Author: Robert Charles Bell
Publisher:
ISBN: 9780895350077
Category : Board games
Languages : en
Pages : 160
Book Description
The Boardgame Book
Author: Robert Charles Bell
Publisher:
ISBN: 9780895350077
Category : Board games
Languages : en
Pages : 160
Book Description
Publisher:
ISBN: 9780895350077
Category : Board games
Languages : en
Pages : 160
Book Description
Storytelling in the Modern Board Game
Author: Marco Arnaudo
Publisher: McFarland
ISBN: 1476669511
Category : Games & Activities
Languages : en
Pages : 233
Book Description
Over the years, board games have evolved to include relatable characters, vivid settings and compelling, intricate plotlines. In turn, players have become more emotionally involved--taking on, in essence, the role of coauthors in an interactive narrative. Through the lens of game studies and narratology--traditional storytelling concepts applied to the gaming world--this book explores the synergy of board games, designers and players in story-oriented designs. The author provides development guidance for game designers and recommends games to explore for hobby players.
Publisher: McFarland
ISBN: 1476669511
Category : Games & Activities
Languages : en
Pages : 233
Book Description
Over the years, board games have evolved to include relatable characters, vivid settings and compelling, intricate plotlines. In turn, players have become more emotionally involved--taking on, in essence, the role of coauthors in an interactive narrative. Through the lens of game studies and narratology--traditional storytelling concepts applied to the gaming world--this book explores the synergy of board games, designers and players in story-oriented designs. The author provides development guidance for game designers and recommends games to explore for hobby players.
Board Game Publisher
Author: Eric Hanuise
Publisher: Flatlined Games
ISBN: 2960296117
Category : Business & Economics
Languages : en
Pages : 277
Book Description
Board Game Publisher "Better than a real job" Eric Hanuise (Flatlined Games) Understand The Board Game Industry Start Your Own Publishing Business The tabletop games market has never been as large and diversified as today. Yet, there are few books that focus on the business aspects of publishing tabletop games. In this book, Eric Hanuise, founder of boardgames publisher Flatlined Games, shares his experience learned from years of publishing: - The whole publication process, from the author's prototype to the finished game on the retailer's shelves - The different jobs available in the industry - Setting up your publishing company - Contracts with authors and artists - Manufacturing board games - Safety and legal obligations - Distribution and logistics - Retail, direct sales and crowdfunding - Fairs, conventions and events Written by an actual publisher, this book will help you figure out the tabletop games industry. No matter whether you are just interested in how things work or you intend to set up your own board game publishing business, you will find answers to most of your questions here.
Publisher: Flatlined Games
ISBN: 2960296117
Category : Business & Economics
Languages : en
Pages : 277
Book Description
Board Game Publisher "Better than a real job" Eric Hanuise (Flatlined Games) Understand The Board Game Industry Start Your Own Publishing Business The tabletop games market has never been as large and diversified as today. Yet, there are few books that focus on the business aspects of publishing tabletop games. In this book, Eric Hanuise, founder of boardgames publisher Flatlined Games, shares his experience learned from years of publishing: - The whole publication process, from the author's prototype to the finished game on the retailer's shelves - The different jobs available in the industry - Setting up your publishing company - Contracts with authors and artists - Manufacturing board games - Safety and legal obligations - Distribution and logistics - Retail, direct sales and crowdfunding - Fairs, conventions and events Written by an actual publisher, this book will help you figure out the tabletop games industry. No matter whether you are just interested in how things work or you intend to set up your own board game publishing business, you will find answers to most of your questions here.
Videogame Sciences and Arts
Author: Nelson Zagalo
Publisher: Springer Nature
ISBN: 3030379833
Category : Computers
Languages : en
Pages : 282
Book Description
This book constitutes the refereed proceedings of the 11th International Conference on Videogame Sciences and Arts, VJ 2019, held in Aveiro, Portugal, in November 2019. The 20 full papers presented were carefully reviewed and selected from 50 submissions. They were organized in topical sections named: Games and Theories; Table Boards; eSports; Uses and Methodologies; Game Criticism.
Publisher: Springer Nature
ISBN: 3030379833
Category : Computers
Languages : en
Pages : 282
Book Description
This book constitutes the refereed proceedings of the 11th International Conference on Videogame Sciences and Arts, VJ 2019, held in Aveiro, Portugal, in November 2019. The 20 full papers presented were carefully reviewed and selected from 50 submissions. They were organized in topical sections named: Games and Theories; Table Boards; eSports; Uses and Methodologies; Game Criticism.
