Clockwork Game Design

Download or Read eBook Clockwork Game Design PDF written by Keith Burgun and published by CRC Press. This book was released on 2015-05-15 with total page 136 pages. Available in PDF, EPUB and Kindle.
Clockwork Game Design

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Publisher: CRC Press

Total Pages: 136

Release:

ISBN-10: 9781317630401

ISBN-13: 1317630408

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Book Synopsis Clockwork Game Design by : Keith Burgun

Only by finding and focusing on a core mechanism can you further your pursuit of elegance in strategy game design. Clockwork Game Design is the most functional and directly applicable theory for game design. It details the clockwork game design pattern, which focuses on building around fundamental functionality. You can then use this understanding to prescribe a system for building and refining your rulesets. A game can achieve clarity of purpose by starting with a strong core, then removing elements that conflict with that core while adding elements that support it. Filled with examples and exercises detailing how to put the clockwork game design pattern into use, this book is a must-have manual for designing games. A hands-on, practical book that outlines a very specific approach to designing games Develop the mechanics that make your game great, and limit or remove factors that disrupt the core concept Practice designing games through the featured exercises and illustrations

Interactivity and Game Creation

Download or Read eBook Interactivity and Game Creation PDF written by Anthony Brooks and published by Springer Nature. This book was released on 2021-04-09 with total page 486 pages. Available in PDF, EPUB and Kindle.
Interactivity and Game Creation

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Publisher: Springer Nature

Total Pages: 486

Release:

ISBN-10: 9783030734268

ISBN-13: 3030734269

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Book Synopsis Interactivity and Game Creation by : Anthony Brooks

This book constitutes the refereed post-conference proceedings of the 9th International Conference on Interactivity and Game Creation, ArtsIT 2020, held in Aalborg, Denmark, in December 2020. Due to COVID-19 pandemic the conference was held virtually. The 28 revised full papers presented were carefully selected from 60 submissions. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation. They are grouped in terms of content on art, installation and performance; games; design; intelligence and creativity in healthcare; wellbeing and aging.

ECGBL 2019 13th European Conference on Game-Based Learning

Download or Read eBook ECGBL 2019 13th European Conference on Game-Based Learning PDF written by Lars Elbæk and published by Academic Conferences and publishing limited. This book was released on 2019-10-03 with total page pages. Available in PDF, EPUB and Kindle.
ECGBL 2019 13th European Conference on Game-Based Learning

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Publisher: Academic Conferences and publishing limited

Total Pages:

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ISBN-10: 9781912764372

ISBN-13: 1912764377

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Book Synopsis ECGBL 2019 13th European Conference on Game-Based Learning by : Lars Elbæk

Immersion, Narrative, and Gender Crisis in Survival Horror Video Games

Download or Read eBook Immersion, Narrative, and Gender Crisis in Survival Horror Video Games PDF written by Andrei Nae and published by Routledge. This book was released on 2021-09-09 with total page 256 pages. Available in PDF, EPUB and Kindle.
Immersion, Narrative, and Gender Crisis in Survival Horror Video Games

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Publisher: Routledge

Total Pages: 256

Release:

ISBN-10: 9781000440652

ISBN-13: 1000440656

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Book Synopsis Immersion, Narrative, and Gender Crisis in Survival Horror Video Games by : Andrei Nae

This book investigates the narrativity of some of the most popular survival horror video games and the gender politics implicit in their storyworlds. In a thorough analysis of the genre that draws upon detailed comparisons with the mainstream action genre, Andrei Nae places his analysis firmly within a political and social context. In comparing survival horror games to the dominant game design norms of the action genre, the author differentiates between classical and postclassical survival horror games to show how the former reject the norms of the action genre and deliver a critique of the conservative gender politics of action games, while the latter are more heterogeneous in terms of their game design and, implicitly, gender politics. This book will appeal not only to scholars working in game studies, but also to scholars of horror, gender studies, popular culture, visual arts, genre studies and narratology.

