Author: David Freeman
Publisher: New Riders Publishing
ISBN:
Category : Computers
Languages : en
Pages : 596
Book Description
Master the future in game development and design by learning how to create emotional immersion in games, known as emotioneering. - Packed with 150 hands-on techniques that can be applied immediately to any game in development. - Author is highly sort after and works with companies including Microsoft, Sony, Activision, and Midway and also speaks regularly at the Game Developers Conference and DICE. - Foreword by Wil Wright, the creator of The Sims.
How Games Move Us
Author: Katherine Isbister
Publisher: MIT Press
ISBN: 0262534452
Category : Games & Activities
Languages : en
Pages : 187
Book Description
An engaging examination of how video game design creates strong and positive emotional experiences for players—with examples from Journey, Train, Little Big Planet, and more. This is a renaissance moment for video games—in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples—drawn from popular, indie, and art games—that unpack the gamer’s experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players’ emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony’s Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero’s Train. Isbister’s analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.
Publisher: MIT Press
ISBN: 0262534452
Category : Games & Activities
Languages : en
Pages : 187
Book Description
An engaging examination of how video game design creates strong and positive emotional experiences for players—with examples from Journey, Train, Little Big Planet, and more. This is a renaissance moment for video games—in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples—drawn from popular, indie, and art games—that unpack the gamer’s experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players’ emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony’s Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero’s Train. Isbister’s analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.
Couples
Author: John Updike
Publisher: Random House
ISBN: 0679645721
Category : Fiction
Languages : en
Pages : 577
Book Description
“Trapped in their cozy catacombs, the couples have made sex by turns their toy, their glue, their trauma, their therapy, their hope, their frustration, their revenge, their narcotic, their main line of communication and their sole and pitiable shield against the awareness of death.”—Time One of the signature novels of the American 1960s, Couples is a book that, when it debuted, scandalized the public with prose pictures of the way people live, and that today provides an engrossing epitaph to the short, happy life of the “post-Pill paradise.” It chronicles the interactions of ten young married couples in a seaside New England community who make a cult of sex and of themselves. The group of acquaintances form a magical circle, complete with ritualistic games, religious substitutions, a priest (Freddy Thorne), and a scapegoat (Piet Hanema). As with most American utopias, this one’s existence is brief and unsustainable, but the “imaginative quest” that inspires its creation is eternal. Praise for Couples “Couples [is] John Updike’s tour de force of extramarital wanderlust.”—The New York Times Book Review “Ingenious . . . If this is a dirty book, I don’t see how sex can be written about at all.”—Wilfrid Sheed, The New York Times Book Review
Publisher: Random House
ISBN: 0679645721
Category : Fiction
Languages : en
Pages : 577
Book Description
“Trapped in their cozy catacombs, the couples have made sex by turns their toy, their glue, their trauma, their therapy, their hope, their frustration, their revenge, their narcotic, their main line of communication and their sole and pitiable shield against the awareness of death.”—Time One of the signature novels of the American 1960s, Couples is a book that, when it debuted, scandalized the public with prose pictures of the way people live, and that today provides an engrossing epitaph to the short, happy life of the “post-Pill paradise.” It chronicles the interactions of ten young married couples in a seaside New England community who make a cult of sex and of themselves. The group of acquaintances form a magical circle, complete with ritualistic games, religious substitutions, a priest (Freddy Thorne), and a scapegoat (Piet Hanema). As with most American utopias, this one’s existence is brief and unsustainable, but the “imaginative quest” that inspires its creation is eternal. Praise for Couples “Couples [is] John Updike’s tour de force of extramarital wanderlust.”—The New York Times Book Review “Ingenious . . . If this is a dirty book, I don’t see how sex can be written about at all.”—Wilfrid Sheed, The New York Times Book Review
The Emotional Life of Your Brain
Author: Richard J. Davidson
Publisher: Penguin
ISBN: 0452298881
Category : Psychology
Languages : en
Pages : 303
Book Description
What is your emotional fingerprint? Why are some people so quick to recover from setbacks? Why are some so attuned to others that they seem psychic? Why are some people always up and others always down? In his thirty-year quest to answer these questions, pioneering neuroscientist Richard J. Davidson discovered that each of us has an Emotional Style, composed of Resilience, Outlook, Social Intuition, Self-Awareness, Sensitivity to Context, and Attention. Where we fall on these six continuums determines our own “emotional fingerprint.” Sharing Dr. Davidson’s fascinating case histories and experiments, The Emotional Life of Your Brain offers a new model for treating conditions like autism and depression as it empowers us all to better understand ourselves—and live more meaningful lives.
