Author: Jason Schreier
Publisher: Grand Central Publishing
ISBN: 1538735482
Category : Games & Activities
Languages : en
Pages : 304
Book Description
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.
Press Reset
Author: Jason Schreier
Publisher: Grand Central Publishing
ISBN: 1538735482
Category : Games & Activities
Languages : en
Pages : 304
Book Description
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.
Publisher: Grand Central Publishing
ISBN: 1538735482
Category : Games & Activities
Languages : en
Pages : 304
Book Description
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.
IMS
Author: Mark Wuthnow
Publisher: CRC Press
ISBN: 1420092871
Category : Computers
Languages : en
Pages : 388
Book Description
IP Multimedia Subsystem (IMS) technology, which merges the Internet with interactive telecommunications, represents the here and now for today's packet-switched networks. Consequently, anyone working with or around these converging fields needs to possess a fundamental understanding of IMS and how this technology is poised to change the way new app
Publisher: CRC Press
ISBN: 1420092871
Category : Computers
Languages : en
Pages : 388
Book Description
IP Multimedia Subsystem (IMS) technology, which merges the Internet with interactive telecommunications, represents the here and now for today's packet-switched networks. Consequently, anyone working with or around these converging fields needs to possess a fundamental understanding of IMS and how this technology is poised to change the way new app
Eurogames
Author: Stewart Woods
Publisher: McFarland
ISBN: 0786467975
Category : Games & Activities
Languages : en
Pages : 269
Book Description
While board games can appear almost primitive in the digital age, eurogames--also known as German-style board games--have increased in popularity nearly concurrently with the rise of video games. Eurogames have simple rules and short playing times and emphasize strategy over luck and conflict. This book examines the form of eurogames, the hobbyist culture that surrounds them, and the way that hobbyists experience the play of such games. It chronicles the evolution of tabletop hobby gaming and explores why hobbyists play them, how players balance competitive play with the demands of an intimate social gathering, and to what extent the social context of the game encounter shapes the playing experience. Combining history, cultural studies, leisure studies, ludology, and play theory, this innovative work highlights a popular alternative trend in the gaming community.
Publisher: McFarland
ISBN: 0786467975
Category : Games & Activities
Languages : en
Pages : 269
Book Description
While board games can appear almost primitive in the digital age, eurogames--also known as German-style board games--have increased in popularity nearly concurrently with the rise of video games. Eurogames have simple rules and short playing times and emphasize strategy over luck and conflict. This book examines the form of eurogames, the hobbyist culture that surrounds them, and the way that hobbyists experience the play of such games. It chronicles the evolution of tabletop hobby gaming and explores why hobbyists play them, how players balance competitive play with the demands of an intimate social gathering, and to what extent the social context of the game encounter shapes the playing experience. Combining history, cultural studies, leisure studies, ludology, and play theory, this innovative work highlights a popular alternative trend in the gaming community.
Get Your Own Damn Beer, I'm Watching the Game!
Author: Holly Robinson Peete
Publisher: Rodale
ISBN: 9781594861635
Category : Sports & Recreation
Languages : en
Pages : 246
Book Description
A guide for women football fans explains each component of the game of football, describes the role of each position player, outlines common plays, and provides descriptions of some of the most memorable moments in NFL history.
Publisher: Rodale
ISBN: 9781594861635
Category : Sports & Recreation
Languages : en
Pages : 246
Book Description
A guide for women football fans explains each component of the game of football, describes the role of each position player, outlines common plays, and provides descriptions of some of the most memorable moments in NFL history.
Works of Game
Author: John Sharp
Publisher: MIT Press
ISBN: 0262029073
Category : Games & Activities
Languages : en
Pages : 157
Book Description
An exploration of the relationship between games and art that examines the ways that both gamemakers and artists create game-based artworks. Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes—to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. “Game Art,” which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. “Artgames,” created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, “Artists' Games”—with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman—represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities.
Publisher: MIT Press
ISBN: 0262029073
Category : Games & Activities
Languages : en
Pages : 157
Book Description
An exploration of the relationship between games and art that examines the ways that both gamemakers and artists create game-based artworks. Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes—to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. “Game Art,” which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. “Artgames,” created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, “Artists' Games”—with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman—represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities.
Search Games and Other Applications of Game Theory
Author: Andrey Garnaev
Publisher: Springer Science & Business Media
ISBN: 9783540671954
Category : Business & Economics
Languages : en
Pages : 164
Book Description
This book is on applications of game theory. The title of this book is not "Game Theory and its Applications" because it does not construct a general theory for considered games. The book contains a lot of examples of applica tion of game theory together with the background of those games considered and a list of unsolved problems. Also we consider only the game where the optimal strategies of the players are found in closed form. This book is an attempt to carryon the approach developed in nice books "Search Games" by Gal and "Geometric Games and their Applications" by Ruckle. The first chapter of this book supplies the required definitions and theorems from game theory. The second chapter deals with discrete search games where both players act simultaneously: the games of protection of a channel from infiltration of a submarine, the submarine versus helicopter game, the matrix search games and others. The third chapter considers the game where the players allocate their contin uous efforts. In these games players face up an alternative either not to come into contest if the cost of efforts seems too high, or come into it. In the last case the player have to decide how much resources they can afford to spend. The allocation models of search, antiballistic protection and marketing are investigated.