Thinking with Diagrams
Author: Sybille Krämer
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 1501503758
Category : Language Arts & Disciplines
Languages : en
Pages : 254
Book Description
Diagrammatic reasoning is crucial for human cognition. It is hard to think of any forms of science or knowledge without the "intermediary world" of diagrams and diagrammatic representation in thought experiments and/or processes, manifested in forms as divers as notes, tables, schemata, graphs, drawings and maps. Despite their phenomenological and structural-functional differences, these forms of representation share a number of important attributes and epistemic functions. Combining aspects of linguistic and pictorial symbolism, diagrams go beyond the traditional distinction between language and image. They do not only represent, yet intervene in what is represented. Their spatiality, materiality and operativity establish a dynamic tool to exteriorize thinking, thus contributing to the idea of the extended mind. They foster imagination and problem solving, facilitate orientation in knowledge spaces and the discovery of unsuspected relationships. How can the diagrammatic nature of cognitive and knowledge practices be theorized historically as well as systematically? This is what this volume explores by investigating the semiotic dimension of diagrams as to knowledge, information and reasoning, e.g., the 'thing-ness' of diagrams in the history of art, the range of diagrammatic reasoning in logic, mathematics, philosophy and the sciences in general, including the knowledge function of maps.
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 1501503758
Category : Language Arts & Disciplines
Languages : en
Pages : 254
Book Description
Diagrammatic reasoning is crucial for human cognition. It is hard to think of any forms of science or knowledge without the "intermediary world" of diagrams and diagrammatic representation in thought experiments and/or processes, manifested in forms as divers as notes, tables, schemata, graphs, drawings and maps. Despite their phenomenological and structural-functional differences, these forms of representation share a number of important attributes and epistemic functions. Combining aspects of linguistic and pictorial symbolism, diagrams go beyond the traditional distinction between language and image. They do not only represent, yet intervene in what is represented. Their spatiality, materiality and operativity establish a dynamic tool to exteriorize thinking, thus contributing to the idea of the extended mind. They foster imagination and problem solving, facilitate orientation in knowledge spaces and the discovery of unsuspected relationships. How can the diagrammatic nature of cognitive and knowledge practices be theorized historically as well as systematically? This is what this volume explores by investigating the semiotic dimension of diagrams as to knowledge, information and reasoning, e.g., the 'thing-ness' of diagrams in the history of art, the range of diagrammatic reasoning in logic, mathematics, philosophy and the sciences in general, including the knowledge function of maps.
Board Game Family
Author: Ellie Dix
Publisher: Crown House Publishing Ltd
ISBN: 1785834452
Category : Family & Relationships
Languages : en
Pages : 158
Book Description
A roadmap to integrating board gaming into family life, filled with inspiring ways to engage even the trickiest of teenagers and manage game nights with flair. In The Board Game Family: Reclaim your children from the screen, Ellie Dix offers a roadmap to integrating board gaming into family life and presents inspiring ways to engage even the trickiest of teenagers and manage game nights with flair. Many parents feel as if they are competing with screens for their children's attention. As their kids get older, they become more distant leading parents to worry about the quality of the already limited time they share. They yearn for tech-free time in which to reconnect, but don't know how to shift the balance. In The Board Game Family, teacher and educationalist Ellie Dix aims to help fellow parents by inviting them and their families into the unplugged and irresistible world of board games. The benefits of board gaming are far-reaching: playing games develops interpersonal skills, boosts confidence, improves memory formation and cognitive ability, and refines problem-solving and decision-making skills. With these rewards in mind, Ellie shares a wealth of top tips and stealthy strategies that parents can draw upon to unleash the potential of those dusty game boxes at the back of the cupboard and become teachers of outstanding gamesmanship equipped to navigate the unfolding drama of competition, thwart the common causes of arguments and bind together a happier, more socially cohesive family unit. The book contains useful tips on the practicalities of getting started and offers valuable guidance on how parents can build a consensus with their children around establishing a set of house rules that ensure fair play. Ellie also eloquently explains the 'metagame' and the key elements of gamification (the application of game-playing principles to everyday life), and describes how a healthy culture of competition and good gamesmanship can strengthen relationships. Furthermore, Ellie draws upon her vast knowledge to talk readers through the different types of board games available for example, time-bound or narrative-based games so that they can identify those that they feel would best suit their family's tastes. The book complements these insights with a comprehensive appendix of 100+ game descriptions, where each entry includes a brief overview of the game and provides key information about game length, player count and its mechanics. Ideal for all parents of 8 to 18-year-olds who want to breathe new life into their family time.
