Creating Player Appeal

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Publisher :
ISBN 13 :
Total Pages : 336 pages
Book Rating : 4.F/5 ( download)

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Book Synopsis Creating Player Appeal by : Mirko Ernkvist

Download or read book Creating Player Appeal written by Mirko Ernkvist and published by . This book was released on 2009 with total page 336 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Creating a New Playing Field

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Publisher :
ISBN 13 :
Total Pages : 132 pages
Book Rating : 4.E/5 ( download)

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Book Synopsis Creating a New Playing Field by :

Download or read book Creating a New Playing Field written by and published by . This book was released on 1998 with total page 132 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Game Mechanics

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Publisher : New Riders
ISBN 13 : 0132946688
Total Pages : 442 pages
Book Rating : 4.1/5 (329 download)

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Book Synopsis Game Mechanics by : Ernest Adams

Download or read book Game Mechanics written by Ernest Adams and published by New Riders. This book was released on 2012-06-18 with total page 442 pages. Available in PDF, EPUB and Kindle. Book excerpt: This in-depth resource teaches you to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. You’ll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you’ll practice what you’ve learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment. In Game Mechanics: Advanced Game Design, you’ll learn how to: * Design and balance game mechanics to create emergent gameplay before you write a single line of code. * Visualize the internal economy so that you can immediately see what goes on in a complex game. * Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. * Apply design patterns for game mechanics—from a library in this book—to improve your game designs. * Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. * Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play. "I've been waiting for a book like this for ten years: packed with game design goodness that tackles the science without undermining the art." --Richard Bartle, University of Essex, co-author of the first MMORPG “Game Mechanics: Advanced Game Design by Joris Dormans & Ernest Adams formalizes game grammar quite well. Not sure I need to write a next book now!” -- Raph Koster, author of A Theory of Fun for Game Design.

Inviting Understanding

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Publisher : Rowman & Littlefield
ISBN 13 : 1538131048
Total Pages : 415 pages
Book Rating : 4.5/5 (381 download)

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Book Synopsis Inviting Understanding by : Sonja K. Foss

Download or read book Inviting Understanding written by Sonja K. Foss and published by Rowman & Littlefield. This book was released on 2020-08-20 with total page 415 pages. Available in PDF, EPUB and Kindle. Book excerpt: Inviting Understanding: A Portrait of Invitational Rhetoric is an authoritative reference work designed to provide a comprehensive overview of the theory of invitational rhetoric, developed twenty-five years ago by Sonja K. Foss and Cindy L. Griffin. This theory challenges the conventional conception of rhetoric as persuasion and defines rhetoric as an invitation to understanding as a means to create a relationship rooted in equality, immanent value, and self-determination. Rather than celebrating argumentation, division, and winning, invitational rhetoric encourages rhetors to listen across differences, to engage in dialogue, and to try to understand positions different from their own. Organized into the three categories of foundations, extensions, and applications, Inviting Understanding is a compilation of published articles and new essays that explore and expand the theory. The book provides readers with access to a wide range of resources about this revolutionary theory in areas such as community organizing, social justice activism, social media, film, graffiti, institutional and team decision-making, communication and composition pedagogy, and interview protocols.

Players Making Decisions

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Publisher : New Riders
ISBN 13 : 013439464X
Total Pages : 646 pages
Book Rating : 4.1/5 (343 download)

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Book Synopsis Players Making Decisions by : Zack Hiwiller