Publisher: Springer Science & Business Media
ISBN: 9783540671954
Category : Business & Economics
Languages : en
Pages : 164
Book Description
This book is on applications of game theory. The title of this book is not "Game Theory and its Applications" because it does not construct a general theory for considered games. The book contains a lot of examples of applica tion of game theory together with the background of those games considered and a list of unsolved problems. Also we consider only the game where the optimal strategies of the players are found in closed form. This book is an attempt to carryon the approach developed in nice books "Search Games" by Gal and "Geometric Games and their Applications" by Ruckle. The first chapter of this book supplies the required definitions and theorems from game theory. The second chapter deals with discrete search games where both players act simultaneously: the games of protection of a channel from infiltration of a submarine, the submarine versus helicopter game, the matrix search games and others. The third chapter considers the game where the players allocate their contin uous efforts. In these games players face up an alternative either not to come into contest if the cost of efforts seems too high, or come into it. In the last case the player have to decide how much resources they can afford to spend. The allocation models of search, antiballistic protection and marketing are investigated.
I'm Stuck in a Video Game
Author: Tsuyoshi Kan
Publisher:
ISBN: 9781945908804
Category :
Languages : en
Pages : 64
Book Description
Mina loves video games. But when she gets zapped inside her favorite game, she'll have to beat all the levels and defeat the fearsome cactus dragon to get out. Luckily, a friendly video game security guard is there to help. Wait, a video game security guard? Written by Tsuyoshi Kan, producer and narrator of Game Center CX (Retro Game Master), this English edition features a translation by the original illustrator and a special section about the book's journey from Japan by the team behind Legends of Localization, including sketches, storyboards, interviews, and an annotated look at the original Japanese edition.
Publisher:
ISBN: 9781945908804
Category :
Languages : en
Pages : 64
Book Description
Mina loves video games. But when she gets zapped inside her favorite game, she'll have to beat all the levels and defeat the fearsome cactus dragon to get out. Luckily, a friendly video game security guard is there to help. Wait, a video game security guard? Written by Tsuyoshi Kan, producer and narrator of Game Center CX (Retro Game Master), this English edition features a translation by the original illustrator and a special section about the book's journey from Japan by the team behind Legends of Localization, including sketches, storyboards, interviews, and an annotated look at the original Japanese edition.
Game Engine Architecture
Author: Jason Gregory
Publisher: CRC Press
ISBN: 135160564X
Category : Computers
Languages : en
Pages : 1042
Book Description
Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.
Publisher: CRC Press
ISBN: 135160564X
Category : Computers
Languages : en
Pages : 1042
Book Description
Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.
Author:
Publisher: Waxmann Verlag
ISBN: 3830977417
Category :
Languages : en
Pages : 511
Book Description
Publisher: Waxmann Verlag
ISBN: 3830977417
Category :
Languages : en
Pages : 511
Book Description
Computer Games in the EFL Classroom
Author: Marie Schneider
Publisher: Anchor Academic Publishing (aap_verlag)
ISBN: 3954895684
Category : Foreign Language Study
Languages : en
Pages : 122
Book Description
Fact is that commercial computer games play an extensive role in young people's lives, today. According to a recent study, 62 % of German teenagers play computer games at least once a week. This development led many researchers, school leaders and teachers to the question in how far games can be used to engage young people and support their learning inside the classroom. These considerations have been supported by various studies, showing that computer games can enhance various cognitive skills such as the ability of concentration, stamina, tactical aptness, anticipatory thinking, orientation in virtual spaces, and deductive reasoning. Since then, few research projects have launched which examine digital game based learning (i.e. the learning with the help of computer games), both on a theoretical and empirical level. This study approaches the subject of digital game based learning in the EFL classroom from three different angles: Firstly, a scientific perspective will be adopted. The principles of the design and construction of games and game worlds will be examined. Secondly, the subject of the psychological effects of games on the player will be broached. Thirdly and as the main point, the didactic potential of computer games will be explored in detail. The author presents ways of integrating games into teaching units, and further, the abilities and competences that can be enhanced by the use of digital games. Moreover, particular challenges and problems will be identified that arise when the use of a digital game in class is planned.
Publisher: Anchor Academic Publishing (aap_verlag)
ISBN: 3954895684
Category : Foreign Language Study
Languages : en
Pages : 122
Book Description
Fact is that commercial computer games play an extensive role in young people's lives, today. According to a recent study, 62 % of German teenagers play computer games at least once a week. This development led many researchers, school leaders and teachers to the question in how far games can be used to engage young people and support their learning inside the classroom. These considerations have been supported by various studies, showing that computer games can enhance various cognitive skills such as the ability of concentration, stamina, tactical aptness, anticipatory thinking, orientation in virtual spaces, and deductive reasoning. Since then, few research projects have launched which examine digital game based learning (i.e. the learning with the help of computer games), both on a theoretical and empirical level. This study approaches the subject of digital game based learning in the EFL classroom from three different angles: Firstly, a scientific perspective will be adopted. The principles of the design and construction of games and game worlds will be examined. Secondly, the subject of the psychological effects of games on the player will be broached. Thirdly and as the main point, the didactic potential of computer games will be explored in detail. The author presents ways of integrating games into teaching units, and further, the abilities and competences that can be enhanced by the use of digital games. Moreover, particular challenges and problems will be identified that arise when the use of a digital game in class is planned.