Emergence in Games

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Publisher : Course Technology PTR
ISBN 13 : 9781584505518
Total Pages : 449 pages
Book Rating : 4.5/5 (55 download)

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Book Synopsis Emergence in Games by : Penny Sweetser

Download or read book Emergence in Games written by Penny Sweetser and published by Course Technology PTR. This book was released on 2008 with total page 449 pages. Available in PDF, EPUB and Kindle. Book excerpt: The future direction of game development is towards more flexible, realistic, and interactive game worlds. However, current methods of game design do not allow for anything other than pre-scripted player exchanges and static objects and environments. An emergent approach to game development involves the creation of a globally designed game system that provides rules and boundaries for player interactions, rather than prescribed paths. Emergence in Games provides a detailed foundation for applying the theory and practice of emergence in games to game design. Emergent narrative, characters and agents, and game worlds are covered and a hands-on tutorial and case study allow the reader to the put the skills and ideas presented into practice.

Atari Age

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Publisher : MIT Press
ISBN 13 : 0262035715
Total Pages : 266 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Atari Age by : Michael Z. Newman

Download or read book Atari Age written by Michael Z. Newman and published by MIT Press. This book was released on 2017 with total page 266 pages. Available in PDF, EPUB and Kindle. Book excerpt: The cultural contradictions of early video games: a medium for family fun (but mainly for middle-class boys), an improvement over pinball and television (but possibly harmful) Beginning with the release of the Magnavox Odyssey and Pong in 1972, video games, whether played in arcades and taverns or in family rec rooms, became part of popular culture, like television. In fact, video games were sometimes seen as an improvement on television because they spurred participation rather than passivity. These “space-age pinball machines” gave coin-operated games a high-tech and more respectable profile. In Atari Age, Michael Newman charts the emergence of video games in America from ball-and-paddle games to hits like Space Invaders and Pac-Man, describing their relationship to other amusements and technologies and showing how they came to be identified with the middle class, youth, and masculinity. Newman shows that the “new media” of video games were understood in varied, even contradictory ways. They were family fun (but mainly for boys), better than television (but possibly harmful), and educational (but a waste of computer time). Drawing on a range of sources—including the games and their packaging; coverage in the popular, trade, and fan press; social science research of the time; advertising and store catalogs; and representations in movies and television—Newman describes the series of cultural contradictions through which the identity of the emerging medium worked itself out. Would video games embody middle-class respectability or suffer from the arcade's unsavory reputation? Would they foster family togetherness or allow boys to escape from domesticity? Would they make the new home computer a tool for education or just a glorified toy? Then, as now, many worried about the impact of video games on players, while others celebrated video games for familiarizing kids with technology essential for the information age.

Rules of Play

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Author :
Publisher : MIT Press
ISBN 13 : 9780262240451
Total Pages : 680 pages
Book Rating : 4.2/5 (44 download)

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Book Synopsis Rules of Play by : Katie Salen Tekinbas

Download or read book Rules of Play written by Katie Salen Tekinbas and published by MIT Press. This book was released on 2003-09-25 with total page 680 pages. Available in PDF, EPUB and Kindle. Book excerpt: An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

Emergence

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Publisher : OUP Oxford
ISBN 13 : 9780192862112
Total Pages : 276 pages
Book Rating : 4.8/5 (621 download)

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Book Synopsis Emergence by : John H. Holland

Download or read book Emergence written by John H. Holland and published by OUP Oxford. This book was released on 2000 with total page 276 pages. Available in PDF, EPUB and Kindle. Book excerpt: We are confronted with emergent systems everywhere and Holland shows how a theory of emergence can predict many complex behaviours in art and science. This book will appeal to scientists and anyone interested in scientific theory.

The Art of Game Design

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Publisher : CRC Press
ISBN 13 : 0123694965
Total Pages : 522 pages
Book Rating : 4.1/5 (236 download)

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Book Synopsis The Art of Game Design by : Jesse Schell

Download or read book The Art of Game Design written by Jesse Schell and published by CRC Press. This book was released on 2008-08-04 with total page 522 pages. Available in PDF, EPUB and Kindle. Book excerpt: Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.

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.

