Author: Eric Klopfer
Publisher: MIT Press
ISBN: 0262037807
Category : Games & Activities
Languages : en
Pages : 267
Book Description
Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives. Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade. Each of the games—which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students—has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context—most often the public school classroom, but also beyond the classroom.
Resonant Games
Author: Eric Klopfer
Publisher: MIT Press
ISBN: 0262037807
Category : Games & Activities
Languages : en
Pages : 267
Book Description
Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives. Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade. Each of the games—which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students—has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context—most often the public school classroom, but also beyond the classroom.
Publisher: MIT Press
ISBN: 0262037807
Category : Games & Activities
Languages : en
Pages : 267
Book Description
Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives. Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade. Each of the games—which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students—has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context—most often the public school classroom, but also beyond the classroom.
Making Games for Impact
Author: Kurt Squire
Publisher: MIT Press
ISBN: 026236249X
Category : Education
Languages : en
Pages : 253
Book Description
Designing games for learning: case studies show how to incorporate impact goals, build a team, and work with experts to create an effective game. Digital games for learning are now commonplace, used in settings that range from K–12 education to advanced medical training. In this book, Kurt Squire examines the ways that games make an impact on learning, investigating how designers and developers incorporate authentic social impact goals, build a team, and work with experts in order to make games that are effective and marketable. Because there is no one design process for making games for impact—specific processes arise in response to local needs and conditions—Squire presents a series of case studies that range from a small, playable game created by a few programmers and an artist to a multimillion-dollar project with funders, outside experts, and external constraints. These cases, drawn from the Games + Learning + Society Center at the University of Wisconsin–Madison, show designers tackling such key issues as choosing platforms, using data analytics to guide development, and designing for new markets. Although not a how-to guide, the book offers developers, researchers, and students real-world lessons in greenlighting a project, scaling up design teams, game-based assessment, and more. The final chapter examines the commercial development of an impact game in detail, describing the creation of an astronomy game, At Play in the Cosmos, that ships with an introductory college textbook.
Publisher: MIT Press
ISBN: 026236249X
Category : Education
Languages : en
Pages : 253
Book Description
Designing games for learning: case studies show how to incorporate impact goals, build a team, and work with experts to create an effective game. Digital games for learning are now commonplace, used in settings that range from K–12 education to advanced medical training. In this book, Kurt Squire examines the ways that games make an impact on learning, investigating how designers and developers incorporate authentic social impact goals, build a team, and work with experts in order to make games that are effective and marketable. Because there is no one design process for making games for impact—specific processes arise in response to local needs and conditions—Squire presents a series of case studies that range from a small, playable game created by a few programmers and an artist to a multimillion-dollar project with funders, outside experts, and external constraints. These cases, drawn from the Games + Learning + Society Center at the University of Wisconsin–Madison, show designers tackling such key issues as choosing platforms, using data analytics to guide development, and designing for new markets. Although not a how-to guide, the book offers developers, researchers, and students real-world lessons in greenlighting a project, scaling up design teams, game-based assessment, and more. The final chapter examines the commercial development of an impact game in detail, describing the creation of an astronomy game, At Play in the Cosmos, that ships with an introductory college textbook.
The Well-Played Game
Author: Bernard De Koven
Publisher: MIT Press
ISBN: 0262019175
Category : Games & Activities
Languages : en
Pages : 173
Book Description
The return of the classic book on games and play that illuminates the relationship between the well-played game and the well-lived life. In The Well-Played Game, games guru Bernard De Koven explores the interaction of play and games, offering players—as well as game designers, educators, and scholars—a guide to how games work. De Koven’s classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and computer games, including social gameplay and player modification. The digital game industry, now moving beyond its emphasis on graphic techniques to focus on player interaction, has much to learn from The Well-Played Game. De Koven explains that when players congratulate each other on a “well-played” game, they are expressing a unique and profound synthesis that combines the concepts of play (with its associations of playfulness and fun) and game (with its associations of rule-following). This, he tells us, yields a larger concept: the experience and expression of excellence. De Koven—affectionately and appreciatively hailed by Eric Zimmerman as “our shaman of play”—explores the experience of a well-played game, how we share it, and how we can experience it again; issues of cheating, fairness, keeping score, changing old games (why not change the rules in pursuit of new ways to play?), and making up new games; playing for keeps; and winning. His book belongs on the bookshelves of players who want to find a game in which they can play well, who are looking for others with whom they can play well, and who have discovered the relationship between the well-played game and the well-lived life.