Augmented Reality Games I

Download or Read eBook Augmented Reality Games I PDF written by Vladimir Geroimenko and published by Springer. This book was released on 2019-05-10 with total page 254 pages. Available in PDF, EPUB and Kindle.
Augmented Reality Games I

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Publisher: Springer

Total Pages: 254

Release:

ISBN-10: 9783030156169

ISBN-13: 3030156168

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Book Synopsis Augmented Reality Games I by : Vladimir Geroimenko

This is the first of two comprehensive volumes that provide a thorough and multi-faceted research into the emerging field of augmented reality games and consider a wide range of its major issues. These first ever research monographs on augmented reality games have been written by a team of 70 leading researchers, practitioners and artists from 20 countries. In Volume I, the phenomenon of the Pokémon GO game is analysed in theoretical, cultural and conceptual contexts, with emphasis on its nature and the educational use of the game in children and adolescents. Game transfer phenomena, motives for playing Pokémon GO, players’ experiences and memorable moments, social interaction, long-term engagement, health implications and many other issues raised by the Pokémon GO game are systematically examined and discussed. Augmented Reality Games I is essential reading not only for researchers, practitioners, game developers and artists, but also for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.

Gamification for Tourism

Download or Read eBook Gamification for Tourism PDF written by Feifei Xu and published by Channel View Publications. This book was released on 2021-05-10 with total page 278 pages. Available in PDF, EPUB and Kindle.
Gamification for Tourism

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Publisher: Channel View Publications

Total Pages: 278

Release:

ISBN-10: 9781845418243

ISBN-13: 1845418247

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Book Synopsis Gamification for Tourism by : Feifei Xu

This book examines the cutting-edge concept of gamification in tourism. It provides a theoretical foundation for tourism gamification and discusses the concepts of gaming and gamification and their application in the tourism and hospitality industry. The chapters offer valuable insights by showcasing examples of best practice from different countries and addressing key issues of game mechanism and game design principles. They focus on areas such as game design elements, game player types and their motivation, location-based games, augmented reality and virtual reality games. The volume will be useful for students and researchers in tourism marketing, digital tourism, smart tourism and tourism futures. It also serves as a helpful tool for tourism industry practitioners looking to increase customer engagement, enhance loyalty and raise brand awareness.

Simulation and Game-Based Learning in Emergency and Disaster Management

Download or Read eBook Simulation and Game-Based Learning in Emergency and Disaster Management PDF written by Drumhiller, Nicole K. and published by IGI Global. This book was released on 2021-04-02 with total page 290 pages. Available in PDF, EPUB and Kindle.
Simulation and Game-Based Learning in Emergency and Disaster Management

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Publisher: IGI Global

Total Pages: 290

Release:

ISBN-10: 9781799840886

ISBN-13: 1799840883

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Book Synopsis Simulation and Game-Based Learning in Emergency and Disaster Management by : Drumhiller, Nicole K.

Simulation and game-based learning are essential applications in a learning environment as they provide learners an opportunity to apply the course material in real-life scenarios. Introducing real-life learning allows the learner to make critical decisions at different points within the simulation providing constructive education that leads to a cognitive understanding of the material. The use of simulations provides the learner with the ability to cognitively store and recall learning in real-life experiences. Therefore, it is crucial to not only provide course material but to have students apply what they have learned in simulations that replicate real-life scenarios. These learned skills are essential for students to be marketable and thrive in a career field where decision making, problem solving, and critical thinking are job requirements. Simulation and Game-Based Learning in Emergency and Disaster Management is a cutting-edge research book that examines the best practices and holistic development when it comes to simulation learning within emergency and disaster management as well as global security. Drawing upon the neuroscience of learning, classroom instruction can be enhanced to incorporate active-experiential learning activities that positively impact a learner with long-term information retention. Each simulation project is carried out in different environments, with different goals in mind, and developed under various constraints. For these reasons, this book will provide insight into the simulation planning and development process, provide examples of online simulations and game-based learning activities, and provide insight on simulation development and implementation that can be used across disciplines in educational and training settings. As such, it is ideal for academicians, instructional designers, curriculum designers, education professionals, researchers, and students.

