Recommended Book
Keyword by title : "Games"

• Author :_Tim Cornell
• Pages :_331 sheets
• ISBN-10 :_9780851158709
• ISBN-13 :_0851158706

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• Description : These comparative studies focus on the relationship between war and games in an effort to achieve an understanding of the phenomenon of war, in order ultimately to avoid it. [...] by Publisher : 'Boydell Press'

• Author :_Roger Caillois
• Pages :_208 sheets
• ISBN-10 :_9780252070334
• ISBN-13 :_025207033X

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• Description : Play is "an occasion of pure waste: waste of time, energy, ingenuity, skill, and often of money." It is also an essential element of human social and spiritual development. In this study, Roger Caillois defines play as a voluntary activity that occurs in a pure space, isolated and protected from the rest of life. Within limits set by rules that provide a level playing field, players move toward an unpredictable outcome by responding to their opponents' actions. Caillois qualifies types of games and ways of playing, from the improvisation characteristic of children's play to the disciplined pursuit of solutions to gratuitously difficult puzzles. He also examines the means by which games become part of daily life, ultimately giving cultures their most characteristic customs and institutions. [...] by Publisher : 'University of Illinois Press'

• Author :_Breanne A. Kirsch
• Pages :_248 sheets
• ISBN-10 :_0786474912
• ISBN-13 :_9780786474912

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• Description : "This essay collection discusses innovative uses of games in libraries and focuses on the game making process. The purpose of this book is to bring together distinctive uses of games in libraries or educational institutions and share these ideas with others to inspire the making and use of games by other librarians and educators.]"-- [...] by Publisher : 'McFarland'

• Author :_Kostas Karpouzis
• Pages :_338 sheets
• ISBN-10 :_3319413163
• ISBN-13 :_9783319413167

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• Description : The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and sensing; affect-driven game adaptation and game-based learning and assessment. In 3 parts the books covers Theory, Emotion Modelling and Affect-Driven Adaptation, and Applications. This book will be of interest to researchers and scholars in the fields of game research, affective computing, human computer interaction, and artificial intelligence. [...] by Publisher : 'Springer'

• Author :_Mark J. P. Wolf
• Pages :_763 sheets
• ISBN-10 :_031337936X
• ISBN-13 :_9780313379369

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• Description : This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. * More than 300 A–Z cross-referenced and integrated entries, from Atari to Zelda * Dozens of screenshots and photographs * A "Further Reading" bibliography section is included with many entries [...] by Publisher : 'ABC-CLIO'

• Author :_Carol Lynch Williams
• Pages :_64 sheets
• ISBN-10 :_9781423600114
• ISBN-13 :_1423600118

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• Description : 24 fantastic games to play on a checkerboard! [...] by Publisher : 'Gibbs Smith'

Game On

2011-03-16 | Computers

• Author :_Jon Radoff
• Pages :_432 sheets
• ISBN-10 :_9781118089309
• ISBN-13 :_1118089308

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• Description : A never-before published look at the many possibilities of social game development As one of the few entrepreneurs in the world with expertise building both social media and games, author Jon Radoff brings a one-of-a-kind perspective to this unique book. He shows that games are more than a profitable form of entertainment?the techniques of social games can be used to enhance the quality of online applications, social media and a wide range of other consumer and business experiences. With this book, you?ll explore how social games can be put to work for any business and examine why they work at all. The first part of explains what makes games fun, while the second part reviews the process and details of game design. Looks at how games are the basis for many everyday functions and explains how techniques of social games can be used by businesses as money-making tools Drills down the process of game design while focusing on the design, analysis, and creation of games Features screen shots, diagrams and explanations to illuminate key concepts, accessible to anyone regardless of game playing or design experience Reviews what works and what doesn?t using a range of real-world scenarios as examples Author Jon Radoff has a unique blend of experiences creating games, Internet-based social media, and Web technology. Game On is not playing around. Discover how social media games make money?and how you can enhance your business using games. [...] by Publisher : 'John Wiley & Sons'

