Author: Colleen Macklin
Publisher: Addison-Wesley Professional
ISBN: 0134392221
Category : Computers
Languages : en
Pages : 372
Book Description
The play-focused, step-by-step guide to creating great game designs This book offers a play-focused, process-oriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen Macklin and John Sharp link the concepts and elements of play to the practical tasks of game design. Using full-color examples, they reveal how real game designers think and work, and illuminate the amazing expressive potential of great game design. Focusing on practical details, this book guides you from idea to prototype to playtest and fully realized design. You’ll walk through conceiving and creating a game’s inner workings, including its core actions, themes, and especially its play experience. Step by step, you’ll assemble every component of your “videogame,” creating practically every kind of play: from cooperative to competitive, from chance-based to role-playing, and everything in between. Macklin and Sharp believe that games are for everyone, and game design is an exciting art form with a nearly unlimited array of styles, forms, and messages. Cutting across traditional platform and genre boundaries, they help you find inspiration wherever it exists. Games, Design and Play is for all game design students, and for beginning-to-intermediate-level game professionals, especially independent game designers. Bridging the gaps between imagination and production, it will help you craft outstanding designs for incredible play experiences! Coverage includes: Understanding core elements of play design: actions, goals, rules, objects, playspace, and players Mastering “tools” such as constraint, interaction, goals, challenges, strategy, chance, decision, storytelling, and context Comparing types of play and player experiences Considering the demands videogames make on players Establishing a game’s design values Creating design documents, schematics, and tracking spreadsheets Collaborating in teams on a shared design vision Brainstorming and conceptualizing designs Using prototypes to realize and playtest designs Improving designs by making the most of playtesting feedback Knowing when a design is ready for production Learning the rules so you can break them!
Games Killers Play
Author:
Publisher:
ISBN:
Category : Detective and mystery stories, American
Languages : en
Pages : 160
Book Description
Publisher:
ISBN:
Category : Detective and mystery stories, American
Languages : en
Pages : 160
Book Description
Games, Design and Play
Author: Colleen Macklin
Publisher: Addison-Wesley Professional
ISBN: 0134392221
Category : Computers
Languages : en
Pages : 372
Book Description
The play-focused, step-by-step guide to creating great game designs This book offers a play-focused, process-oriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen Macklin and John Sharp link the concepts and elements of play to the practical tasks of game design. Using full-color examples, they reveal how real game designers think and work, and illuminate the amazing expressive potential of great game design. Focusing on practical details, this book guides you from idea to prototype to playtest and fully realized design. You’ll walk through conceiving and creating a game’s inner workings, including its core actions, themes, and especially its play experience. Step by step, you’ll assemble every component of your “videogame,” creating practically every kind of play: from cooperative to competitive, from chance-based to role-playing, and everything in between. Macklin and Sharp believe that games are for everyone, and game design is an exciting art form with a nearly unlimited array of styles, forms, and messages. Cutting across traditional platform and genre boundaries, they help you find inspiration wherever it exists. Games, Design and Play is for all game design students, and for beginning-to-intermediate-level game professionals, especially independent game designers. Bridging the gaps between imagination and production, it will help you craft outstanding designs for incredible play experiences! Coverage includes: Understanding core elements of play design: actions, goals, rules, objects, playspace, and players Mastering “tools” such as constraint, interaction, goals, challenges, strategy, chance, decision, storytelling, and context Comparing types of play and player experiences Considering the demands videogames make on players Establishing a game’s design values Creating design documents, schematics, and tracking spreadsheets Collaborating in teams on a shared design vision Brainstorming and conceptualizing designs Using prototypes to realize and playtest designs Improving designs by making the most of playtesting feedback Knowing when a design is ready for production Learning the rules so you can break them!
