Search results for: games

Characteristics of Games

Author : George Skaff Elias
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Understanding games--whether computer games, card games, board games, or sports--by analyzing certain common traits. Characteristics of Games offers a new way to understand games: by focusing on certain traits--including number of players, rules, degrees of luck and skill needed, and reward/effort ratio--and using these characteristics as basic points of comparison and analysis. These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games--board games, card games, computer games, and sports--have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing.

Eurogames

Author : Stewart Woods
File Size : 24.44 MB
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While board games can appear almost primitive in the digital age, eurogames—also known as German-style board games—have increased in popularity nearly concurrently with the rise of video games. Eurogames have simple rules and short playing times and emphasize strategy over luck and conflict. This book examines the form of eurogames, the hobbyist culture that surrounds them, and the way that hobbyists experience the play of such games. It chronicles the evolution of tabletop hobby gaming and explores why hobbyists play them, how players balance competitive play with the demands of an intimate social gathering, and to what extent the social context of the game encounter shapes the playing experience. Combining history, cultural studies, leisure studies, ludology, and play theory, this innovative work highlights a popular alternative trend in the gaming community.

Fun Taste Games

Author : John Sharp
File Size : 77.7 MB
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Reclaiming fun as a meaningful concept for understanding games and play. “Fun” is somewhat ambiguous. If something is fun, is it pleasant? Entertaining? Silly? A way to trick students into learning? Fun also has baggage—it seems inconsequential, embarrassing, child's play. In Fun, Taste, & Games, John Sharp and David Thomas reclaim fun as a productive and meaningful tool for understanding and appreciating play and games. They position fun at the heart of the aesthetics of games. As beauty was to art, they argue, fun is to play and games—the aesthetic goal that we measure our experiences and interpretations against. Sharp and Thomas use this fun-centered aesthetic framework to explore a range of games and game issues—from workplace bingo to Meow Wolf, from basketball to Myst, from the consumer marketplace to Marcel Duchamp. They begin by outlining three elements for understanding the drive, creation, and experience of fun: set-outsideness, ludic forms, and ambiguity. Moving from theory to practice and back again, they explore the complicated relationships among the titular fun, taste, and games. They consider, among other things, the dismissal of fun by game journalists and designers; the seminal but underinfluential game Myst, and how tastes change over time; the shattering of the gamer community in Gamergate; and an aesthetics of play that goes beyond games.

Differential Games

Author : Rufus Isaacs
File Size : 43.15 MB
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One of the definitive works in game theory, this volume takes an original and expert look at conflict solutions. Drawing on game theory, the calculus of variations, and control theory, the author solves an amazing array of problems relating to military situations, pursuit and evasion tactics, athletic contests, and many more. Clearly detailed examples; numerous calculations. 1965 edition.

Writing for Animation Comics Games

Author : Christy Marx
File Size : 24.69 MB
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Writing for Animation, Comics, and Games explains the practical aspects of creating scripts for animation, comics, graphic novels, and computer games. It details how you can create scripts that are in the right industry format, and follow the expected rules for you to put your best foot forward to help you break-in to the trade. This book explains approaches to writing for exterior storytelling (animation, games); interior/exterior storytelling (comics and graphic novels), as well as considerations for non-linear computer games in the shortest, pithiest, and most economical way. The author offers insider's advice on how you can present work as professional, how to meet deadlines, how visual writing differs from prose, and the art of collaboration. * A complete and practical guide to the key skills for writing for animation, comics, graphic novels, and computer games. * Career rules of-the-road for comics, computer games, and animation...from an insider's perspective. * Written for beginners and professionals alike.

Games for Motor Learning

Author : Ronald Dienstmann
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Games for Motor Learning provides you with 110 games your students will enjoy. Each game has been field-tested over 10 years by experienced teacher and coach Ron Dienstmann. These games integrate the schema theory of discrete motor skill learning, cooperative learning, and brain research on emotions and learning into a unified teaching concept. As a result, you get a book of games that are - easy to use, - fun and inclusive, - extensively field tested to promote motor learning, and - backed by research. You can quickly and easily find games appropriate for your needs and immediately put them to use in your curriculum. Each game engages kids' minds, keeps them active and moving, and can be used for various skill levels. The author's extensive field testing has produced games that enhance motor skill development. Guided and shaped by research in multiple areas that affect this development, these games will help students meet the NASPE standards 1 and 6 related to motor learning as well as cooperative and social skills. While students are having a blast playing these games, they'll be improving their balance, manipulative skills, locomotor skills, and social skills. In part I, you learn the theory behind the games as Dienstmann delves into the research backing the schema theory, cooperative learning, and emotions and learning. This sets the stage for part II, which delivers the 110 games in these categories: locomotor games, manipulative skills activities, stability games, and combined movement activities. Games for Motor Learning will help students develop their motor skills based on a sound theoretical model. Your students might not care about the theory, but their laughter and excitement in playing the games will parallel their skill development. And that makes Games for Motor Learning a win-win proposition for students and teachers alike.

