Player vs. Player #3: The Final Boss

Player vs. Player #3: The Final Boss PDF Author: M.K. England
Publisher: Random House Books for Young Readers
ISBN: 0593433483
Category : Juvenile Fiction
Languages : en
Pages : 289

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Book Description
In the epic finale of this illustrated series, the best kid gamers in the world face their biggest battle yet, as they fight for their friend's freedom and all their gaming futures. Perfect for young fans of Ready Player One and Mr. Lemoncello's Library. Welcome to Affinity, the hottest battle royale video game around! The Weird Ones—Josh, Hannah, Larkin, and Wheatley—have become four of the biggest stars in gaming. But a surprising twist to their first professional Affinity tournament leaves Wheatley in huge trouble . . . with Hurricane Games, the company that made the game they all love. To save Wheatley, Hurricane offers them a deal: win three near-impossible challenges and Wheatley will be free. But if they lose, the kids will be banned from Affinity for life . . . and they’ll never see Wheatley again. With their futures on the line, The Weird Ones will have to play the best they ever have. But is winning even possible when your opponent literally controls the game?

Player vs. Player #3: The Final Boss

Player vs. Player #3: The Final Boss PDF Author: M.K. England
Publisher: Random House Books for Young Readers
ISBN: 0593433483
Category : Juvenile Fiction
Languages : en
Pages : 289

Get Book Here

Book Description
In the epic finale of this illustrated series, the best kid gamers in the world face their biggest battle yet, as they fight for their friend's freedom and all their gaming futures. Perfect for young fans of Ready Player One and Mr. Lemoncello's Library. Welcome to Affinity, the hottest battle royale video game around! The Weird Ones—Josh, Hannah, Larkin, and Wheatley—have become four of the biggest stars in gaming. But a surprising twist to their first professional Affinity tournament leaves Wheatley in huge trouble . . . with Hurricane Games, the company that made the game they all love. To save Wheatley, Hurricane offers them a deal: win three near-impossible challenges and Wheatley will be free. But if they lose, the kids will be banned from Affinity for life . . . and they’ll never see Wheatley again. With their futures on the line, The Weird Ones will have to play the best they ever have. But is winning even possible when your opponent literally controls the game?

Hey! Listen!

Hey! Listen! PDF Author: Andrew S. Latham
Publisher: McFarland
ISBN: 1476690294
Category : Games & Activities
Languages : en
Pages : 200

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Book Description
How does analyzing video games as hypertexts expand the landscape of research for video game rhetoricians and games studies scholars? This is the first book to focus on how hypertext rhetoric impacts the five canons of rhetoric, and to apply that hypertext rhetoric to the study of video games. It also explores how ludonarrative agency is seized by players seeking to express themselves in ways that game makers did not necessarily intend when making the games that players around the world enjoy. This book takes inspiration from The Legend of Zelda, a series which players all over the world have spent decades deconstructing through online playthroughs, speedruns, and glitch hunts. Through these playthroughs, players demonstrate their ability to craft their own agency, independent of the objectives built by the makers of these games, creating new rhetorical situations worthy of analysis and consideration.

Interactive Storytelling

Interactive Storytelling PDF Author: Anne-Gwenn Bosser
Publisher: Springer Nature
ISBN: 3030625168
Category : Computers
Languages : en
Pages : 374

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Book Description
This book constitutes the refereed proceedings of the 13th International Conference on Interactive Digital Storytelling, ICIDS 2020, held in Bournemouth, UK, in November 2020. The 15 full papers and 8 short papers presented together with 5 posters, were carefully reviewed and selected from 70 submissions. The conference offers topics in game narrative and interactive storytelling, including the theoretical, technological, and applied design practices, narrative systems, storytelling technology, and humanities-inspired theoretical inquiry, empirical research and artistic expression.

Transnational Contexts of Culture, Gender, Class, and Colonialism in Play

Transnational Contexts of Culture, Gender, Class, and Colonialism in Play PDF Author: Alexis Pulos
Publisher: Springer
ISBN: 3319438174
Category : Social Science
Languages : en
Pages : 223

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Book Description
This book examines the local, regional and transnational contexts of video games through a focused analysis on gaming communities, the ways game design regulates gender and class relations, and the impacts of colonization on game design. The critical interest in games as a cultural artifact is covered by a wide range of interdisciplinary work. To highlight the social impacts of games the first section of the book covers the systems built around high score game competitions, the development of independent game design communities, and the formation of fan communities and cosplay. The second section of the book offers a deeper analysis of game structures, gender and masculinity, and the economic constraints of empire that are built into game design. The final section offers a macro perspective on transnational and colonial discourses built into the cultural structures of East Asian game play.