Publisher: Crown House Publishing Ltd
ISBN: 1785834452
Category : Family & Relationships
Languages : en
Pages : 158
Book Description
A roadmap to integrating board gaming into family life, filled with inspiring ways to engage even the trickiest of teenagers and manage game nights with flair. In The Board Game Family: Reclaim your children from the screen, Ellie Dix offers a roadmap to integrating board gaming into family life and presents inspiring ways to engage even the trickiest of teenagers and manage game nights with flair. Many parents feel as if they are competing with screens for their children's attention. As their kids get older, they become more distant leading parents to worry about the quality of the already limited time they share. They yearn for tech-free time in which to reconnect, but don't know how to shift the balance. In The Board Game Family, teacher and educationalist Ellie Dix aims to help fellow parents by inviting them and their families into the unplugged and irresistible world of board games. The benefits of board gaming are far-reaching: playing games develops interpersonal skills, boosts confidence, improves memory formation and cognitive ability, and refines problem-solving and decision-making skills. With these rewards in mind, Ellie shares a wealth of top tips and stealthy strategies that parents can draw upon to unleash the potential of those dusty game boxes at the back of the cupboard and become teachers of outstanding gamesmanship equipped to navigate the unfolding drama of competition, thwart the common causes of arguments and bind together a happier, more socially cohesive family unit. The book contains useful tips on the practicalities of getting started and offers valuable guidance on how parents can build a consensus with their children around establishing a set of house rules that ensure fair play. Ellie also eloquently explains the 'metagame' and the key elements of gamification (the application of game-playing principles to everyday life), and describes how a healthy culture of competition and good gamesmanship can strengthen relationships. Furthermore, Ellie draws upon her vast knowledge to talk readers through the different types of board games available for example, time-bound or narrative-based games so that they can identify those that they feel would best suit their family's tastes. The book complements these insights with a comprehensive appendix of 100+ game descriptions, where each entry includes a brief overview of the game and provides key information about game length, player count and its mechanics. Ideal for all parents of 8 to 18-year-olds who want to breathe new life into their family time.
The Board Game
Author: Peter Waine
Publisher: John Wiley & Sons
ISBN: 0470856610
Category : Business & Economics
Languages : en
Pages : 224
Book Description
A Director's Bible for Winning in Business :Peter Waine The corporate board game is complex and fraught with dangers for the unwary. In this anecdotal but practical handbook for life at the top of the corporate tree, Peter Waine distils his many years of experience into a biting expose of how company decisions are really made and executed. In vivid detail he shows how boards work in practice, and the differences between the boards of large and small companies. He also examines how corporate strategies evolve through boom and bust years, and how such changes can affect the company's relationship with the Square Mile. And he profiles the typical board and its interaction - the various personnel, the often tense relationship between CEO and Chairman, and the role of the non-executive director (NED). * An expose of board life which shows that the reality can be stranger than fiction - set to become the book for company directors to be seen with * The first stand-alone CBI title for senior managers - explores a number of hot topics identified by the CBI including corporate governance, business ethics and corporate social responsibility * Pulls together a wealth of insight and experience to offer a clear view of how corporate boards operate and point the way to a winning formula in the boardroom Peter Waine is a former CBI Director and the author of Takeover (0470 84330 6, 5000 copies sold) - he is the co-founder of Hanson Green, a leading non-executive director and chairman placement firm. Readership: Senior Managers and CEOs across all functions; aspiring senior managers. ISBN: 0470 84764 6 250pp (cl) GBP 18.99 US 32.50 EUR 31.40 Sep 2002
Publisher: John Wiley & Sons
ISBN: 0470856610
Category : Business & Economics
Languages : en
Pages : 224
Book Description
A Director's Bible for Winning in Business :Peter Waine The corporate board game is complex and fraught with dangers for the unwary. In this anecdotal but practical handbook for life at the top of the corporate tree, Peter Waine distils his many years of experience into a biting expose of how company decisions are really made and executed. In vivid detail he shows how boards work in practice, and the differences between the boards of large and small companies. He also examines how corporate strategies evolve through boom and bust years, and how such changes can affect the company's relationship with the Square Mile. And he profiles the typical board and its interaction - the various personnel, the often tense relationship between CEO and Chairman, and the role of the non-executive director (NED). * An expose of board life which shows that the reality can be stranger than fiction - set to become the book for company directors to be seen with * The first stand-alone CBI title for senior managers - explores a number of hot topics identified by the CBI including corporate governance, business ethics and corporate social responsibility * Pulls together a wealth of insight and experience to offer a clear view of how corporate boards operate and point the way to a winning formula in the boardroom Peter Waine is a former CBI Director and the author of Takeover (0470 84330 6, 5000 copies sold) - he is the co-founder of Hanson Green, a leading non-executive director and chairman placement firm. Readership: Senior Managers and CEOs across all functions; aspiring senior managers. ISBN: 0470 84764 6 250pp (cl) GBP 18.99 US 32.50 EUR 31.40 Sep 2002
Make Your Own Board Game
Author: Jesse Terrance Daniels