• Author :_James Paul Gee
• Pages :_122 sheets
• ISBN-10 :_186335574X
• ISBN-13 :_9781863355742

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• Description : Imprint. In this text, built entirely around computer games and game play, the author shows how good video games marry pleasure and learning and, at the same time, have the potential to empower people. [...] by Publisher : 'Common Ground'

• Author :_Gretchen Papazian
• Pages :_232 sheets
• ISBN-10 :_1476601852
• ISBN-13 :_9781476601854

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• Description : The 14 essays in Game on, Hollywood! take on several points of game and film intersection. They look at storylines, aesthetics, mechanics, and production. The book is about adaptation (video game to film, film to video game), but it is even more about narrative. The essays draw attention to the ways and possibilities of telling a story. They consider differences and similarities across modes of storytelling (showing, telling, interacting), explore the consequences of time, place and ideology, and propose critical approaches to the vastness of narrative in the age of multimedia storytelling. The video games and film texts discussed include The Warriors (1979 film; 2005 video game), GoldenEye (1995 film), GoldenEye 007 (1997 and 2011 video games), Buffy the Vampire Slayer (2000–2004, television show), Buffy the Vampire Slayer: Chaos Bleeds (2003 video game), Prince of Persia: The Sands of Time (2003 video game; 2010 film), the Star Wars franchise empire (1977 on), Afro Samurai (2009 video game), and Disney’s Epic Mickey (2010 video game). [...] by Publisher : 'McFarland'

• Author :_Michael J. Tresca
• Pages :_238 sheets
• ISBN-10 :_0786460091
• ISBN-13 :_9780786460090

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• Description : Tracing the evolution of fantasy gaming from its origins in tabletop war and collectible card games to contemporary web-based live action and massive multi-player games, this book examines the archetypes and concepts within the fantasy gaming genre alongside the roles and functions of the game players themselves. Other topics include: how The Hobbit and The Lord of the Rings helped shape fantasy gaming through Tolkien’s obsessive attention to detail and virtual world building; the community-based fellowship embraced by players of both play-by-post and persistent browser-based games, despite the fact that these games are fundamentally solo experiences; the origins of gamebooks and interactive fiction; and the evolution of online gaming in terms of technological capabilities, media richness, narrative structure, coding authority, and participant roles. [...] by Publisher : 'McFarland'

• Author :_John H. Conway
• Pages :_256 sheets
• ISBN-10 :_9781568811277
• ISBN-13 :_1568811276

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• Description : ONAG, as the book is commonly known, is one of those rare publications that sprang to life in a moment of creative energy and has remained influential for over a quarter of a century. Originally written to define the relation between the theories of transfinite numbers and mathematical games, the resulting work is a mathematically sophisticated but eminently enjoyable guide to game theory. By defining numbers as the strengths of positions in certain games, the author arrives at a new class, the surreal numbers, that includes both real numbers and ordinal numbers. These surreal numbers are applied in the author's mathematical analysis of game strategies. The additions to the Second Edition present recent developments in the area of mathematical game theory, with a concentration on surreal numbers and the additive theory of partizan games. [...] by Publisher : 'CRC Press'


1996-01-01 | Education

• Author :_Bob Eberle
• Pages :_42 sheets
• ISBN-10 :_1882664248
• ISBN-13 :_9781882664245

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• Description : The title of this book is an acronym that serves to describe the mental activity the games of the book are intended to bring about. Each of the seven letters in "scamper" is the initial letter for the word phrases making up the checklist used to create the Scamper games. Sections of the book include: (1) "Scampering with the Experts--Thinking and Feeling Processes"; (2) "Shouldn't Everybody Scamper? (Scamper Techniques)"; (3) "How to Scamper"; (4) "Directions for Playing Scamper Games"; and (5) "Scamper Games." Contains appendices and 30 references. (EH) [...] by Publisher : 'PRUFROCK PRESS INC.'