Author: Vedat Yiğitoğlu
Publisher: Vedat Yigitoglu
ISBN: 6257912776
Category : Social Science
Languages : en
Pages : 186
Book Description
‘Game’ as a term, implies the game beyond its meaning and expands on it. This work solidifies the idea that, in essence games are “a form of communication” between numerous planes of thought. As such along with their rising importance, it’s no longer sufficient for games to be investigated under any single discipline, instead requiring the subject to be investigated under a variety of disciplines. In this sense, while various other works on the nature of games have tried to draw their own borders; defining their own terminologies and methods, it had at times advanced forth in an almost purist fashion; each keeping close watch on their own wellestablished areas. However, in order to completely comprehend games and their inner-workings, an inter-disciplinary approach is a necessity. in this work, “games” are being investigated in its anthropocosmological meaning, and as a form of new media. Language games, digital games, and topics like gamification are taken into account in a uniformed sense, by a variety of thinkers who are qualified as game philosophers, each with their own area expertise.
Game Value
Author: Vedat Yiğitoğlu
Publisher: Vedat Yigitoglu
ISBN: 6257912776
Category : Social Science
Languages : en
Pages : 186
Book Description
‘Game’ as a term, implies the game beyond its meaning and expands on it. This work solidifies the idea that, in essence games are “a form of communication” between numerous planes of thought. As such along with their rising importance, it’s no longer sufficient for games to be investigated under any single discipline, instead requiring the subject to be investigated under a variety of disciplines. In this sense, while various other works on the nature of games have tried to draw their own borders; defining their own terminologies and methods, it had at times advanced forth in an almost purist fashion; each keeping close watch on their own wellestablished areas. However, in order to completely comprehend games and their inner-workings, an inter-disciplinary approach is a necessity. in this work, “games” are being investigated in its anthropocosmological meaning, and as a form of new media. Language games, digital games, and topics like gamification are taken into account in a uniformed sense, by a variety of thinkers who are qualified as game philosophers, each with their own area expertise.
Publisher: Vedat Yigitoglu
ISBN: 6257912776
Category : Social Science
Languages : en
Pages : 186
Book Description
‘Game’ as a term, implies the game beyond its meaning and expands on it. This work solidifies the idea that, in essence games are “a form of communication” between numerous planes of thought. As such along with their rising importance, it’s no longer sufficient for games to be investigated under any single discipline, instead requiring the subject to be investigated under a variety of disciplines. In this sense, while various other works on the nature of games have tried to draw their own borders; defining their own terminologies and methods, it had at times advanced forth in an almost purist fashion; each keeping close watch on their own wellestablished areas. However, in order to completely comprehend games and their inner-workings, an inter-disciplinary approach is a necessity. in this work, “games” are being investigated in its anthropocosmological meaning, and as a form of new media. Language games, digital games, and topics like gamification are taken into account in a uniformed sense, by a variety of thinkers who are qualified as game philosophers, each with their own area expertise.
Game Balance
Author: Ian Schreiber
Publisher: CRC Press
ISBN: 135164341X
Category : Computers
Languages : en
Pages : 682
Book Description
Within the field of game design, game balance can best be described as a black art. It is the process by which game designers make a game simultaneously fair for players while providing them just the right amount of difficulty to be both exciting and challenging without making the game entirely predictable. This involves a combination of mathematics, psychology, and occasionally other fields such as economics and game theory. Game Balance offers readers a dynamic look into game design and player theory. Throughout the book, relevant topics on the use of spreadsheet programs will be included in each chapter. This book therefore doubles as a useful reference on Microsoft Excel, Google Spreadsheets, and other spreadsheet programs and their uses for game designers. FEATURES The first and only book to explore game balance as a topic in depth Topics range from intermediate to advanced, while written in an accessible style that demystifies even the most challenging mathematical concepts to the point where a novice student of game design can understand and apply them Contains powerful spreadsheet techniques which have been tested with all major spreadsheet programs and battle-tested with real-world game design tasks Provides short-form exercises at the end of each chapter to allow for practice of the techniques discussed therein along with three long-term projects divided into parts throughout the book that involve their creation Written by award-winning designers with decades of experience in the field Ian Schreiber has been in the industry since 2000, first as a programmer and then as a game designer. He has worked on eight published game titles, training/simulation games for three Fortune 500 companies, and has advised countless student projects. He is the co-founder of Global Game Jam, the largest in-person game jam event in the world. Ian has taught game design and development courses at a variety of colleges and universities since 2006. Brenda Romero is a BAFTA award-winning game director, entrepreneur, artist, and Fulbright award recipient and is presently game director and creator of the Empire of Sin franchise. As a game director, she has worked on 50 games and contributed to many seminal titles, including the Wizardry and Jagged Alliance series and titles in the Ghost Recon, Dungeons & Dragons, and Def Jam franchises.