Communities of Play

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Author :
Publisher : MIT Press
ISBN 13 : 0262291541
Total Pages : 343 pages
Book Rating : 4.2/5 (622 download)

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Book Synopsis Communities of Play by : Celia Pearce

Download or read book Communities of Play written by Celia Pearce and published by MIT Press. This book was released on 2011-09-30 with total page 343 pages. Available in PDF, EPUB and Kindle. Book excerpt: The odyssey of a group of “refugees” from a closed-down online game and an exploration of emergent fan cultures in virtual worlds. Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself. In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds—actions by players that do not coincide with the intentions of the game’s designers. Pearce looks in particular at the Uru Diaspora—a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as “refugees”; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the “play turn” in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.

Game Design Deep Dive: Horror

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Author :
Publisher : CRC Press
ISBN 13 : 1000451011
Total Pages : 145 pages
Book Rating : 4.0/5 (4 download)

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Book Synopsis Game Design Deep Dive: Horror by : Joshua Bycer

Download or read book Game Design Deep Dive: Horror written by Joshua Bycer and published by CRC Press. This book was released on 2021-10-07 with total page 145 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Game Design Deep Dive series examines a specific game system or mechanic over the course of the history of the industry. This entry will examine the history and design of the horror genre and elements in video games. The author analyzes early video game examples, including the differences between survival, action-horror, and psychological horror. Thanks to recent hits like Five Night’s at Freddy’s, Bendy and the Ink Machine, and recent Resident Evil titles, the horror genre has seen a strong resurgence. For this book in the Game Design Deep Dive series, Joshua Bycer will go over the evolution of horror in video games and game design, and what it means to create a terrifying and chilling experience. FEATURES • Written for anyone interested in the horror genre, anyone who wants to understand game design, or anyone simply curious from a historical standpoint • Includes real game examples to highlight the discussed topics and mechanics • Explores the philosophy and aspects of horror that can be applied to any medium • Serves as a perfect companion for someone building their first game or as part of a game design classroom Joshua Bycer is a game design critic with more than eight years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He also strives to raise awareness about the importance of studying game design by giving lectures and presentations. His first book was 20 Essential Games to Study. He continues to work on the Game Design Deep Dive series.

Emergence in Interactive Art

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Author :
Publisher : Springer
ISBN 13 : 3319452010
Total Pages : 191 pages
Book Rating : 4.3/5 (194 download)

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Book Synopsis Emergence in Interactive Art by : Jennifer Seevinck

Download or read book Emergence in Interactive Art written by Jennifer Seevinck and published by Springer. This book was released on 2017-03-28 with total page 191 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is concerned with emergence, interaction, art and computing. It introduces a new focus for emergence in interactive art: the emergent experience. Emergence literature is discussed and an organising framework, the Taxonomy of Emergence in Interactive Art (TEIA) is provided together with case studies of digital, interactive art systems that facilitate emergence. Evidence from evaluations of people interacting with the works is analysed using the TEIA. Artworks from across the world are also reviewed to further illustrate the potential for emergence. Interactive art is, itself, still a young domain where audience influence, or interaction with the work is a defining aspect. Emergence in Interactive Art explores the rich opportunities for interactive experiences of digital art systems that are provided by looking through a ‘lens’ of emergence. And what better way to explore these potentials than through the open-ended domain of emergence, with its inherent affinity to the natural world? Through an integrated approach of practice, research and theory this book reveals design and analytical insights relating to emergence, interaction and interactive art to benefit artists, researchers and designers alike.

Emergence

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Publisher : Simon and Schuster
ISBN 13 : 0743218264
Total Pages : 288 pages
Book Rating : 4.7/5 (432 download)

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Book Synopsis Emergence by : Steven Johnson

Download or read book Emergence written by Steven Johnson and published by Simon and Schuster. This book was released on 2012-09-11 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the tradition of Being Digital and The Tipping Point, Steven Johnson, acclaimed as a "cultural critic with a poet's heart" (The Village Voice), takes readers on an eye-opening journey through emergence theory and its applications. A NEW YORK TIMES NOTABLE BOOK A VOICE LITERARY SUPPLEMENT TOP 25 FAVORITE BOOKS OF THE YEAR AN ESQUIRE MAGAZINE BEST BOOK OF THE YEAR Explaining why the whole is sometimes smarter than the sum of its parts, Johnson presents surprising examples of feedback, self-organization, and adaptive learning. How does a lively neighborhood evolve out of a disconnected group of shopkeepers, bartenders, and real estate developers? How does a media event take on a life of its own? How will new software programs create an intelligent World Wide Web? In the coming years, the power of self-organization -- coupled with the connective technology of the Internet -- will usher in a revolution every bit as significant as the introduction of electricity. Provocative and engaging, Emergence puts you on the front lines of this exciting upheaval in science and thought.