Publisher: MIT Press
ISBN: 0262019175
Category : Games & Activities
Languages : en
Pages : 173
Book Description
The return of the classic book on games and play that illuminates the relationship between the well-played game and the well-lived life. In The Well-Played Game, games guru Bernard De Koven explores the interaction of play and games, offering players—as well as game designers, educators, and scholars—a guide to how games work. De Koven’s classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and computer games, including social gameplay and player modification. The digital game industry, now moving beyond its emphasis on graphic techniques to focus on player interaction, has much to learn from The Well-Played Game. De Koven explains that when players congratulate each other on a “well-played” game, they are expressing a unique and profound synthesis that combines the concepts of play (with its associations of playfulness and fun) and game (with its associations of rule-following). This, he tells us, yields a larger concept: the experience and expression of excellence. De Koven—affectionately and appreciatively hailed by Eric Zimmerman as “our shaman of play”—explores the experience of a well-played game, how we share it, and how we can experience it again; issues of cheating, fairness, keeping score, changing old games (why not change the rules in pursuit of new ways to play?), and making up new games; playing for keeps; and winning. His book belongs on the bookshelves of players who want to find a game in which they can play well, who are looking for others with whom they can play well, and who have discovered the relationship between the well-played game and the well-lived life.
The Art of Game Design
Author: Jesse Schell
Publisher: CRC Press
ISBN: 0123694965
Category : Art
Languages : en
Pages : 522
Book Description
Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.
Publisher: CRC Press
ISBN: 0123694965
Category : Art
Languages : en
Pages : 522
Book Description
Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.
Video Game Storytelling
Author: Evan Skolnick
Publisher: Watson-Guptill
ISBN: 0385345836
Category : Games & Activities
Languages : en
Pages : 210
Book Description
UNLOCK YOUR GAME'S NARRATIVE POTENTIAL! With increasingly sophisticated video games being consumed by an enthusiastic and expanding audience, the pressure is on game developers like never before to deliver exciting stories and engaging characters. With Video Game Storytelling, game writer and producer Evan Skolnick provides a comprehensive yet easy-to-follow guide to storytelling basics and how they can be applied at every stage of the development process—by all members of the team. This clear, concise reference pairs relevant examples from top games and other media with a breakdown of the key roles in game development, showing how a team’s shared understanding and application of core storytelling principles can deepen the player experience. Understanding story and why it matters is no longer just for writers or narrative designers. From team leadership to game design and beyond, Skolnick reveals how each member of the development team can do his or her part to help produce gripping, truly memorable narratives that will enhance gameplay and bring today’s savvy gamers back time and time again.
Publisher: Watson-Guptill
ISBN: 0385345836
Category : Games & Activities
Languages : en
Pages : 210
Book Description
UNLOCK YOUR GAME'S NARRATIVE POTENTIAL! With increasingly sophisticated video games being consumed by an enthusiastic and expanding audience, the pressure is on game developers like never before to deliver exciting stories and engaging characters. With Video Game Storytelling, game writer and producer Evan Skolnick provides a comprehensive yet easy-to-follow guide to storytelling basics and how they can be applied at every stage of the development process—by all members of the team. This clear, concise reference pairs relevant examples from top games and other media with a breakdown of the key roles in game development, showing how a team’s shared understanding and application of core storytelling principles can deepen the player experience. Understanding story and why it matters is no longer just for writers or narrative designers. From team leadership to game design and beyond, Skolnick reveals how each member of the development team can do his or her part to help produce gripping, truly memorable narratives that will enhance gameplay and bring today’s savvy gamers back time and time again.