Download or read book Players Making Decisions written by Zack Hiwiller and published by New Riders. This book was released on 2015-12-09 with total page 646 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game designers today are expected to have an arsenal of multi-disciplinary skills at their disposal in the fields of art and design, computer programming, psychology, economics, composition, education, mythology—and the list goes on. How do you distill a vast universe down to a few salient points? Players Making Decisions brings together the wide range of topics that are most often taught in modern game design courses and focuses on the core concepts that will be useful for students for years to come. A common theme to many of these concepts is the art and craft of creating games in which players are engaged by making meaningful decisions. It is the decision to move right or left, to pass versus shoot, or to develop one’s own strategy that makes the game enjoyable to the player. As a game designer, you are never entirely certain of who your audience will be, but you can enter their world and offer a state of focus and concentration on a task that is intrinsically rewarding. This detailed and easy-to-follow guide to game design is for both digital and analog game designers alike and some of its features include: A clear introduction to the discipline of game design, how game development teams work, and the game development process Full details on prototyping and playtesting, from paper prototypes to intellectual property protection issues A detailed discussion of cognitive biases and human decision making as it pertains to games Thorough coverage of key game elements, with practical discussions of game mechanics, dynamics, and aesthetics Practical coverage of using simulation tools to decode the magic of game balance A full section on the game design business, and how to create a sustainable lifestyle within it

Docket No. 7402

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Publisher :
ISBN 13 :
Total Pages : 42 pages
Book Rating : 4.W/5 ( download)

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Book Synopsis Docket No. 7402 by :

Download or read book Docket No. 7402 written by and published by . This book was released on 1940 with total page 42 pages. Available in PDF, EPUB and Kindle. Book excerpt:

A Companion to Public History

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Publisher : John Wiley & Sons
ISBN 13 : 1118508912
Total Pages : 576 pages
Book Rating : 4.1/5 (185 download)

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Book Synopsis A Companion to Public History by : David M. Dean

Download or read book A Companion to Public History written by David M. Dean and published by John Wiley & Sons. This book was released on 2018-07-30 with total page 576 pages. Available in PDF, EPUB and Kindle. Book excerpt: An authoritative overview of the developing field of public history reflecting theory and practice around the globe This unique reference guides readers through this relatively new field of historical inquiry, exploring the varieties and forms of public history, its relationship with popular history, and the ways in which the field has evolved internationally over the past thirty years. Comprised of thirty-four essays written by a group of leading international scholars and public history practitioners, the work not only introduces readers to the latest scholarly academic research, but also to the practice and pedagogy of public history. It pays equal attention to the emergence of public history as a distinct field of historical inquiry in North America, the importance of popular history and ‘history from below’ in Europe and European colonial-settler states, and forms of historical consciousness in non-Western countries and peoples. It also provides a timely guide to the state of the discipline, and offers an innovative and unprecedented engagement with methodological and theoretical problems associated with public history. Generously illustrated throughout, The Companion to Public History’s chapters are written from a variety of perspectives by contributors from all continents and from a wide variety of backgrounds, disciplines, and experiences. It is an excellent source for getting readers to think about history in the public realm, and how present day concerns shape the ways in which we engage with and represent the past. Cutting-edge companion volume for a developing area of study Comprises 36 essays by leading authorities on all aspects of public history around the world Reflects different national/regional interpretations of public history Offers some essays in teachable forms: an interview, a roundtable discussion, a document analysis, a photo essay. Covers a full range of public history practice, including museums, archives, memorial sites as well as historical fiction, theatre, re-enactment societies and digital gaming Discusses the continuing challenges presented by history within our broad, collective memory, including museum controversies, repatriation issues, ‘textbook’ wars, and commissions for Truth and Reconciliation The Companion is intended for senior undergraduate students and graduate students in the rapidly growing field of public history and will appeal to those teaching public history or who wish to introduce a public history dimension to their courses.

Practical Game Design

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Publisher : Packt Publishing Ltd
ISBN 13 : 1803233907
Total Pages : 446 pages
Book Rating : 4.8/5 (32 download)

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Book Synopsis Practical Game Design by : Adam Kramarzewski