Publisher: Penguin
ISBN: 0452298881
Category : Psychology
Languages : en
Pages : 303
Book Description
What is your emotional fingerprint? Why are some people so quick to recover from setbacks? Why are some so attuned to others that they seem psychic? Why are some people always up and others always down? In his thirty-year quest to answer these questions, pioneering neuroscientist Richard J. Davidson discovered that each of us has an Emotional Style, composed of Resilience, Outlook, Social Intuition, Self-Awareness, Sensitivity to Context, and Attention. Where we fall on these six continuums determines our own “emotional fingerprint.” Sharing Dr. Davidson’s fascinating case histories and experiments, The Emotional Life of Your Brain offers a new model for treating conditions like autism and depression as it empowers us all to better understand ourselves—and live more meaningful lives.
Are You Somebody?
Author: Nuala O'Faolain
Publisher: Macmillan
ISBN: 9780805056648
Category : Biography & Autobiography
Languages : en
Pages : 228
Book Description
A young woman is determined not to repeat the cycle set by her parents. Includes columns originally published in the Irish times.
Publisher: Macmillan
ISBN: 9780805056648
Category : Biography & Autobiography
Languages : en
Pages : 228
Book Description
A young woman is determined not to repeat the cycle set by her parents. Includes columns originally published in the Irish times.
Fair Play: Reese's Book Club
Author: Eve Rodsky
Publisher: Penguin
ISBN: 0525541942
Category : Social Science
Languages : en
Pages : 385
Book Description
AN INSTANT NEW YORK TIMES BESTSELLER • A REESE'S BOOK CLUB PICK Tired, stressed, and in need of more help from your partner? Imagine running your household (and life!) in a new way... It started with the Sh*t I Do List. Tired of being the “shefault” parent responsible for all aspects of her busy household, Eve Rodsky counted up all the unpaid, invisible work she was doing for her family—and then sent that list to her husband, asking for things to change. His response was...underwhelming. Rodsky realized that simply identifying the issue of unequal labor on the home front wasn't enough: She needed a solution to this universal problem. Her sanity, identity, career, and marriage depended on it. The result is Fair Play: a time- and anxiety-saving system that offers couples a completely new way to divvy up domestic responsibilities. Rodsky interviewed more than five hundred men and women from all walks of life to figure out what the invisible work in a family actually entails and how to get it all done efficiently. With 4 easy-to-follow rules, 100 household tasks, and a series of conversation starters for you and your partner, Fair Play helps you prioritize what's important to your family and who should take the lead on every chore, from laundry to homework to dinner. “Winning” this game means rebalancing your home life, reigniting your relationship with your significant other, and reclaiming your Unicorn Space—the time to develop the skills and passions that keep you interested and interesting. Stop drowning in to-dos and lose some of that invisible workload that's pulling you down. Are you ready to try Fair Play? Let's deal you in.
Publisher: Penguin
ISBN: 0525541942
Category : Social Science
Languages : en
Pages : 385
Book Description
AN INSTANT NEW YORK TIMES BESTSELLER • A REESE'S BOOK CLUB PICK Tired, stressed, and in need of more help from your partner? Imagine running your household (and life!) in a new way... It started with the Sh*t I Do List. Tired of being the “shefault” parent responsible for all aspects of her busy household, Eve Rodsky counted up all the unpaid, invisible work she was doing for her family—and then sent that list to her husband, asking for things to change. His response was...underwhelming. Rodsky realized that simply identifying the issue of unequal labor on the home front wasn't enough: She needed a solution to this universal problem. Her sanity, identity, career, and marriage depended on it. The result is Fair Play: a time- and anxiety-saving system that offers couples a completely new way to divvy up domestic responsibilities. Rodsky interviewed more than five hundred men and women from all walks of life to figure out what the invisible work in a family actually entails and how to get it all done efficiently. With 4 easy-to-follow rules, 100 household tasks, and a series of conversation starters for you and your partner, Fair Play helps you prioritize what's important to your family and who should take the lead on every chore, from laundry to homework to dinner. “Winning” this game means rebalancing your home life, reigniting your relationship with your significant other, and reclaiming your Unicorn Space—the time to develop the skills and passions that keep you interested and interesting. Stop drowning in to-dos and lose some of that invisible workload that's pulling you down. Are you ready to try Fair Play? Let's deal you in.