Exploring Roguelike Games

Download or Read eBook Exploring Roguelike Games PDF written by John Harris and published by CRC Press. This book was released on 2020-09-09 with total page 910 pages. Available in PDF, EPUB and Kindle.
Exploring Roguelike Games

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Publisher: CRC Press

Total Pages: 910

Release:

ISBN-10: 9781000169492

ISBN-13: 1000169499

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Book Synopsis Exploring Roguelike Games by : John Harris

Since 1980, in-the-know computer gamers have been enthralled by the unpredictable, random, and incredibly deep gameplay of Rogue and those games inspired by it, known to fans as "roguelikes." For decades, this venerable genre was off the radar of most players and developers for a variety of reasons: deceptively simple graphics (often just text characters), high difficulty, and their demand that a player brings more of themselves to the game than your typical AAA title asks. This book covers many of the most prominent titles and explains in great detail what makes them interesting, the ways to get started playing them, the history of the genre, and more. It includes interviews, playthroughs, and hundreds of screenshots. It is a labor of love: if even a fraction of the author’s enthusiasm for these games gets through these pages to you, then you will enjoy it a great deal. Key Features: Playing tips and strategy for newcomers to the genre Core roguelikes Rogue, Angband, NetHack, Dungeon Crawl Stone Soup, ADOM, and Brogue The "lost roguelikes" Super Rogue and XRogue, and the early RPG dnd for PLATO systems The Japanese console roguelikes Taloon’s Mystery Dungeon and Shiren the Wanderer Lesser-known but extremely interesting games like Larn, DoomRL, HyperRogue, Incursion, and Dungeon Hack "Rogue-ish" games that blur the edges of the genre, including Spelunky, HyperRogue, ToeJam & Earl, Defense of the Oasis, Out There, and Zelda Randomizer Interviews with such developers as Keith Burgun (100 Rogues and Auro), Rodain Joubert (Desktop Dungeons), Josh Ge (Cogmind), Dr. Thomas Biskup (ADOM), and Robin Bandy (devnull public NetHack tournament) An interview regarding Strange Adventures in Infinite Space Design issues of interest to developers and enthusiasts Author Bio: John Harris has bumped around the Internet for more than 20 years. In addition to writing the columns @Play and Pixel Journeys for GameSetWatch and developer interviews for Gamasutra, he has spoken at Roguelike Celebration. John Harris has a MA in English Literature from Georgia Southern University.

Games and Learning Alliance

Download or Read eBook Games and Learning Alliance PDF written by Manuel Gentile and published by Springer. This book was released on 2019-01-31 with total page 451 pages. Available in PDF, EPUB and Kindle.
Games and Learning Alliance

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Publisher: Springer

Total Pages: 451

Release:

ISBN-10: 9783030115487

ISBN-13: 3030115488

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Book Synopsis Games and Learning Alliance by : Manuel Gentile

This book constitutes the refereed proceedings of the 7th International Conference on Games and Learning Alliance, GALA 2018, held in Palermo, Italy, in December 2018.The 38 revised regular papers presented together with 9 poster papers were carefully reviewed and selected from 68 submissions. The papers cover the following topics: games for skills training; game design; methods and tools; gamification and innovative game approaches.

Game Design

Download or Read eBook Game Design PDF written by Jim Thompson and published by John Wiley & Sons. This book was released on 2007-03-09 with total page 193 pages. Available in PDF, EPUB and Kindle.
Game Design

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Publisher: John Wiley & Sons

Total Pages: 193

Release:

ISBN-10: 9780471968948

ISBN-13: 0471968943

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Book Synopsis Game Design by : Jim Thompson

Practical, complete coverage of game design basics from design process to production This full-color, structured coursebook offers complete coverage of game design basics, focusing on design rather than computer programming. Packed with exercises, assignments, and step-by-step instructions, it starts with an overview of design theory, then progresses to design processes, and concludes with coverage of design production. Jim Thompson, Barnaby Berbank-Green, and Nic Cusworth (London, UK) are computer game designers and lecturers in animation and computer game design.