Publisher: Storey Publishing
ISBN: 1635863414
Category : Games & Activities
Languages : en
Pages : 149
Book Description
"Game design expert Jesse Terrance Daniels teaches all the fundamentals of game design, from rule-setting to physical construction, along with original illustrations that capture the ethos and energy of the young, contemporary gaming community"--
Publisher: Storey Publishing
ISBN: 1635863414
Category : Games & Activities
Languages : en
Pages : 149
Book Description
"Game design expert Jesse Terrance Daniels teaches all the fundamentals of game design, from rule-setting to physical construction, along with original illustrations that capture the ethos and energy of the young, contemporary gaming community"--
A Board Game Education
Author: Jeffrey P. Hinebaugh
Publisher: R&L Education
ISBN: 1607092611
Category : Education
Languages : en
Pages : 232
Book Description
A Board Game Education is an entertaining and valuable resource for parents, teachers, educators, and anyone who appreciates the fun and entertainment provided by classic, traditional board games. The book provides an informative analysis of how classic board games that everyone has played_and probably owns_are not only great family entertainment but also develop core educational skills that have been proven to lead to academic achievement. Through A Board Game Education readers learn a bit of the fascinating history trivia and little-known facts regarding the most loved board games of all time (i.e., how Monopoly was used by WWII POWs to escape). At the same time, Hinebaugh identifies the distinct educational skills developed by each of these games and explores in detail how the play of these games cultivates such skills. A Board Game Education also provides valuable suggestions about how to modify and vary these classic board games to specifically enhance additional core educational skills and concepts. Who would have thought that Candy Land could be modified into a strategy game and Chutes and Ladders could be used to teach algebraic equations and advanced math.
Publisher: R&L Education
ISBN: 1607092611
Category : Education
Languages : en
Pages : 232
Book Description
A Board Game Education is an entertaining and valuable resource for parents, teachers, educators, and anyone who appreciates the fun and entertainment provided by classic, traditional board games. The book provides an informative analysis of how classic board games that everyone has played_and probably owns_are not only great family entertainment but also develop core educational skills that have been proven to lead to academic achievement. Through A Board Game Education readers learn a bit of the fascinating history trivia and little-known facts regarding the most loved board games of all time (i.e., how Monopoly was used by WWII POWs to escape). At the same time, Hinebaugh identifies the distinct educational skills developed by each of these games and explores in detail how the play of these games cultivates such skills. A Board Game Education also provides valuable suggestions about how to modify and vary these classic board games to specifically enhance additional core educational skills and concepts. Who would have thought that Candy Land could be modified into a strategy game and Chutes and Ladders could be used to teach algebraic equations and advanced math.
Learning Video Game Design on the Tabletop
Author: Ethan Ham
Publisher: CRC Press
ISBN: 1040130151
Category : Computers
Languages : en
Pages : 366
Book Description
Learn the mechanics that take your game from an idea to a playable product. Do you aspire to be a game designer but aren’t sure where to begin? Learning Video Game Design on the Tabletop guides you through your initial attempts to design game mechanics. It goes beyond simple description and definition to explore in detail the issues that designers grapple with for every game they create. Learning to design tabletop games builds a solid foundation for game designers and provides methods that can be applied towards creating paper prototypes of computer-targeted games. Presented in a step-by-step format, this book helps the reader understand how the game design skills that are acquired through creating tabletop games can be used when designing video games. Fully playable games accompany every topic so you can truly understand and experience each component that goes into game creation. The Second Edition includes: Simple, highly focused games that can be played, analyzed, improved, and/or modified in conjunction with a particular topic in the book Integrated game design exercises, chapter learning objectives, and in-text sidebars to provide further examples to apply directly to your game creation process Essays from professional tabletop and video game designers in which they describe their professional journeys and design philosophies.
Publisher: CRC Press
ISBN: 1040130151
Category : Computers
Languages : en
Pages : 366
Book Description
Learn the mechanics that take your game from an idea to a playable product. Do you aspire to be a game designer but aren’t sure where to begin? Learning Video Game Design on the Tabletop guides you through your initial attempts to design game mechanics. It goes beyond simple description and definition to explore in detail the issues that designers grapple with for every game they create. Learning to design tabletop games builds a solid foundation for game designers and provides methods that can be applied towards creating paper prototypes of computer-targeted games. Presented in a step-by-step format, this book helps the reader understand how the game design skills that are acquired through creating tabletop games can be used when designing video games. Fully playable games accompany every topic so you can truly understand and experience each component that goes into game creation. The Second Edition includes: Simple, highly focused games that can be played, analyzed, improved, and/or modified in conjunction with a particular topic in the book Integrated game design exercises, chapter learning objectives, and in-text sidebars to provide further examples to apply directly to your game creation process Essays from professional tabletop and video game designers in which they describe their professional journeys and design philosophies.