Publisher: CRC Press
ISBN: 135164341X
Category : Computers
Languages : en
Pages : 682
Book Description
Within the field of game design, game balance can best be described as a black art. It is the process by which game designers make a game simultaneously fair for players while providing them just the right amount of difficulty to be both exciting and challenging without making the game entirely predictable. This involves a combination of mathematics, psychology, and occasionally other fields such as economics and game theory. Game Balance offers readers a dynamic look into game design and player theory. Throughout the book, relevant topics on the use of spreadsheet programs will be included in each chapter. This book therefore doubles as a useful reference on Microsoft Excel, Google Spreadsheets, and other spreadsheet programs and their uses for game designers. FEATURES The first and only book to explore game balance as a topic in depth Topics range from intermediate to advanced, while written in an accessible style that demystifies even the most challenging mathematical concepts to the point where a novice student of game design can understand and apply them Contains powerful spreadsheet techniques which have been tested with all major spreadsheet programs and battle-tested with real-world game design tasks Provides short-form exercises at the end of each chapter to allow for practice of the techniques discussed therein along with three long-term projects divided into parts throughout the book that involve their creation Written by award-winning designers with decades of experience in the field Ian Schreiber has been in the industry since 2000, first as a programmer and then as a game designer. He has worked on eight published game titles, training/simulation games for three Fortune 500 companies, and has advised countless student projects. He is the co-founder of Global Game Jam, the largest in-person game jam event in the world. Ian has taught game design and development courses at a variety of colleges and universities since 2006. Brenda Romero is a BAFTA award-winning game director, entrepreneur, artist, and Fulbright award recipient and is presently game director and creator of the Empire of Sin franchise. As a game director, she has worked on 50 games and contributed to many seminal titles, including the Wizardry and Jagged Alliance series and titles in the Ghost Recon, Dungeons & Dragons, and Def Jam franchises.
Confidence Games
Author: Mark C. Taylor
Publisher: University of Chicago Press
ISBN: 0226791688
Category : Business & Economics
Languages : en
Pages : 416
Book Description
'Confidence Games' argues that money and markets do not exist in a vacuum, but grow in a profoundly cultual medium, reflecting and in turn shaping their world. To understand the ongoing changes in the economy, one must consider the influence of art, philosophy and religion.
Publisher: University of Chicago Press
ISBN: 0226791688
Category : Business & Economics
Languages : en
Pages : 416
Book Description
'Confidence Games' argues that money and markets do not exist in a vacuum, but grow in a profoundly cultual medium, reflecting and in turn shaping their world. To understand the ongoing changes in the economy, one must consider the influence of art, philosophy and religion.