Design for Emergence

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Publisher : IOS Press
ISBN 13 : 1586037013
Total Pages : 196 pages
Book Rating : 4.5/5 (86 download)

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Book Synopsis Design for Emergence by : Yanna Vogiazou

Download or read book Design for Emergence written by Yanna Vogiazou and published by IOS Press. This book was released on 2007 with total page 196 pages. Available in PDF, EPUB and Kindle. Book excerpt: Design for Emergence investigates spontaneous, unpredictable uses of technology that are driven by social contexts and collaborative processes, based on our ability to communicate our presence, both virtual and physical, in symbolic ways. In light of the fact that social dynamics and unexpected uses of technology can inspire innovation, this book proposes a research model of design for emergence, focusing on emergent phenomena as part of an iterative design process. By providing playful, technology-mediated experiences with minimal structure, unpredictable user behaviours can emerge through exploration, resulting in a richer and more complex, social experience. The research methodology is practice-based; two interactive prototypes were designed, implemented and evaluated in different contexts: an online multiplayer BumperCar game and a wireless, location-based urban game of 'tag', called CitiTag. User studies showed that collaborative, spontaneous play can enhance the sense of social participation in a group activity. Collective and individual behaviours and creative uses of technology emerged from a simply designed application based on symbolic presence, both in the virtual and the physical world. CitiTag experiments showed that virtual elements in a mixed reality game can instigate novel experiences in the context of our everyday physical and social environment, with often unexpected results. The observed emergent behaviours are personal and collective extensions of the virtual experience in the real world. The book concludes with a positive view of ubiquitous and social computing, in which the virtual world becomes a 'first class citizen' rather than a substitute for the real world, creating new situations and engaging experiences in the setting of our daily life that were not possible before.

Design Unbound: Designing for Emergence in a White Water World, Volume 2

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Author :
Publisher : MIT Press
ISBN 13 : 0262535823
Total Pages : 495 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Design Unbound: Designing for Emergence in a White Water World, Volume 2 by : Ann M. Pendleton-Jullian

Download or read book Design Unbound: Designing for Emergence in a White Water World, Volume 2 written by Ann M. Pendleton-Jullian and published by MIT Press. This book was released on 2018-12-04 with total page 495 pages. Available in PDF, EPUB and Kindle. Book excerpt: Tools for navigating today's hyper-connected, rapidly changing, and radically contingent white water world. Design Unbound presents a new tool set for having agency in the twenty-first century, in what the authors characterize as a white water world—rapidly changing, hyperconnected, and radically contingent. These are the tools of a new kind of practice that is the offspring of complexity science, which gives us a new lens through which to view the world as entangled and emerging, and architecture, which is about designing contexts. In such a practice, design, unbound from its material thingness, is set free to design contexts as complex systems. In a world where causality is systemic, entangled, in flux, and often elusive, we cannot design for absolute outcomes. Instead, we need to design for emergence. Design Unbound not only makes this case through theory but also presents a set of tools to do so. With case studies that range from a new kind of university to organizational, and even societal, transformation, Design Unbound draws from a vast array of domains: architecture, science and technology, philosophy, cinema, music, literature and poetry, even the military. It is presented in five books, bound as two volumes. Different books within the larger system of books will resonate with different reading audiences, from architects to people reconceiving higher education to the public policy or defense and intelligence communities. The authors provide different entry points allowing readers to navigate their own pathways through the system of books.

Processes of Emergence of Systems and Systemic Properties

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Author :
Publisher : World Scientific
ISBN 13 : 9812793461
Total Pages : 839 pages
Book Rating : 4.8/5 (127 download)

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Book Synopsis Processes of Emergence of Systems and Systemic Properties by : Gianfranco Minati

Download or read book Processes of Emergence of Systems and Systemic Properties written by Gianfranco Minati and published by World Scientific. This book was released on 2009 with total page 839 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book contains the Proceedings of the 2007 Conference of the Italian Systems Society. Papers deal with the interdisciplinary study of processes of emergence, considering theoretical aspects and applications from physics, cognitive science, biology, artificial intelligence, economics, architecture, philosophy, music and social systems. Such an interdisciplinary study implies the need to model and distinguish, in different disciplinary contexts, the establishment of structures, systems and systemic properties. Systems, as modeled by the observer, not only possess properties, but are also able to make emergent new properties. While current disciplinary models of emergence are based on theories of phase transitions, bifurcations, dissipative structures, multiple systems and organization, the present volume focuses on both generalizing those disciplinary models and identifying correspondences and new more general approaches. The general conceptual framework of the book relates to the attempt to build a general theory of emergence as a general theory of change, corresponding to Von Bertalanffy's project for a general system theory.