Publisher: Addison-Wesley Professional
ISBN: 0134392221
Category : Computers
Languages : en
Pages : 372
Book Description
The play-focused, step-by-step guide to creating great game designs This book offers a play-focused, process-oriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen Macklin and John Sharp link the concepts and elements of play to the practical tasks of game design. Using full-color examples, they reveal how real game designers think and work, and illuminate the amazing expressive potential of great game design. Focusing on practical details, this book guides you from idea to prototype to playtest and fully realized design. You’ll walk through conceiving and creating a game’s inner workings, including its core actions, themes, and especially its play experience. Step by step, you’ll assemble every component of your “videogame,” creating practically every kind of play: from cooperative to competitive, from chance-based to role-playing, and everything in between. Macklin and Sharp believe that games are for everyone, and game design is an exciting art form with a nearly unlimited array of styles, forms, and messages. Cutting across traditional platform and genre boundaries, they help you find inspiration wherever it exists. Games, Design and Play is for all game design students, and for beginning-to-intermediate-level game professionals, especially independent game designers. Bridging the gaps between imagination and production, it will help you craft outstanding designs for incredible play experiences! Coverage includes: Understanding core elements of play design: actions, goals, rules, objects, playspace, and players Mastering “tools” such as constraint, interaction, goals, challenges, strategy, chance, decision, storytelling, and context Comparing types of play and player experiences Considering the demands videogames make on players Establishing a game’s design values Creating design documents, schematics, and tracking spreadsheets Collaborating in teams on a shared design vision Brainstorming and conceptualizing designs Using prototypes to realize and playtest designs Improving designs by making the most of playtesting feedback Knowing when a design is ready for production Learning the rules so you can break them!
Playing Video Games
Author: Peter Vorderer
Publisher: Routledge
ISBN: 1135257477
Category : Games & Activities
Languages : en
Pages : 605
Book Description
From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives, Responses, and Consequences integrates communication, psychology, and technology to examine the psychological and mediated aspects of playing video games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm of entertainment studies, the next big wave in media studies. The book targets one of the most popular and pervasive media in modern times, and it will serve to define the area of study and provide a theoretical spine for future research. This unique and timely volume will appeal to scholars, researchers, and graduate students in media studies and mass communication, psychology, and marketing.
Publisher: Routledge
ISBN: 1135257477
Category : Games & Activities
Languages : en
Pages : 605
Book Description
From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives, Responses, and Consequences integrates communication, psychology, and technology to examine the psychological and mediated aspects of playing video games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm of entertainment studies, the next big wave in media studies. The book targets one of the most popular and pervasive media in modern times, and it will serve to define the area of study and provide a theoretical spine for future research. This unique and timely volume will appeal to scholars, researchers, and graduate students in media studies and mass communication, psychology, and marketing.
Pervasive Games
Author: Markus Montola
Publisher: CRC Press
ISBN: 0080889794
Category : Art
Languages : en
Pages : 337
Book Description
Games are no longer confined to card tables and computer screens. Emmy award winning games like "The Fallen Alternate Reality Game" (based on the ABC show) or "The Lost Experience" (based on the CBS hit show)- are pervasive games in that they blur traditional boundaries of game play. This book gives game designers the tools they need to create cutting edge pervasive games.
Publisher: CRC Press
ISBN: 0080889794
Category : Art
Languages : en
Pages : 337
Book Description
Games are no longer confined to card tables and computer screens. Emmy award winning games like "The Fallen Alternate Reality Game" (based on the ABC show) or "The Lost Experience" (based on the CBS hit show)- are pervasive games in that they blur traditional boundaries of game play. This book gives game designers the tools they need to create cutting edge pervasive games.
Killer Poker Online/2: Advanced Strategies For Crushing The Internet Game
Author: John Vorhaus
Publisher: Kensington Publishing Corp.
ISBN: 0818407298
Category : Games & Activities
Languages : en
Pages : 324
Book Description
A revolutionary new approach to a revolutionary game Since the 2003 publication of the groundbreaking Killer Poker Online, the Internet game has exploded and the online poker landscape has completely changed. More than 150,000 people are logged in and playing online for real money every day. What does this mean for you? Lots of opportunities to take serious money from novices. Update your Internet play now and make sure you get your share. In Killer Poker Online/2 You'll learn how to: • Understand and exploit the patterns, tendencies, and weaknesses of online players • Play winning strategies that are not possible in real-world games • Beat the unique sit-and-go tournament • Vanquish foes in heads-up play • Recognize the pitfalls of online cash games • Navigate and dominate full-field online tournaments The online game these days is both easier and harder to beat, and with Killer Poker Online/2, you'll learn the latest strategies to bring home the cash. Praise for John Vorhaus and Killer Poker "Are you ready for a revolution? John Vorhaus will lift your mind to a higher poker plane." --Russ Hamilton, 1994 WSOP Champion "Like a latter-day Aesop, Vorhaus weaves pearls of wisdom into each of his witty and clever tales. He rests secure in his position as one of poker's premier teachers." --Barry Shulman, publisher, Card Player magazine "Don't lend this book to anyone--you'll never get it back!" --Annie Duke, 2004 WSOP Tournament of Champions winner
Publisher: Kensington Publishing Corp.