Resonant Leadership
Author: Richard Boyatzis
Publisher: Harvard Business Press
ISBN: 1422163482
Category : Business & Economics
Languages : en
Pages : 310
Book Description
The blockbuster best seller Primal Leadership introduced us to "resonant" leaders--individuals who manage their own and others' emotions in ways that drive success. Leaders everywhere recognized the validity of resonant leadership, but struggled with how to achieve and sustain resonance amid the relentless demands of work and life. Now, Richard Boyatzis and Annie McKee provide an indispensable guide to overcoming the vicious cycle of stress, sacrifice, and dissonance that afflicts many leaders. Drawing from extensive multidisciplinary research and real-life stories, Resonant Leadership offers a field-tested framework for creating the resonance that fuels great leadership. Rather than constantly sacrificing themselves to workplace demands, leaders can manage the cycle using specific techniques to combat stress, avoid burnout, and renew themselves physically, mentally, and emotionally. The book reveals that the path to resonance is through mindfulness, hope, and compassion and shows how intentionally employing these qualities creates effective and enduring leadership. Great leaders are resonant leaders. Resonant Leadership offers the inspiration--and tools--to spark and sustain resonance in ourselves and in those we lead.
Publisher: Harvard Business Press
ISBN: 1422163482
Category : Business & Economics
Languages : en
Pages : 310
Book Description
The blockbuster best seller Primal Leadership introduced us to "resonant" leaders--individuals who manage their own and others' emotions in ways that drive success. Leaders everywhere recognized the validity of resonant leadership, but struggled with how to achieve and sustain resonance amid the relentless demands of work and life. Now, Richard Boyatzis and Annie McKee provide an indispensable guide to overcoming the vicious cycle of stress, sacrifice, and dissonance that afflicts many leaders. Drawing from extensive multidisciplinary research and real-life stories, Resonant Leadership offers a field-tested framework for creating the resonance that fuels great leadership. Rather than constantly sacrificing themselves to workplace demands, leaders can manage the cycle using specific techniques to combat stress, avoid burnout, and renew themselves physically, mentally, and emotionally. The book reveals that the path to resonance is through mindfulness, hope, and compassion and shows how intentionally employing these qualities creates effective and enduring leadership. Great leaders are resonant leaders. Resonant Leadership offers the inspiration--and tools--to spark and sustain resonance in ourselves and in those we lead.
Conscious Mind, Resonant Brain
Author: Stephen Grossberg
Publisher: Oxford University Press
ISBN: 0190070552
Category : Computers
Languages : en
Pages : 771
Book Description
How does your mind work? How does your brain give rise to your mind? These are questions that all of us have wondered about at some point in our lives, if only because everything that we know is experienced in our minds. They are also very hard questions to answer. After all, how can a mind understand itself? How can you understand something as complex as the tool that is being used to understand it? This book provides an introductory and self-contained description of some of the exciting answers to these questions that modern theories of mind and brain have recently proposed. Stephen Grossberg is broadly acknowledged to be the most important pioneer and current research leader who has, for the past 50 years, modelled how brains give rise to minds, notably how neural circuits in multiple brain regions interact together to generate psychological functions. This research has led to a unified understanding of how, where, and why our brains can consciously see, hear, feel, and know about the world, and effectively plan and act within it. The work embodies revolutionary Principia of Mind that clarify how autonomous adaptive intelligence is achieved. It provides mechanistic explanations of multiple mental disorders, including symptoms of Alzheimer's disease, autism, amnesia, and sleep disorders; biological bases of morality and religion, including why our brains are biased towards the good so that values are not purely relative; perplexing aspects of the human condition, including why many decisions are irrational and self-defeating despite evolution's selection of adaptive behaviors; and solutions to large-scale problems in machine learning, technology, and Artificial Intelligence that provide a blueprint for autonomously intelligent algorithms and robots. Because brains embody a universal developmental code, unifying insights also emerge about shared laws that are found in all living cellular tissues, from the most primitive to the most advanced, notably how the laws governing networks of interacting cells support developmental and learning processes in all species. The fundamental brain design principles of complementarity, uncertainty, and resonance that Grossberg has discovered also reflect laws of the physical world with which our brains ceaselessly interact, and which enable our brains to incrementally learn to understand those laws, thereby enabling humans to understand the world scientifically. Accessibly written, and lavishly illustrated, Conscious Mind/Resonant Brain is the magnum opus of one of the most influential scientists of the past 50 years, and will appeal to a broad readership across the sciences and humanities.
