Author: George Phillies
Publisher:
ISBN: 9781932657692
Category : Computer games
Languages : en
Pages : 440
Book Description
Design Elements of Contemporary Strategy Games
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
Contemporary Perspectives on Game Design
Author: George Phillies
Publisher:
ISBN: 9781932657647
Category : Computer games
Languages : en
Pages : 441
Book Description
Publisher:
ISBN: 9781932657647
Category : Computer games
Languages : en
Pages : 441
Book Description
Gaming the Past
Author: Jeremiah McCall
Publisher: Routledge
ISBN: 1136832092
Category : Education
Languages : en
Pages : 198
Book Description
Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.
Publisher: Routledge
ISBN: 1136832092
Category : Education
Languages : en
Pages : 198
Book Description
Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.
Handbook of Research on Interdisciplinary Reflections of Contemporary Experiential Marketing Practices
Author: Akel, Gökhan
Publisher: IGI Global
ISBN: 1668443821
Category : Business & Economics
Languages : en
Pages : 596
Book Description
Technology has brought many innovations and changes in experiential design and experiential products and services. The digital transformations brought about by technology have led to problem-solving, creative functioning, and unique improvements along with experiences. Human-digital experience interaction prevails in many areas of modern society, and in order to evaluate this interaction, a more balanced understanding of digital and experience processes is required. The Handbook of Research on Interdisciplinary Reflections of Contemporary Experiential Marketing Practices discusses innovative research on experiential marketing and evaluates the interdisciplinary reflections of practices from different perspectives. The book also explores how the concept of experience is developed, managed, and marketed according to current consumer needs and motivations. Covering critical topics such as experience economy and tourism experience management, this reference work is ideal for managers, marketers, hospitality professionals, academicians, practitioners, scholars, researchers, instructors, and students.
Publisher: IGI Global
ISBN: 1668443821
Category : Business & Economics
Languages : en
Pages : 596
Book Description
Technology has brought many innovations and changes in experiential design and experiential products and services. The digital transformations brought about by technology have led to problem-solving, creative functioning, and unique improvements along with experiences. Human-digital experience interaction prevails in many areas of modern society, and in order to evaluate this interaction, a more balanced understanding of digital and experience processes is required. The Handbook of Research on Interdisciplinary Reflections of Contemporary Experiential Marketing Practices discusses innovative research on experiential marketing and evaluates the interdisciplinary reflections of practices from different perspectives. The book also explores how the concept of experience is developed, managed, and marketed according to current consumer needs and motivations. Covering critical topics such as experience economy and tourism experience management, this reference work is ideal for managers, marketers, hospitality professionals, academicians, practitioners, scholars, researchers, instructors, and students.
Andrew Rollings and Ernest Adams on Game Design
Author: Andrew Rollings
Publisher: New Riders
ISBN: 9781592730018
Category : Business & Economics
Languages : en
Pages : 652
Book Description
How often have you heard "anyone can design a game?" While it seems like an easy job, game ideas are cheap and plentiful. Advancing those ideas into games that people want to play is one of the hardest, and most under-appreciated, tasks in the game development cycle. Andrew Rollings and Ernest Adams on Game Design introduces both students and experienced developers to the craft of designing computer and video games for the retail market. The first half of the book is a detailed analysis of the key game design elements: examining game concepts and worlds, storytelling, character and user interface design, core mechanics and balance. The second half discusses each of the major game genres (action, adventure, role-playing, strategy, puzzle, and so on) and identifies the design patterns and unique creative challenges that characterize them. Filled with examples and worksheets, this book takes an accessible, practical approach to creating fun, innovative, and highly playable games.
Publisher: New Riders
ISBN: 9781592730018
Category : Business & Economics
Languages : en
Pages : 652
Book Description
How often have you heard "anyone can design a game?" While it seems like an easy job, game ideas are cheap and plentiful. Advancing those ideas into games that people want to play is one of the hardest, and most under-appreciated, tasks in the game development cycle. Andrew Rollings and Ernest Adams on Game Design introduces both students and experienced developers to the craft of designing computer and video games for the retail market. The first half of the book is a detailed analysis of the key game design elements: examining game concepts and worlds, storytelling, character and user interface design, core mechanics and balance. The second half discusses each of the major game genres (action, adventure, role-playing, strategy, puzzle, and so on) and identifies the design patterns and unique creative challenges that characterize them. Filled with examples and worksheets, this book takes an accessible, practical approach to creating fun, innovative, and highly playable games.