The Game Design Reader
Author: Katie Salen Tekinbas
Publisher: MIT Press
ISBN: 0262303175
Category : Computers
Languages : en
Pages : 955
Book Description
Classic and cutting-edge writings on games, spanning nearly 50 years of game analysis and criticism, by game designers, game journalists, game fans, folklorists, sociologists, and media theorists. The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players. Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play? Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings. Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.
Publisher: MIT Press
ISBN: 0262303175
Category : Computers
Languages : en
Pages : 955
Book Description
Classic and cutting-edge writings on games, spanning nearly 50 years of game analysis and criticism, by game designers, game journalists, game fans, folklorists, sociologists, and media theorists. The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players. Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play? Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings. Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.
War Games
Author: Philip Hammond
Publisher: Bloomsbury Publishing USA
ISBN: 1501351176
Category : Social Science
Languages : en
Pages : 281
Book Description
Many of today's most commercially successful videogames, from Call of Duty to Company of Heroes, are war-themed titles that play out in what are framed as authentic real-world settings inspired by recent news headlines or drawn from history. While such games are marketed as authentic representations of war, they often provide a selective form of realism that eschews problematic, yet salient aspects of war. In addition, changes in the way Western states wage and frame actual wars makes contemporary conflicts increasingly resemble videogames when perceived from the vantage point of Western audiences. This interdisciplinary volume brings together scholars from games studies, media and cultural studies, politics and international relations, and related fields to examine the complex relationships between military-themed videogames and real-world conflict, and to consider how videogames might deal with history, memory, and conflict in alternative ways. It asks: What is the role of videogames in the formation and negotiation of cultural memory of past wars? How do game narratives and designs position the gaming subject in relation to history, war and militarism? And how far do critical, anti-war/peace games offer an alternative or challenge to mainstream commercial titles?
Publisher: Bloomsbury Publishing USA
ISBN: 1501351176
Category : Social Science
Languages : en
Pages : 281
Book Description
Many of today's most commercially successful videogames, from Call of Duty to Company of Heroes, are war-themed titles that play out in what are framed as authentic real-world settings inspired by recent news headlines or drawn from history. While such games are marketed as authentic representations of war, they often provide a selective form of realism that eschews problematic, yet salient aspects of war. In addition, changes in the way Western states wage and frame actual wars makes contemporary conflicts increasingly resemble videogames when perceived from the vantage point of Western audiences. This interdisciplinary volume brings together scholars from games studies, media and cultural studies, politics and international relations, and related fields to examine the complex relationships between military-themed videogames and real-world conflict, and to consider how videogames might deal with history, memory, and conflict in alternative ways. It asks: What is the role of videogames in the formation and negotiation of cultural memory of past wars? How do game narratives and designs position the gaming subject in relation to history, war and militarism? And how far do critical, anti-war/peace games offer an alternative or challenge to mainstream commercial titles?
It's Been Emotional
Author: Vinnie Jones
Publisher: Simon and Schuster
ISBN: 1471127605
Category : Biography & Autobiography
Languages : en
Pages : 288
Book Description
British actor and professional footballer, Vinnie Jones is the original bad boy made good and will tell the full extraordinary rags to riches story for the first time - the brilliance on the pitch, the brawls and drinking off the pitch, the arrests, the affairs, his wife's dramatic health scare and his latest headline scandal with a Russian prostitute. Bold and frank, this is Vinnie laid bare. Born and bred in Watford, Jones represented and captained the Welsh national football team after qualifying through a Welsh grandparent. He won the 1988 FA Cup final against Liverpool before moving to Wimbledon and then Leeds United. He has also played for Chelsea. His celebrity status has grown over the years after appearing in the 2010 series of Big Brotherand coming third, as well as the hugely successful British Heart Foundation CPR campaign. Vinnie's bad boy tag has followed him into the world of film where he has used his hard man status to secure roles in hugely successful Brit Flicks, such as Snatchand Lock, Stock and Two SmokingBarrels.