Publisher: Oxford University Press
ISBN: 0190070552
Category : Computers
Languages : en
Pages : 771
Book Description
How does your mind work? How does your brain give rise to your mind? These are questions that all of us have wondered about at some point in our lives, if only because everything that we know is experienced in our minds. They are also very hard questions to answer. After all, how can a mind understand itself? How can you understand something as complex as the tool that is being used to understand it? This book provides an introductory and self-contained description of some of the exciting answers to these questions that modern theories of mind and brain have recently proposed. Stephen Grossberg is broadly acknowledged to be the most important pioneer and current research leader who has, for the past 50 years, modelled how brains give rise to minds, notably how neural circuits in multiple brain regions interact together to generate psychological functions. This research has led to a unified understanding of how, where, and why our brains can consciously see, hear, feel, and know about the world, and effectively plan and act within it. The work embodies revolutionary Principia of Mind that clarify how autonomous adaptive intelligence is achieved. It provides mechanistic explanations of multiple mental disorders, including symptoms of Alzheimer's disease, autism, amnesia, and sleep disorders; biological bases of morality and religion, including why our brains are biased towards the good so that values are not purely relative; perplexing aspects of the human condition, including why many decisions are irrational and self-defeating despite evolution's selection of adaptive behaviors; and solutions to large-scale problems in machine learning, technology, and Artificial Intelligence that provide a blueprint for autonomously intelligent algorithms and robots. Because brains embody a universal developmental code, unifying insights also emerge about shared laws that are found in all living cellular tissues, from the most primitive to the most advanced, notably how the laws governing networks of interacting cells support developmental and learning processes in all species. The fundamental brain design principles of complementarity, uncertainty, and resonance that Grossberg has discovered also reflect laws of the physical world with which our brains ceaselessly interact, and which enable our brains to incrementally learn to understand those laws, thereby enabling humans to understand the world scientifically. Accessibly written, and lavishly illustrated, Conscious Mind/Resonant Brain is the magnum opus of one of the most influential scientists of the past 50 years, and will appeal to a broad readership across the sciences and humanities.
Resonant Vol. 1
Author: David DB Andry
Publisher: Vault Comics
ISBN: 1638490546
Category : Comics & Graphic Novels
Languages : en
Pages : 140
Book Description
Cormac McCarthy's THE ROAD meets THE ODYSSEY, by way of THE WALKING DEAD - for fans and readers of Bird Box, Y: The Last Man, A Quiet Place, Road Warrior, and The Walking Dead. NOW IN SERIES DEVELOPMENT FOR BET+ - with Gerard McMurray as executive producer, director, and writer! OUR WORST IMPULSES UNLEASHED. A decade has passed since the first Waves hit, unleashing humanity’s darkest impulses and plunging the world into chaos. Paxton, a single father of three, must venture from the secluded haven and oasis of peace they’ve built to restock the medicine his chronically-ill youngest son needs to survive. When the somewhat routine trip goes awry, Paxton and his children - now separated - will battle everything in their path to reunite. Collects issues #1 to #5 of the ten issue series. "What stands out in RESONANT is how the real horror comes not from the waves, but the other people...The scary moments are amplified by the great character development." - Horror DNA
Publisher: Vault Comics
ISBN: 1638490546
Category : Comics & Graphic Novels
Languages : en
Pages : 140
Book Description
Cormac McCarthy's THE ROAD meets THE ODYSSEY, by way of THE WALKING DEAD - for fans and readers of Bird Box, Y: The Last Man, A Quiet Place, Road Warrior, and The Walking Dead. NOW IN SERIES DEVELOPMENT FOR BET+ - with Gerard McMurray as executive producer, director, and writer! OUR WORST IMPULSES UNLEASHED. A decade has passed since the first Waves hit, unleashing humanity’s darkest impulses and plunging the world into chaos. Paxton, a single father of three, must venture from the secluded haven and oasis of peace they’ve built to restock the medicine his chronically-ill youngest son needs to survive. When the somewhat routine trip goes awry, Paxton and his children - now separated - will battle everything in their path to reunite. Collects issues #1 to #5 of the ten issue series. "What stands out in RESONANT is how the real horror comes not from the waves, but the other people...The scary moments are amplified by the great character development." - Horror DNA
Becoming a Resonant Leader
Author: Annie McKee
Publisher: Harvard Business Press