Download or read book Practical Game Design written by Adam Kramarzewski and published by Packt Publishing Ltd. This book was released on 2023-08-18 with total page 446 pages. Available in PDF, EPUB and Kindle. Book excerpt: Arm yourself with the practical skills and cutting-edge insights necessary to successfully design captivating games across a variety of genres and platforms with the help of this part-color guide Key Features Master the skills, processes, and techniques essential for working in a professional setting Grasp the core principles and processes of level design, world building, and storytelling Design, implement, and refine high-quality features and mechanics for contemporary video games Purchase of the print or Kindle book includes a free PDF eBook Book DescriptionIf you’re in search of a cutting-edge actionable guide to game design, your quest ends here! Immerse yourself in the fundamentals of game design with expert guidance from veterans with decades of game design experience across a variety of genres and platforms. The second edition of this book remains dedicated to its original goal of helping you master the fundamentals of game design in a practical manner with the addition of some of the latest trends in game design and a whole lot of fresh, real-world examples from games of the current generation. This update brings a new chapter on games as a service, explaining the evolving role of the game designer and diving deeper into the design of games that are meant to be played forever. From conceptualizing a game idea, you’ll gradually move on to devising a design plan and adapting solutions from existing games, exploring the craft of producing original game mechanics, and eliminating anticipated design risks through testing. You’ll then be introduced to level design, interactive storytelling, user experience and accessibility. By the end of this game design book, you’ll have learned how to wrap up a game ahead of its release date, work through the challenges of designing free-to-play games and games as a service, and significantly improve their quality through iteration, playtesting, and polishing.What you will learn Define the scope and structure of a game project Conceptualize a game idea and present it to others Design gameplay systems and communicate them clearly and thoroughly Build and validate engaging game mechanics Design successful games as a service and prepare them for live operations Improve the quality of a game through playtesting and meticulous polishing Who this book is for Whether you are a student eager to design your very first game or a game designer looking to expand your skill set, this book will help you master the fundamentals of game design across all stages of game development. With a focus on best practices and a pragmatic approach, Practical Game Design offers insights into the art and craft of game design from two senior game designers, with insider knowledge that even veterans will find valuable. While prior experience with game development is not absolutely necessary, having basic knowledge of popular video games will prove helpful.

Esports For Dummies

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Publisher : John Wiley & Sons
ISBN 13 : 1119650593
Total Pages : 310 pages
Book Rating : 4.1/5 (196 download)

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Book Synopsis Esports For Dummies by : Phill Alexander

Download or read book Esports For Dummies written by Phill Alexander and published by John Wiley & Sons. This book was released on 2020-04-28 with total page 310 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover the path to the big leagues It's time to prove all those people who said “video games are a waste of time” wrong. Esports has rewarded top gamers with prize money, glory, and even college scholarships. Want to get in on the action? This book puts you on the path to get your share of the growing world of esports. It helps you figure out the gear you need to be competitive, the games that drive esports, how to break into competitive play, and how to use online platforms to get attention. Written by the esports program director at the first Division I university to field an esports team, this book defines and demystifies the complex world of competitive video gaming. Get the gear for your first esports battles Gain recognition for your skills online or in tournaments Discover the path to earning scholarships in esports Build your online identity Get the insider tips you need to make your name in the esports universe.

Interactive Storytelling

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Publisher : Springer Nature
ISBN 13 : 3031476557
Total Pages : 546 pages
Book Rating : 4.0/5 (314 download)

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Book Synopsis Interactive Storytelling by : Lissa Holloway-Attaway

Download or read book Interactive Storytelling written by Lissa Holloway-Attaway and published by Springer Nature. This book was released on 2023-12-01 with total page 546 pages. Available in PDF, EPUB and Kindle. Book excerpt: This two-volume set LNCS 14383 and LNCS 14384 constitutes the refereed proceedings of the 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, held in Kobe, Japan, during November 11–15, 2023. The 30 full papers presented in this book together with 11 short papers were carefully reviewed and selected from 101 submissions. Additionally, the proceedings includes 22 Late Breaking Works. The papers focus on topics such as: theory, history and foundations; social and cultural contexts; tools and systems; interactive narrative design; virtual worlds, performance, games and play; applications and case studies; and late breaking works.