Publisher: Simon and Schuster
ISBN: 1471127605
Category : Biography & Autobiography
Languages : en
Pages : 288
Book Description
British actor and professional footballer, Vinnie Jones is the original bad boy made good and will tell the full extraordinary rags to riches story for the first time - the brilliance on the pitch, the brawls and drinking off the pitch, the arrests, the affairs, his wife's dramatic health scare and his latest headline scandal with a Russian prostitute. Bold and frank, this is Vinnie laid bare. Born and bred in Watford, Jones represented and captained the Welsh national football team after qualifying through a Welsh grandparent. He won the 1988 FA Cup final against Liverpool before moving to Wimbledon and then Leeds United. He has also played for Chelsea. His celebrity status has grown over the years after appearing in the 2010 series of Big Brotherand coming third, as well as the hugely successful British Heart Foundation CPR campaign. Vinnie's bad boy tag has followed him into the world of film where he has used his hard man status to secure roles in hugely successful Brit Flicks, such as Snatchand Lock, Stock and Two SmokingBarrels.
The Keys
Author: DJ Khaled
Publisher: Crown Archetype
ISBN: 0451497589
Category : Biography & Autobiography
Languages : en
Pages : 226
Book Description
From Snapchat sensation, business mogul, and recording artist DJ Khaled, the book They don't want you to read reveals his major keys to success. - Stay away from They - Don’t ever play yourself - Secure the bag - Respect the code - Glorify your success - Don’t deny the heat - Keep two rooms cooking at the same time - Win, win, win no matter what
Publisher: Crown Archetype
ISBN: 0451497589
Category : Biography & Autobiography
Languages : en
Pages : 226
Book Description
From Snapchat sensation, business mogul, and recording artist DJ Khaled, the book They don't want you to read reveals his major keys to success. - Stay away from They - Don’t ever play yourself - Secure the bag - Respect the code - Glorify your success - Don’t deny the heat - Keep two rooms cooking at the same time - Win, win, win no matter what
Inkdeath (Inkheart Trilogy, Book 3)
Author: Cornelia Funke
Publisher: Scholastic Inc.
ISBN: 0545406277
Category : Juvenile Fiction
Languages : en
Pages : 705
Book Description
The masterful conclusion to the epic, award-winning, NYT bestselling INKHEART trilogy by internationally acclaimed author Cornelia Funke.The Adderhead--his immortality bound in a book by Meggie's father, Mo--has ordered his henchmen to plunder the villages. The peasants' only defense is a band of outlaws led by the Bluejay--Mo's fictitious double, whose identity he has reluctantly adopted. But the Book of Immortality is unraveling, and the Adderhead again fears the White Women of Death. To bring the renegade Bluejay back to repair the book, the Adderhead kidnaps all the children in the kingdom, dooming them to slavery in his silver mines unless Mo surrenders. First Dustfinger, now Mo: Can anyone save this cursed story?
Publisher: Scholastic Inc.
ISBN: 0545406277
Category : Juvenile Fiction
Languages : en
Pages : 705
Book Description
The masterful conclusion to the epic, award-winning, NYT bestselling INKHEART trilogy by internationally acclaimed author Cornelia Funke.The Adderhead--his immortality bound in a book by Meggie's father, Mo--has ordered his henchmen to plunder the villages. The peasants' only defense is a band of outlaws led by the Bluejay--Mo's fictitious double, whose identity he has reluctantly adopted. But the Book of Immortality is unraveling, and the Adderhead again fears the White Women of Death. To bring the renegade Bluejay back to repair the book, the Adderhead kidnaps all the children in the kingdom, dooming them to slavery in his silver mines unless Mo surrenders. First Dustfinger, now Mo: Can anyone save this cursed story?