D and Pixel Art Animation, Motion Matching, and more • 20 Years of Insight: Accumulated knowledge from 2 decades of experience in all areas of game animation. • The 5 Fundamentals: Reinterprets the classic 12 animation principles and sets out 5 new fundamentals for great game animation. • Full Production Cycle: Walks through every stage of a game production from the animator’s perspective. • Animator Interviews: Notable game animators offer behind-the-scenes stories, tips, and advice. • Free Animation Rig: Free "AZRI" maya rig, tutorials and other resources on the accompanying website: www.gameanim.com/book About The Author Jonathan Cooper is an award-winning video game animator who has brought virtual characters to life professionally since 2000, leading teams on large projects such as the Assassin’s Creed and Mass Effect series, with a focus on memorable stories and characters and cutting-edge video game animation. He has since focused on interactive cinematics in the latest chapters of the DICE and Annie award-winning series Uncharted and The Last of Us. Jonathan has presented at the Game Developers Conference (GDC) in San Francisco and at other conferences across Canada and the United Kingdom. He holds a Bachelor of Design honors degree in animation.

The Rational Male

The Rational Male PDF Author: Rollo Tomassi
Publisher: Rollo Tomassi
ISBN:
Category : Family & Relationships
Languages : en
Pages : 191

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Book Description
"The Bible of the Red Pill", The Rational Male® is a rational and pragmatic approach to intersexual dynamics, and the social and psychological underpinnings of intergender relations. The book is the compiled, ten-year core writing of author/blogger Rollo Tomassi from therationalmale.com. Rollo Tomassi is one of the leading voices in the globally growing, male-focused online consortium known as the "Manosphere". Outlined are the concepts of positive masculinity, the feminine imperative, plate theory, operative social conventions and the core psychological theory behind Game awareness and "red pill" ideology. Tomassi explains and outlines the principles of intergender social dynamics and foundational reasoning behind them.

Pieces of the Frame

Pieces of the Frame PDF Author: John McPhee
Publisher: Farrar, Straus and Giroux
ISBN: 0374708606
Category : Literary Collections
Languages : en
Pages : 322

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Book Description
Pieces of the Frame is a gathering of memorable writings by one of the greatest journalists and storytellers of our time. They take the reader from the backwoods roads of Georgia, to the high altitude of Ruidoso Downs in New Mexico; from the social decay of Atlantic City, to Scotland, where a pilgrimage for art's sake leads to a surprising encounter with history on a hilltop with a view of a fifth of the entire country. McPhee's writing is more than informative; these are stories, artful and full of character, that make compelling reading. They play with and against one another, so that Pieces of the Frame is distinguished as much by its unity as by its variety. Subjects familiar to McPhee's readers-sports, Scotland, conservation-are treated here with intimacy and a sense of the writer at work.

Gamers

Gamers PDF Author: Garry Crawford
Publisher: Routledge
ISBN: 113527505X
Category : Computers
Languages : en
Pages : 313

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Book Description
This book explores patterns of gameplay and sociality afforded by online gaming. Bringing together essays from leading and emerging academics, this book explores key issues in understanding online gaming, including: patterns of play, legality, production, identity, gamer communities, communication, social exclusion and inclusion, and considers future directions in online gaming.

Catching-101

Catching-101 PDF Author: Xan Barksdale
Publisher: Author House
ISBN: 1463439598
Category : Juvenile Fiction
Languages : en
Pages : 165

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Book Description
CATCHING-101: The Complete Guide for Baseball Catchers is the most comprehensive book ever written for baseball catchers. It contains tips, drills, and proper mechanics that will help every catcher or coach better understand the most difficult position on the field. This book contains information on EVERY aspect of catching that Coach Barksdale has learned through his years of experience from coaching nationally ranked NCAA teams, and playing at almost every level from Little League to professional baseball. A few of the topics covered in CATCHING-101 are: Receiving Blocking Catching Pop Flies Throwing Fielding Bunts Plays at Home Plate Drills Pitchouts Pass Balls/Wild Pitches Giving Signals And More! If you have been searching for a source with lots of high quality information about catching, this is the book for you! CATCHING-101 was written by Coach Xan Barksdale who is currently an NCAA Division I baseball coach and an ex-professional baseball player. Coach Barksdale played in the Atlanta Braves organization and has been a featured speaker at the prestigious ABCA (American Baseball Coaches Association) national convention.

Online Gaming

Online Gaming PDF Author: Garry Crawford
Publisher: Routledge
ISBN: 1135178879
Category : Games & Activities
Languages : en
Pages : 201

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Book Description
This title provides an accessible introduction to the study of digital gaming, and is the first book to explicitly and comprehensively address how digital games are experienced and engaged with in the everyday lives, social networks and consumer patterns of gamers.

Roleplaying Games in the Digital Age

Roleplaying Games in the Digital Age PDF Author: Stephanie Hedge
Publisher: McFarland
ISBN: 147664201X
Category : Games & Activities
Languages : en
Pages : 242

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Book Description
The Digital Age has created massive technological and disciplinary shifts in tabletop role-playing, increasing the appreciation of games like Dungeons & Dragons. Millions tune in to watch and listen to RPG players on podcasts and streaming platforms, while virtual tabletops connect online players. Such shifts elicit new scholarly perspectives. This collection includes essays on the transmedia ecology that has connected analog with digital and audio spaces. Essays explore the boundaries of virtual tabletops and how users engage with a variety of technology to further role-playing. Authors map the growing diversity of the TRPG fandom and detail how players interact with RPG-related podcasts. Interviewed are content creators like Griffin McElroy of The Adventure Zone podcast, Roll20 co-creator Nolan T. Jones, board game designers Nikki Valens and Isaac Childres and fan artists Tracey Alvarez and Alex Schiltz. These essays and interviews expand the academic perspective to reflect the future of role-playing.