THE SUB-DIMENSIONAL ECONOMY
Author: YAOZU SONG
Publisher: American Academic Press
ISBN: 1631815458
Category : Business & Economics
Languages : en
Pages : 169
Book Description
The aim of this book is to apply the basic principles of economics and political science to construct a sub-dimensional economic model in online games so that a healthy and sustainable new human economy can be developed in online games. Ultimately, it will provide countless new jobs for humanity and solve the problem of unemployment caused by the imminent explosion of artificial intelligence technology. No company in human society has yet developed an online game with the attributes of a 'sub-dimensional economy', and most humans only consider online games to be entertainment. However, the potential of a space that can be freely constructed in accordance with human ideas and in which humans can interact freely should be more than entertainment. If someone were to create an online game with a sub-dimensional economy based on the construction of this book, they would undoubtedly become the richest man in the world. If someone were to refine or expand on the thesis in this book, a Nobel Prize would beckon.
Publisher: American Academic Press
ISBN: 1631815458
Category : Business & Economics
Languages : en
Pages : 169
Book Description
The aim of this book is to apply the basic principles of economics and political science to construct a sub-dimensional economic model in online games so that a healthy and sustainable new human economy can be developed in online games. Ultimately, it will provide countless new jobs for humanity and solve the problem of unemployment caused by the imminent explosion of artificial intelligence technology. No company in human society has yet developed an online game with the attributes of a 'sub-dimensional economy', and most humans only consider online games to be entertainment. However, the potential of a space that can be freely constructed in accordance with human ideas and in which humans can interact freely should be more than entertainment. If someone were to create an online game with a sub-dimensional economy based on the construction of this book, they would undoubtedly become the richest man in the world. If someone were to refine or expand on the thesis in this book, a Nobel Prize would beckon.
Liar's Poker
Author: Michael Lewis
Publisher: W. W. Norton & Company
ISBN: 039333869X
Category : Biography & Autobiography
Languages : en
Pages : 313
Book Description
The author recounts his experiences on the lucrative Wall Street bond market of the 1980s, where young traders made millions in a very short time, in a humorous account of greed and epic folly.
Publisher: W. W. Norton & Company
ISBN: 039333869X
Category : Biography & Autobiography
Languages : en
Pages : 313
Book Description
The author recounts his experiences on the lucrative Wall Street bond market of the 1980s, where young traders made millions in a very short time, in a humorous account of greed and epic folly.
Game Economy Design
Author: Charlie Czerkawski
Publisher: CRC Press
ISBN: 1040132871
Category : Computers
Languages : en
Pages : 192
Book Description
This book provides a comprehensive overview of game economy design. It begins with a high-level overview, then utilises subsequent chapters to break this down into finer details, showing methods to approach the various problems and challenges involved in creating an intricate game economy and meta game experience. The content of the book extends to associated and related fields such as monetisation and live operations. The book contains step-by-step processes with best practices and examples, with content written from an empirical standpoint. The reader will gain insights into the components that form a game economy, how these components are utilised to shape a meta-game experience, and how monetization is integrated into this. The content will consider the work economy designers undertake during development through to post-launch live operations. The book will appeal to all game design professionals and students of game design that wish to gain a deeper understanding of how to develop game economies.
Publisher: CRC Press
ISBN: 1040132871
Category : Computers
Languages : en
Pages : 192
Book Description
This book provides a comprehensive overview of game economy design. It begins with a high-level overview, then utilises subsequent chapters to break this down into finer details, showing methods to approach the various problems and challenges involved in creating an intricate game economy and meta game experience. The content of the book extends to associated and related fields such as monetisation and live operations. The book contains step-by-step processes with best practices and examples, with content written from an empirical standpoint. The reader will gain insights into the components that form a game economy, how these components are utilised to shape a meta-game experience, and how monetization is integrated into this. The content will consider the work economy designers undertake during development through to post-launch live operations. The book will appeal to all game design professionals and students of game design that wish to gain a deeper understanding of how to develop game economies.
Wildcat Currency
Author: Edward Castronova
Publisher: Yale University Press
ISBN: 0300186134
Category : Business & Economics
Languages : en
Pages : 288
Book Description
Edward Castronova, the premier expert in the field, offers a fascinating look at unregulated virtual currencies from ThankYou Points to Bitcoin, exploring their legal and political ramifications and how they will change the global economy forever.