The Floor Is Lava

The Floor Is Lava PDF Author: Ivan Brett
Publisher: Simon and Schuster
ISBN: 198211620X
Category : Games & Activities
Languages : en
Pages : 272

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Book Description
With 100 games to start a party, ideas to trigger conversation, storytelling setups, and fiendish puzzles—no materials required—The Floor Is Lava is a how-to for turning screen-free time into quality time. Put down the phone and pick up the fun! Analog play is known to stimulate imaginative thinking, problem solving, and interpersonal connection. However, games only seem to exist on screen now and quality time spent together—in person—is rarer than ever. The Floor Is Lava is perfect for anyone looking to disconnect from technology and spend some quality time with family or friends. Packed with one hundred screen-free games, it’s the necessary antidote to digital overload and the answer to every occasion: - hosting a party - long car rides - cooling off on summer days - sitting around the dinner table - holiday gatherings - rainy days The best part is, you don’t need anything to play. So what are you waiting for? Jump up and get started—the floor is lava!

HCI in Games

HCI in Games PDF Author: Xiaowen Fang
Publisher: Springer Nature
ISBN: 3031359305
Category : Computers
Languages : en
Pages : 450

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Book Description
This two-volume set of HCI-Games 2023, constitutes the refereed proceedings of the 5th International Conference on HCI in Games, held as Part of the 24th International Conference, HCI International 2023, which took place in July 2023 in Copenhagen, Denmark. The total of 1578 papers and 396 posters included in the HCII 2023 proceedings volumes was carefully reviewed and selected from 7472 submissions. The HCI in Games 2023 proceedings intends to help, promote and encourage research in this field by providing a forum for interaction and exchanges among researchers, academics, and practitioners in the fields of HCI and games. The Conference addresses HCI principles, methods and tools for better games.

Time and Space in Video Games

Time and Space in Video Games PDF Author: Federico Alvarez Igarzábal
Publisher: transcript Verlag
ISBN: 3839447135
Category : Social Science
Languages : en
Pages : 233

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Book Description
Video games are temporal artifacts: They change with time as players interact with them in accordance with rules. In this study, Federico Alvarez Igarzábal investigates the formal aspects of video games that determine how these changes are produced and sequenced. Theories of time perception drawn from the cognitive sciences lay the groundwork for an in-depth analysis of these features, making for a comprehensive account of time in this novel medium. This book-length study dedicated to time perception and video games is an indispensable resource for game scholars and game developers alike. Its reader-friendly style makes it readily accessible to the interested layperson.

The Multiplayer Classroom

The Multiplayer Classroom PDF Author: Lee Sheldon
Publisher: CRC Press
ISBN: 1000039129
Category : Computers
Languages : en
Pages : 419

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Book Description
Go beyond gamification’s badges and leaderboards with the new edition of the book, first published in 2011, that helped transform education. Going far beyond the first edition of The Multiplayer Classroom, forthrightly examining what worked and what didn’t over years of development, here are the tools to design any structured learning experience as a game to engage your students, raise their grades, and ensure their attendance. Suitable for use in the classroom or the boardroom, this book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. Also included are case studies, both past and present, from others teaching in their own multiplayer classrooms around the world. You don't need any experience making games or even playing games to use this book. You don’t even need a computer. Yet, you will join many hundreds of educators who have learned how to create multiplayer games for any age on any subject. Lee Sheldon began his writing career in television as a writer-producer, eventually writing more than 200 shows ranging from Charlie’s Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation (writer-producer). Having written and designed more than 40 commercial and applied video games, Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute, where he is now a professor of practice. Lee is a regular lecturer and consultant on game design and writing in the United States and abroad. His most recent commercial game, the award-winning The Lion’s Song, is currently on Steam.

Algorithmic and Architectural Gaming Design: Implementation and Development

Algorithmic and Architectural Gaming Design: Implementation and Development PDF Author: Kumar, Ashok
Publisher: IGI Global
ISBN: 1466616350
Category : Computers
Languages : en
Pages : 477

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Book Description
Video games represent a unique blend of programming, art, music, and unbridled creativity. To the general public, they are perhaps the most exciting computer applications ever undertaken. In the field of computer science, they have been the impetus for a continuous stream of innovations designed to provide gaming enthusiasts with the most realistic and enjoyable gaming experience possible. Algorithmic and Architectural Gaming Design: Implementation and Development discusses the most recent advances in the field of video game design, with particular emphasis on practical examples of game development, including design and implementation. The target audience of this book includes educators, students, practitioners, professionals, and researchers working in the area of video game design and development. Anyone actively developing video games will benefit from the practical application of fundamental computer science concepts demonstrated in this book.

20 Essential Games to Study

20 Essential Games to Study PDF Author: Joshua Bycer
Publisher: CRC Press
ISBN: 0429802080
Category : Computers
Languages : en
Pages : 104

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Book Description
The purpose of this book is to look over the past 35 years of games to discuss titles whose design deserves to be studied by anyone with an interest in game design. While there are plenty of books that focus on the technical side of Game Development, there are few that study the nature of game design itself. Featuring a mix of console and PC offerings, I purposely left off some of the easy choices (Mario, Starcraft, Call of Duty, Overwatch) to focus on games that stood out thanks to their designs.