ISBN: 1422131041
Category : Business & Economics
Languages : en
Pages : 248
Book Description
What distinguishes great leaders? Exceptional leaders capture passion. They lead for real: from the heart, smart and focused on the future, and with a commitment to being their very best. As Annie McKee and Richard Boyatzis have shown in their bestselling books Primal Leadership and Resonant Leadership, they create resonance with others. Through resonance, leaders become attuned to the needs and dreams of people they lead. They create conditions where people can excel. They sustain their effectiveness through renewal. McKee, Boyatzis, and Frances Johnston share vivid, real-life stories illuminating how people can develop emotional intelligence, build resonance, and renew themselves. Reflecting twenty years of longitudinal research and practical wisdom with executives and leaders around the world, this new book is organized around a core of experience-tested exercises. These tools help you articulate your strengths and values, craft a plan for intentional change, and create resonance with others. Practical and inspiring, Becoming a Resonant Leader is your hands-on guide to developing emotional intelligence, renewing and sustaining yourself and your relationships, and taking your leadership to a whole new level. This book is ideal for anyone seeking personal and professional development and for consultants, coaches, teachers, and faculty to use with their clients or students.
Publisher: Harvard Business Press
ISBN: 1422131041
Category : Business & Economics
Languages : en
Pages : 248
Book Description
What distinguishes great leaders? Exceptional leaders capture passion. They lead for real: from the heart, smart and focused on the future, and with a commitment to being their very best. As Annie McKee and Richard Boyatzis have shown in their bestselling books Primal Leadership and Resonant Leadership, they create resonance with others. Through resonance, leaders become attuned to the needs and dreams of people they lead. They create conditions where people can excel. They sustain their effectiveness through renewal. McKee, Boyatzis, and Frances Johnston share vivid, real-life stories illuminating how people can develop emotional intelligence, build resonance, and renew themselves. Reflecting twenty years of longitudinal research and practical wisdom with executives and leaders around the world, this new book is organized around a core of experience-tested exercises. These tools help you articulate your strengths and values, craft a plan for intentional change, and create resonance with others. Practical and inspiring, Becoming a Resonant Leader is your hands-on guide to developing emotional intelligence, renewing and sustaining yourself and your relationships, and taking your leadership to a whole new level. This book is ideal for anyone seeking personal and professional development and for consultants, coaches, teachers, and faculty to use with their clients or students.
Interactive Stories and Video Game Art
Author: Chris Solarski
Publisher: CRC Press
ISBN: 1315401207
Category : Computers
Languages : en
Pages : 314
Book Description
The success of storytelling in games depends on the entire development team—game designers, artists, writers, programmers and musicians, etc.—working harmoniously together towards a singular artistic vision. Interactive Stories and Video Game Art is first to define a common design language for understanding and orchestrating interactive masterpieces using techniques inherited from the rich history of art and craftsmanship that games build upon. Case studies of hit games like The Last of Us, Journey, and Minecraft illustrate the vital components needed to create emotionally-complex stories that are mindful of gaming’s principal relationship between player actions and video game aesthetics. This book is for developers of video games and virtual reality, filmmakers, gamification and transmedia experts, and everybody else interested in experiencing resonant and meaningful interactive stories.
Publisher: CRC Press
ISBN: 1315401207
Category : Computers
Languages : en
Pages : 314
Book Description
The success of storytelling in games depends on the entire development team—game designers, artists, writers, programmers and musicians, etc.—working harmoniously together towards a singular artistic vision. Interactive Stories and Video Game Art is first to define a common design language for understanding and orchestrating interactive masterpieces using techniques inherited from the rich history of art and craftsmanship that games build upon. Case studies of hit games like The Last of Us, Journey, and Minecraft illustrate the vital components needed to create emotionally-complex stories that are mindful of gaming’s principal relationship between player actions and video game aesthetics. This book is for developers of video games and virtual reality, filmmakers, gamification and transmedia experts, and everybody else interested in experiencing resonant and meaningful interactive stories.