Publisher: Yale University Press
ISBN: 0300186134
Category : Business & Economics
Languages : en
Pages : 288
Book Description
Edward Castronova, the premier expert in the field, offers a fascinating look at unregulated virtual currencies from ThankYou Points to Bitcoin, exploring their legal and political ramifications and how they will change the global economy forever.
Game Theory
Author: Aviad Heifetz
Publisher: Cambridge University Press
ISBN: 0521176042
Category : Business & Economics
Languages : en
Pages : 461
Book Description
A guide to the fundamentals of game theory for undergraduates and MBA students.
Publisher: Cambridge University Press
ISBN: 0521176042
Category : Business & Economics
Languages : en
Pages : 461
Book Description
A guide to the fundamentals of game theory for undergraduates and MBA students.
Pictures of a Revolution: Analyzing the Transition from Global Bimetallism to the Gold Standard in the 1860s and 1870s
Author: Mr. Johannes Wiegand
Publisher: International Monetary Fund
ISBN:
Category : Business & Economics
Languages : en
Pages : 26
Book Description
In the early 1870s, the global monetary system transitioned from bimetallism—a regime in which gold and silver currencies were tied at quasi-fixed exhange ratios—to the gold standard that was characterized by the use of (only) gold as the main currency metal by the largest and most advanced economies. The transition ocurred against the backdrop of both large supply shifts in global bullion markets in the 1850s and 60s and momentous political events, such as the Franco-Prussian war of 1870/71 and the subsequent foundation of the German empire. The causes for the transition have long been a matter of intense debate. This article discusses three separate but interrelated issues: (i) assessing the robustness of the pre-1870 bimetallic system to shocks—which includes a discussion of the appropriate use of Flandreau’s (1996) reference model; (ii) analyzing the transition from bimetallism to gold as a multi-stage currency game played by France and Germany; and (iii) evaluating the monetary debates at the German Handelstag conferences in the 1860s, to present a more complete narrative of the German discussion in the run-up to the transition.
Publisher: International Monetary Fund
ISBN:
Category : Business & Economics
Languages : en
Pages : 26
Book Description
In the early 1870s, the global monetary system transitioned from bimetallism—a regime in which gold and silver currencies were tied at quasi-fixed exhange ratios—to the gold standard that was characterized by the use of (only) gold as the main currency metal by the largest and most advanced economies. The transition ocurred against the backdrop of both large supply shifts in global bullion markets in the 1850s and 60s and momentous political events, such as the Franco-Prussian war of 1870/71 and the subsequent foundation of the German empire. The causes for the transition have long been a matter of intense debate. This article discusses three separate but interrelated issues: (i) assessing the robustness of the pre-1870 bimetallic system to shocks—which includes a discussion of the appropriate use of Flandreau’s (1996) reference model; (ii) analyzing the transition from bimetallism to gold as a multi-stage currency game played by France and Germany; and (iii) evaluating the monetary debates at the German Handelstag conferences in the 1860s, to present a more complete narrative of the German discussion in the run-up to the transition.
The Corruption of Play
Author: Christopher McMahon
Publisher: Emerald Group Publishing
ISBN: 1801177368
Category : Social Science
Languages : en
Pages : 177
Book Description
The Corruption of Play explores how neoliberal ideology corrupts play in AAA videogames by creating conditions in which play becomes unbound from leisure, allowing play to be understood, undertaken, and assessed in economic terms, and fundamentally undermining the nature of play.
Publisher: Emerald Group Publishing
ISBN: 1801177368
Category : Social Science
Languages : en
Pages : 177
Book Description
The Corruption of Play explores how neoliberal ideology corrupts play in AAA videogames by creating conditions in which play becomes unbound from leisure, allowing play to be understood, undertaken, and assessed in economic terms, and fundamentally undermining the nature of play.