Creating a Consumer Financial Protection Agency

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Publisher :
ISBN 13 :
Total Pages : 160 pages
Book Rating : 4.3/5 (91 download)

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Book Synopsis Creating a Consumer Financial Protection Agency by : United States. Congress. Senate. Committee on Banking, Housing, and Urban Affairs

Download or read book Creating a Consumer Financial Protection Agency written by United States. Congress. Senate. Committee on Banking, Housing, and Urban Affairs and published by . This book was released on 2010 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Creating Personal, Social, and Urban Awareness through Pervasive Computing

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Publisher : IGI Global
ISBN 13 : 1466646969
Total Pages : 440 pages
Book Rating : 4.4/5 (666 download)

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Book Synopsis Creating Personal, Social, and Urban Awareness through Pervasive Computing by : Guo, Bin

Download or read book Creating Personal, Social, and Urban Awareness through Pervasive Computing written by Guo, Bin and published by IGI Global. This book was released on 2013-10-31 with total page 440 pages. Available in PDF, EPUB and Kindle. Book excerpt: The recent emergence and prevalence of social network applications, sensor equipped mobile devices, and the availability of large amounts of geo-referenced data have enabled the analysis of new context dimensions that involve individual, social, and urban context. Creating Personal, Social, and Urban Awareness through Pervasive Computing provides an overview of the theories, techniques, and practical applications related to the three dimensions of context awareness. Through the exploration of emerging research trends of pervasive computing, this book is beneficial to professors, students, researchers, and developers interested this latest development in the field of context-awareness and pervasive computing.

Make the Right Call

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Publisher : Triumph Books (IL)
ISBN 13 : 9781880141595
Total Pages : 234 pages
Book Rating : 4.1/5 (415 download)

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Book Synopsis Make the Right Call by : Major League Baseball (Organization)

Download or read book Make the Right Call written by Major League Baseball (Organization) and published by Triumph Books (IL). This book was released on 1994 with total page 234 pages. Available in PDF, EPUB and Kindle. Book excerpt: The text presents official rules of baseball, the complete rules as drafted by the Official Playing Rules Committee and used by professional baseball umpires, and the case book of the Official Playing Rules Committee.

Beyond Choices

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Publisher : MIT Press
ISBN 13 : 0262019787
Total Pages : 189 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Beyond Choices by : Miguel Sicart

Download or read book Beyond Choices written by Miguel Sicart and published by MIT Press. This book was released on 2013-09-06 with total page 189 pages. Available in PDF, EPUB and Kindle. Book excerpt: How computer games can be designed to create ethically relevant experiences for players. Today's blockbuster video games—and their never-ending sequels, sagas, and reboots—provide plenty of excitement in high-resolution but for the most part fail to engage a player's moral imagination. In Beyond Choices, Miguel Sicart calls for a new generation of video and computer games that are ethically relevant by design. In the 1970s, mainstream films—including The Godfather, Apocalypse Now, Raging Bull, and Taxi Driver—filled theaters but also treated their audiences as thinking beings. Why can't mainstream video games have the same moral and aesthetic impact? Sicart argues that it is time for games to claim their place in the cultural landscape as vehicles for ethical reflection. Sicart looks at games in many manifestations: toys, analog games, computer and video games, interactive fictions, commercial entertainments, and independent releases. Drawing on philosophy, design theory, literary studies, aesthetics, and interviews with game developers, Sicart provides a systematic account of how games can be designed to challenge and enrich our moral lives. After discussing such topics as definition of ethical gameplay and the structure of the game as a designed object, Sicart offers a theory of the design of ethical game play. He also analyzes the ethical aspects of game play in a number of current games, including Spec Ops: The Line, Beautiful Escape: Dungeoneer, Fallout New Vegas, and Anna Anthropy's Dys4Ia. Games are designed to evoke specific emotions; games that engage players ethically, Sicart argues, enable us to explore and express our values through play.