Vintage Games 2 0

Author : Matt Barton
File Size : 79.10 MB
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Super Mario Bros. Doom. Minecraft. It’s hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today’s games offer sophisticated and wondrously immersive experiences that no other media can hope to match. Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author’s own lifelong experience as a gamer--Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world’s most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game’s history and meteoric rise from niche market to global phenomenon. Credit for the cover belongs to Thor Thorvaldson.

Changing the Game

Author : David Edery
File Size : 39.57 MB
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Use Video Games to Drive Innovation, Customer Engagement, Productivity, and Profit! Companies of all shapes and sizes have begun to use games to revolutionize the way they interact with customers and employees, becoming more competitive and more profitable as a result. Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force--encouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own. Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity…in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyond Choose your best marketing opportunities--and avoid the pitfalls Use gaming to recruit and develop better employees Learn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communities Help your customers improve your products and services--and have fun doing it What gamers do better than computers, scientists, or governments Use games to solve problems that can’t be solved any other way

The History of Video Games

Author : Charlie Fish
File Size : 57.32 MB
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This book is a potted history of video games, telling all the rollercoaster stories of this fascinating young industry that’s now twice as big globally than the film and music industries combined. Each chapter explores the history of video games through a different lens, giving a uniquely well-rounded overview. Packed with pictures and stats, this book is for video gamers nostalgic for the good old days of gaming, and young gamers curious about how it all began. If you’ve ever enjoyed a video game, or you just want to see what all the fuss is about, this book is for you. There are stories about the experimental games of the 1950s and 1960s; the advent of home gaming in the 1970s; the explosion – and implosion – of arcade gaming in the 1980s; the console wars of the 1990s; the growth of online and mobile games in the 2000s; and we get right up to date with the 2010s, including such cultural phenomena as twitch.tv, the Gamergate scandal, and Fortnite. But rather than telling the whole story from beginning to end, each chapter covers the history of video games from a different angle: platforms and technology, people and personalities, companies and capitalism, gender and representation, culture, community, and finally the games themselves.

Composing Music for Games

Author : Winifred Phillips
File Size : 37.92 MB
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Composing Music for Games is a guidebook for launching and maintaining a successful career as a video game composer. It offers a pragmatic approach to learning, intensified through challenging project assignments and simulations. Author Chance Thomas begins with the foundation of scoring principles applicable to all media, and then progresses serially through core methodologies specific to video game music. This book offers a powerful blend of aesthetic, technique, technology and business, which are all necessary components for a successful career as a video game composer.

The Compleat Strategyst

Author : John Davis Williams
File Size : 20.12 MB
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This entertaining text is essential for anyone interested in game theory. Only a basic understanding of arithmetic is needed to grasp the necessary aspects of strategy games for two, three, four, and more players that feature two or more sets of inimical interests and a limitless array of zero-sum payoffs.

Indie Games in the Digital Age

Author : M.J. Clarke
File Size : 44.48 MB
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A host of digital affordances, including reduced cost production tools, open distribution platforms, and ubiquitous connectivity, have engendered the growth of indie games among makers and users, forcing critics to reconsider the question of who makes games and why. Taking seriously this new mode of cultural produciton compells analysts to reconsider the blurred boundaries and relations of makers, users and texts as well as their respective relationship to cultural power and hierarchy. The contributions to Indie Games in the Digital Age consider these questions and examine a series of firms, makers, games and scenes, ranging from giants like Nintendo and Microsoft to grassroots games like Cards Against Humanity and Stardew Valley, to chart more precisely the productive and instructive disruption that this new site of cultural production offers.

Card Games All In One For Dummies

Author : Consumer Dummies
File Size : 76.9 MB
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Play your cards right—and get an ace up your sleeve Whether you’re looking to tackle a Texas Hold ‘em tournament or beat a friendly competitor at Gin Rummy, Card Games All-In-One For Dummies helps you stack the odds in your favor to start playing—and winning—the world’s most popular card games. From Bridge and Hearts to Blackjack, card games are timeless activities that offer loads of fun, bringing people of all ages together to socialize and have a hand at some friendly competition. But if you’re ready to up the ante, this all-encompassing guide gives you the card-playing power to apply winning strategies and tips to master your game of choice and beat your opponents. Build upon and improve your card-playing skills Develop a winning strategy for popular card game Find and play card games online Teach kids to play cards responsibly Whether you’re playing for fun or real stakes, Card Games All-In-One For Dummies is your one-stop ace in the hole to come up trumps!