Video Games as Culture

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Author :
Publisher : Routledge
ISBN 13 : 1317223926
Total Pages : 198 pages
Book Rating : 4.3/5 (172 download)

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Book Synopsis Video Games as Culture by : Daniel Muriel

Download or read book Video Games as Culture written by Daniel Muriel and published by Routledge. This book was released on 2018-03-14 with total page 198 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.

Design Unbound: Designing for Emergence in a White Water World, Volume 1

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Author :
Publisher : MIT Press
ISBN 13 : 0262535793
Total Pages : 284 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Design Unbound: Designing for Emergence in a White Water World, Volume 1 by : Ann M. Pendleton-Jullian

Download or read book Design Unbound: Designing for Emergence in a White Water World, Volume 1 written by Ann M. Pendleton-Jullian and published by MIT Press. This book was released on 2018-12-04 with total page 284 pages. Available in PDF, EPUB and Kindle. Book excerpt: Tools for navigating today's hyper-connected, rapidly changing, and radically contingent white water world. Design Unbound presents a new tool set for having agency in the twenty-first century, in what the authors characterize as a white water world—rapidly changing, hyperconnected, and radically contingent. These are the tools of a new kind of practice that is the offspring of complexity science, which gives us a new lens through which to view the world as entangled and emerging, and architecture, which is about designing contexts. In such a practice, design, unbound from its material thingness, is set free to design contexts as complex systems. In a world where causality is systemic, entangled, in flux, and often elusive, we cannot design for absolute outcomes. Instead, we need to design for emergence. Design Unbound not only makes this case through theory but also presents a set of tools to do so. With case studies that range from a new kind of university to organizational, and even societal, transformation, Design Unbound draws from a vast array of domains: architecture, science and technology, philosophy, cinema, music, literature and poetry, even the military. It is presented in five books, bound as two volumes. Different books within the larger system of books will resonate with different reading audiences, from architects to people reconceiving higher education to the public policy or defense and intelligence communities. The authors provide different entry points allowing readers to navigate their own pathways through the system of books.

Introduction to Game Analysis

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Author :
Publisher : Routledge
ISBN 13 : 113447413X
Total Pages : 289 pages
Book Rating : 4.1/5 (344 download)

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Book Synopsis Introduction to Game Analysis by : Clara Fernández-Vara

Download or read book Introduction to Game Analysis written by Clara Fernández-Vara and published by Routledge. This book was released on 2014-07-17 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game analysis allows us to understand games better, providing insight into the player-game relationship, the construction of the game, and its sociocultural relevance. As the field of game studies grows, videogame writing is evolving from the mere evaluation of gameplay, graphics, sound, and replayablity, to more reflective writing that manages to convey the complexity of a game and the way it is played in a cultural context. Introduction to Game Analysis serves as an accessible guide to analyzing games using strategies borrowed from textual analysis. Clara Fernández-Vara’s concise primer provides instruction on the basic building blocks of game analysis—examination of context, content and reception, and formal qualities—as well as the vocabulary necessary for talking about videogames' distinguishing characteristics. Examples are drawn from a range of games, both digital and non-digital—from Bioshock and World of Warcraft to Monopoly—and the book provides a variety of exercises and sample analyses, as well as a comprehensive ludography and glossary.

Software Applications: Concepts, Methodologies, Tools, and Applications

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Author :
Publisher : IGI Global
ISBN 13 : 1605660612
Total Pages : 3994 pages
Book Rating : 4.6/5 (56 download)

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Book Synopsis Software Applications: Concepts, Methodologies, Tools, and Applications by : Tiako, Pierre F.

Download or read book Software Applications: Concepts, Methodologies, Tools, and Applications written by Tiako, Pierre F. and published by IGI Global. This book was released on 2009-03-31 with total page 3994 pages. Available in PDF, EPUB and Kindle. Book excerpt: Includes articles in topic areas such as autonomic computing, operating system architectures, and open source software technologies and applications.