Human Computer Interaction Handbook

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Publisher : CRC Press
ISBN 13 : 1439829446
Total Pages : 1469 pages
Book Rating : 4.4/5 (398 download)

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Book Synopsis Human Computer Interaction Handbook by : Julie A. Jacko

Download or read book Human Computer Interaction Handbook written by Julie A. Jacko and published by CRC Press. This book was released on 2012-05-04 with total page 1469 pages. Available in PDF, EPUB and Kindle. Book excerpt: Winner of a 2013 CHOICE Outstanding Academic Title Award The third edition of a groundbreaking reference, The Human-Computer Interaction Handbook: Fundamentals, Evolving Technologies, and Emerging Applications raises the bar for handbooks in this field. It is the largest, most complete compilation of HCI theories, principles, advances, case st

GURPS For Dummies

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Publisher : John Wiley & Sons
ISBN 13 : 0471783293
Total Pages : 438 pages
Book Rating : 4.4/5 (717 download)

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Book Synopsis GURPS For Dummies by : Adam Griffith

Download or read book GURPS For Dummies written by Adam Griffith and published by John Wiley & Sons. This book was released on 2006-03-21 with total page 438 pages. Available in PDF, EPUB and Kindle. Book excerpt: Let the adventure begin with this straightforward guide to GURPS! This is it—the key that unlocks the riches of GURPS (Generic Universal Role Playing System) and gives you a wealth of information on how to create your character and fine-tune your play. Produced in partnership with Steve Jackson Games, the game's creator, GURPS For Dummies is the ideal companion to GURPS Basic Set, 4th Edition that explains the rules. It gives you insight into the choices you’ll make in everything from creating a fun, dynamic character using the allotted number of points, to playing in an adventure, to becoming a GM. Whether you want to be an Amazon princess or a stalwart warrior, an old-fashioned swashbuckler or a modern investigator, a tough cop or a cat burglar, a sorcerer casting spells or a cosmic ranger, fighting lawlessness in the asteroids, this guide will help you: Determine your character’s basic attributes: IQ, DX (dexterity), ST (strength) and HT (health) Figure out your character’s secondary characteristics Choose advantages (including powers and perks) and disadvantages (including quirks and disadvantages with a self-control roll modifier) Optimize your points by using talents Select your skills based on functional area or the campaign setting Enhance your character with spells, magic items, magic staves, and powerstones Strategically purchase equipment for different characters, tech levels, and campaign types Create and manage a character sheet, write a character background, keep a character log, and more—all with samples Choose good combat techniques and play with your character If you want to become a GM, this guide gets you going with advice on creating the adventure, managing the character creation process, managing combat, and interpreting the rules. There’s even a handy Cheat Sheet tear-out GM screen in the front of the book. There are tips throughout, plus advice on how to: Create your very own GURPS universe for your campaign, whether it’s dungeon-crawl, high-adventure, combat-focused, puzzle-focused, or masquerade-type Provide a basic write-up of the world for your players, including technology level, supernatural and supernormal abilities and powers, races, setting, character templates, cultural and social information, and limitations Create an electronic combat grid, a battle log, a tactical map, and more—with samples Do mapping, planning, and plotting Create memorable NPC (nonplayer characters), both good guys and bad guys GURPS For Dummies helps you create more detailed, exciting, and interesting characters and take your game to the next level. That’s important whether you’re saving a princess or saving the planet…searching for hidden treasure or for secrets to eliminate disease… fighting crime or combating armies of evil robots…casting spells in medieval castles or destroying terrorist cells in modern day milieus. With GURPS, the only limitation is your imagination.

Game Design Workshop

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Publisher : CRC Press
ISBN 13 : 1578202221
Total Pages : 480 pages
Book Rating : 4.5/5 (782 download)

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Book Synopsis Game Design Workshop by : Tracy Fullerton

Download or read book Game Design Workshop written by Tracy Fullerton and published by CRC Press. This book was released on 2004-01-03 with total page 480 pages. Available in PDF, EPUB and Kindle. Book excerpt: As experienced teachers of novice game designers, the authors have discovered patterns in the way that students grasp game design - the mistakes they make as well as the methods to help them to create better games. Each exercise requires no background in programming or artwork, releasing beginning designers from the intricacies of electronic game production and allowing them to learn what works and what doesn't work in a game system. Additionally, these exercises teach important skills in system design: the processes of prototyping, playtesting, and redesigning.