Gender Inclusive Game Design
Author: Sheri Graner Ray
Publisher: Cengage Learning
ISBN: 9781584502395
Category : Computer and women
Languages : en
Pages : 232
Book Description
This book explores the relationship between women and computer games, both the women in the gaming industry and the women who serve as a market for computer games.
Publisher: Cengage Learning
ISBN: 9781584502395
Category : Computer and women
Languages : en
Pages : 232
Book Description
This book explores the relationship between women and computer games, both the women in the gaming industry and the women who serve as a market for computer games.
Creative Practice Ethnographies
Author: Larissa Hjorth
Publisher: Rowman & Littlefield
ISBN: 1498572138
Category : Social Science
Languages : en
Pages : 201
Book Description
Creative Practice Ethnographies focuses on the intersection of creative practice and ethnography and offers new ways to think about the methods, practice, and promise of research in contemporary interdisciplinary contexts. How does creative practice inform new ways of doing ethnography and vice versa? What new forms of expression and engagement are made possible as a result of these creative synergies? By addressing these questions, the authors highlight the important roles that ethnography and creative practice play in socially impactful research. This book is aimed at interdisciplinary researchers, scholars, and students of art, design, sociology, anthropology, games, media, education, and cultural studies.
Publisher: Rowman & Littlefield
ISBN: 1498572138
Category : Social Science
Languages : en
Pages : 201
Book Description
Creative Practice Ethnographies focuses on the intersection of creative practice and ethnography and offers new ways to think about the methods, practice, and promise of research in contemporary interdisciplinary contexts. How does creative practice inform new ways of doing ethnography and vice versa? What new forms of expression and engagement are made possible as a result of these creative synergies? By addressing these questions, the authors highlight the important roles that ethnography and creative practice play in socially impactful research. This book is aimed at interdisciplinary researchers, scholars, and students of art, design, sociology, anthropology, games, media, education, and cultural studies.
A Companion to Contemporary Design since 1945
Author: Anne Massey
Publisher: John Wiley & Sons
ISBN: 111911120X
Category : Art
Languages : en
Pages : 485
Book Description
A critical overview of contemporary design and its place within the broader context of art history A Companion to Contemporary Design since 1945 introduces readers to a collection of specially commissioned essays exploring the complex areas of design that emerged through the latter half of the twentieth century, design history, design methods, design studies and more recently, design thinking. The book delivers a thoughtful overview of all design disciplines and also strives to stimulate inter-disciplinary debate and examine unconsidered convergences among design applications in different fields. By offering a new perspective on design, the articles assembled here present a challenging account of the boundaries between design history and its cognate disciplines, especially art history. The volume comprises five sections—Time, Place, Space, Objects and Audiences—that discuss environments for design and how we interact with designed objects and spaces. Notable features include: 24 new essays reflecting the current state of design history and theory, and examining developments on a global basis Contributions by eminent scholars and practitioners from around the globe Enriched throughout with illustrations A Companion to Contemporary Design since 1945 provides a new and thought-provoking revision of our conception and understanding of contemporary design that will be essential reading for students at both undergraduate and graduate levels as well as researchers and teachers working in design history, theory and practice, and in related fields.
Publisher: John Wiley & Sons
ISBN: 111911120X
Category : Art
Languages : en
Pages : 485
Book Description
A critical overview of contemporary design and its place within the broader context of art history A Companion to Contemporary Design since 1945 introduces readers to a collection of specially commissioned essays exploring the complex areas of design that emerged through the latter half of the twentieth century, design history, design methods, design studies and more recently, design thinking. The book delivers a thoughtful overview of all design disciplines and also strives to stimulate inter-disciplinary debate and examine unconsidered convergences among design applications in different fields. By offering a new perspective on design, the articles assembled here present a challenging account of the boundaries between design history and its cognate disciplines, especially art history. The volume comprises five sections—Time, Place, Space, Objects and Audiences—that discuss environments for design and how we interact with designed objects and spaces. Notable features include: 24 new essays reflecting the current state of design history and theory, and examining developments on a global basis Contributions by eminent scholars and practitioners from around the globe Enriched throughout with illustrations A Companion to Contemporary Design since 1945 provides a new and thought-provoking revision of our conception and understanding of contemporary design that will be essential reading for students at both undergraduate and graduate levels as well as researchers and teachers working in design history, theory and practice, and in related fields.
Analog Game Studies: Volume IV
Author: Evan Torner
Publisher: Lulu.com
ISBN: 1678151068
Category :
Languages : en
Pages : 262
Book Description
Publisher: Lulu.com
ISBN: 1678151068
Category :
Languages : en
Pages : 262
Book Description