ISBN: 0818407298
Category : Games & Activities
Languages : en
Pages : 324
Book Description
A revolutionary new approach to a revolutionary game Since the 2003 publication of the groundbreaking Killer Poker Online, the Internet game has exploded and the online poker landscape has completely changed. More than 150,000 people are logged in and playing online for real money every day. What does this mean for you? Lots of opportunities to take serious money from novices. Update your Internet play now and make sure you get your share. In Killer Poker Online/2 You'll learn how to: • Understand and exploit the patterns, tendencies, and weaknesses of online players • Play winning strategies that are not possible in real-world games • Beat the unique sit-and-go tournament • Vanquish foes in heads-up play • Recognize the pitfalls of online cash games • Navigate and dominate full-field online tournaments The online game these days is both easier and harder to beat, and with Killer Poker Online/2, you'll learn the latest strategies to bring home the cash. Praise for John Vorhaus and Killer Poker "Are you ready for a revolution? John Vorhaus will lift your mind to a higher poker plane." --Russ Hamilton, 1994 WSOP Champion "Like a latter-day Aesop, Vorhaus weaves pearls of wisdom into each of his witty and clever tales. He rests secure in his position as one of poker's premier teachers." --Barry Shulman, publisher, Card Player magazine "Don't lend this book to anyone--you'll never get it back!" --Annie Duke, 2004 WSOP Tournament of Champions winner
Killer Game Programming in Java
Author: Andrew Davison
Publisher: "O'Reilly Media, Inc."
ISBN: 0596007302
Category : Computers
Languages : en
Pages : 996
Book Description
Offering coverage of key topics in Java 3D, this text is a practical introduction to the latest Java graphics and game programming technologies and techniques.
Publisher: "O'Reilly Media, Inc."
ISBN: 0596007302
Category : Computers
Languages : en
Pages : 996
Book Description
Offering coverage of key topics in Java 3D, this text is a practical introduction to the latest Java graphics and game programming technologies and techniques.
The Everyday Guide to Recreational Poker
Author: Ron Greiner
Publisher: Poker Endeavors
ISBN: 9780976970309
Category : Games & Activities
Languages : en
Pages : 336
Book Description
How to play recreational Poker and keep it FUN, FAIR, and FRIENDLY. The perfect "how to" and reference guide for Poker Party novices and aficionados alike. Covers all the important aspects of recreational Poker: play, game rules, statistics, betting, house rules, etc., and contains a large inventory of Poker games and their variations. Excellent detailed resource written for wide audience appeal.
Publisher: Poker Endeavors
ISBN: 9780976970309
Category : Games & Activities
Languages : en
Pages : 336
Book Description
How to play recreational Poker and keep it FUN, FAIR, and FRIENDLY. The perfect "how to" and reference guide for Poker Party novices and aficionados alike. Covers all the important aspects of recreational Poker: play, game rules, statistics, betting, house rules, etc., and contains a large inventory of Poker games and their variations. Excellent detailed resource written for wide audience appeal.
Serious Educational Game Assessment: Practical Methods and Models for Educational Games, Simulations and Virtual Worlds
Author: L.A. Annetta
Publisher: Springer Science & Business Media
ISBN: 9460913296
Category : Education
Languages : en
Pages : 281
Book Description
In an increasingly scientific and technological world the need for a knowledgeable citizenry, individuals who understand the fundamentals of technological ideas and think critically about these issues, has never been greater. There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens, not only regularly occurring in schools and in after-school programs, but also in informal settings like museums, science centers, zoos and aquariums, at home with family, in the workplace, during leisure time when children and adults participate in community-based activities. This blurring of the boundaries of where, when, why, how and with whom people learn, along with better understandings of learning as a personally constructed, life-long process of making meaning and shaping identity, has initiated a growing awareness in the field that the questions and frameworks guiding assessing these environments should be reconsidered in light of these new realities. The audience for this book will be researchers working in the Serious Games arena along with distance education instructors and administrators and students on the cutting edge of assessment in computer generated environments.
Publisher: Springer Science & Business Media
ISBN: 9460913296
Category : Education
Languages : en
Pages : 281
Book Description
In an increasingly scientific and technological world the need for a knowledgeable citizenry, individuals who understand the fundamentals of technological ideas and think critically about these issues, has never been greater. There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens, not only regularly occurring in schools and in after-school programs, but also in informal settings like museums, science centers, zoos and aquariums, at home with family, in the workplace, during leisure time when children and adults participate in community-based activities. This blurring of the boundaries of where, when, why, how and with whom people learn, along with better understandings of learning as a personally constructed, life-long process of making meaning and shaping identity, has initiated a growing awareness in the field that the questions and frameworks guiding assessing these environments should be reconsidered in light of these new realities. The audience for this book will be researchers working in the Serious Games arena along with distance education instructors and administrators and students on the cutting edge of assessment in computer generated environments.