Making Deep Games

Author : Doris C. Rusch
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Like movies, television, and other preceding forms of media, video games are undergoing a dynamic shift in its content and perception. While the medium can still be considered in its infancy, the mark of true artistry and conceptual depth is detectable in the evolving styles, various genres and game themes. Doris C. Rusch’s, Making Deep Games, combines this insight along with the discussion of the expressive nature of games, various case studies, and hands-on design exercises. This book offers a perspective into how to make games that tackle the whole bandwidth of the human experience; games that teach us something about ourselves, enable thought-provoking, emotionally rich experiences and promote personal and social change. Grounded in cognitive linguistics, game studies and the reflective practice of game design, Making Deep Games explores systematic approaches for how to approach complex abstract concepts, inner processes, and emotions through the specific means of the medium. It aims to shed light on how to make the multifaceted aspects of the human condition tangible through gameplay experiences.

The Oxford History of Board Games

Author : David Parlett
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For thousands of years, people have been planning attacks, captures, chases, and conquests - on a variety of different boards designed for an astonishing diversity of games. Today the compelling mix of strategy, skill, and chance is as strong as ever; new board games are invented almost daily,while the perennial favourites continue to attract new devotees and reveal new possibilities.The Oxford History of Board Games investigates the principles of board games throughout the ages and across the world, exploring the fascinating similarities and differences that give each its unique appeal, and drawing out the significance of game-playing as a central part of human experience - asvital to a culture as its music, dance, and tales. Beautifully illustrated and with diagrams to show the finer points of the games, this is a fascinating and accessible guide to a richly rewarding subject.In his trade-mark accessible, entertaining style, David Parlett looks at the different families of games: games based on configuration or connection, races or chases, wars or hunts, capture or blockade. He focuses mainly on traditional games, the folk entertainments that have grown up organicallythrough the centuries, and which exhibit endless local variations, although he discusses also the commercial products that have tried, with varying degrees of success, to match their astonishing popularity.This is not primarily a how-to book, although the rules and strategies of certain games are discussed in detail, neither does it offer sure-fire tips for success, although with a fuller understanding of a game the reader will undoubtedly become a better-informed, if not better, player. Rather, itis an affectionate and authoritative survey of one of the most familiar parts of our cultural history, which has until now been inexplicably neglected.

Theory of Fun for Game Design

Author : Raph Koster
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Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. At the heart of his exploration, veteran game designer Raph Koster takes a close look at the concept of fun and why it’s the most vital element in any game. Why do some games become boring quickly, while others remain fun for years? How do games serve as fundamental and powerful learning tools? Whether you’re a game developer, dedicated gamer, or curious observer, this illustrated, fully updated edition helps you understand what drives this major cultural force, and inspires you to take it further. You’ll discover that: Games play into our innate ability to seek patterns and solve puzzles Most successful games are built upon the same elements Slightly more females than males now play games Many games still teach primitive survival skills Fictional dressing for modern games is more developed than the conceptual elements Truly creative designers seldom use other games for inspiration Games are beginning to evolve beyond their prehistoric origins

Games of Empires

Author : Karen Aydin
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Brettspiele gehören zu den ältesten kulturellen Praktiken. Sie nehmen mit ihrer spezifischen Form unter den Spielen eine besondere Rolle ein. Zugleich gehört das "Anderssein" im Unterschied zum gewöhnlichen Leben auch zu ihren Grundmerkmalen. In Brettspielen werden Realitäten abgebildet, aber auch neu konstruiert. Sechzehn Beiträge untersuchen, wie sich imperiale Herrschaftsformen unterschiedlicher Epochen auf die Spielkulturen auswirken, wie weit Brettspiele die Mentalität einer Gesellschaft befestigen und welche Reflexionen die Literatur zu ihrer gesellschaftlichen Bedeutung bietet.

The A Z of Sega Game Gear Games Volume 1

Author : Kieren Hawken
File Size : 63.88 MB
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The A-Z of Sega Game Gear Games: Volume 1 features reviews of three different games for each letter of the alphabet. The games range from the very earliest releases at the end of the eighties to the modern homebrew games of today. This book shows you just how diverse the library of titles is for the Sega Game Gear and how it Sega on the path to handheld success.

Omega Automata Games and Synthesis

Author : Sriram C. Krishnan
File Size : 48.53 MB
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Traditional Games of Papua New Guinea

Author : Roleas Pensa
File Size : 44.97 MB
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