Violence in American Society [2 volumes]
Author: Chris Richardson
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Social Science
Languages : en
Pages : 806
Book Description
While many books explore such specific issues as gun violence, arson, murder, and crime prevention, this encyclopedia serves as a one-stop resource for exploring the history, societal factors, and current dimensions of violence in America in all its forms. This encyclopedia explores violence in the United States, from the nation's founding to modern-day trends, laws, viewpoints, and media depictions. Providing a nuanced lens through which to think about violence in America, including its underlying causes, its iterations, and possible solutions, this work offers broad and authoritative coverage that will be immensely helpful to users ranging from high school and undergraduate students to professionals in law enforcement and school administration. In addition to detailed and evenhanded summaries of the key events and issues relating to violence in America, contributors highlight important events, political debates, legal perspectives, modern dimensions, and critical approaches. This encyclopedia also features excerpts from such important primary source documents as legal rulings, presidential speeches, and congressional testimony from scholars and activists on aspects of violence in America. Together, these documents provide important insights into past and present patterns of violent crime in the United States, as well as proposed solutions to those problems.
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Social Science
Languages : en
Pages : 806
Book Description
While many books explore such specific issues as gun violence, arson, murder, and crime prevention, this encyclopedia serves as a one-stop resource for exploring the history, societal factors, and current dimensions of violence in America in all its forms. This encyclopedia explores violence in the United States, from the nation's founding to modern-day trends, laws, viewpoints, and media depictions. Providing a nuanced lens through which to think about violence in America, including its underlying causes, its iterations, and possible solutions, this work offers broad and authoritative coverage that will be immensely helpful to users ranging from high school and undergraduate students to professionals in law enforcement and school administration. In addition to detailed and evenhanded summaries of the key events and issues relating to violence in America, contributors highlight important events, political debates, legal perspectives, modern dimensions, and critical approaches. This encyclopedia also features excerpts from such important primary source documents as legal rulings, presidential speeches, and congressional testimony from scholars and activists on aspects of violence in America. Together, these documents provide important insights into past and present patterns of violent crime in the United States, as well as proposed solutions to those problems.
"The Greatest Game Ever Played in Dixie"
Author: John A. Simpson
Publisher: McFarland
ISBN: 1476611084
Category : Sports & Recreation
Languages : en
Pages : 293
Book Description
In 1908 baseball was the only game that mattered in the South. With no major league team in the region, rivalries between Southern Association cities such as Atlanta, Birmingham, Memphis, and New Orleans were heated. This season, however, no city was as baseball-crazed as Nashville, whose Vols had been league doormat in 1907. After an unpromising start, the Nashville club clawed its way into contention during the month of July, rising into the upper division, then into a battle for first. Local interest intensified, as the competitive fire of Nashville fans was stoked by sharp-tongued columnist Grantland Rice and the city's three daily newspapers. By the time the Vols met the New Orleans Pelicans for a season-ending series, and the championship, the city was gripped by a pennant fever that shut down the commercial district. Nearly 13,000 people thronged the Nashville ballpark, Sulphur Dell, for the third and deciding contest. What they saw was described by Rice as "the greatest game ever played in Dixie."
Publisher: McFarland
ISBN: 1476611084
Category : Sports & Recreation
Languages : en
Pages : 293
Book Description
In 1908 baseball was the only game that mattered in the South. With no major league team in the region, rivalries between Southern Association cities such as Atlanta, Birmingham, Memphis, and New Orleans were heated. This season, however, no city was as baseball-crazed as Nashville, whose Vols had been league doormat in 1907. After an unpromising start, the Nashville club clawed its way into contention during the month of July, rising into the upper division, then into a battle for first. Local interest intensified, as the competitive fire of Nashville fans was stoked by sharp-tongued columnist Grantland Rice and the city's three daily newspapers. By the time the Vols met the New Orleans Pelicans for a season-ending series, and the championship, the city was gripped by a pennant fever that shut down the commercial district. Nearly 13,000 people thronged the Nashville ballpark, Sulphur Dell, for the third and deciding contest. What they saw was described by Rice as "the greatest game ever played in Dixie."