Book picks similar to
The Psychology of Video Games by Celia Hodent


gaming
design
read-in-english
shelved-for-later

Michael Allen's Guide to E-Learning


Michael W. Allen - 2003
     e-Learning is emerging rapidly in schools, businesses, and at home. Millions are being invested in this new, widely available technology purported as the solution to learning challenges. Dr. Michael Allen, commonly considered the father of modern interactive learning, raises concerns about misuses of the technology, missed opportunities, and money wasted on boring, ineffective e-learning. The book offers specific, pragmatic, common-sense approaches to guide the development of successful technology-assisted learning. A free CD-ROM is packed with sample applications. Michael Allen's Guide to e-Learning enables business executives to become discerning e-learning investors and instructional designers to create meaningful performance solutions.

Deadly Women: Volume 4: 18 Shocking Murder Cases


Robert Keller - 2018
    But did she really feed one of her victims to unsuspecting neighbors? Larissa Schuster: Larissa wanted her husband to disappear. And with her knowledge of biochemistry, she knew exactly how to make it happen.Inessa Tarverdiyeva: Nursery school teacher by day, home-invading serial killer by night, Tarverdiyeva turned murder into an activity for the whole family to participate in.Karla Faye Tucker: A controversial case from Texas. Nobody doubted that Karla Faye had committed the brutal double homicide. But did she really deserve the death penalty?Martha Rendell: The archetypal wicked stepmother, Rendell murdered her stepchildren in the most horrific way possible.Martha Marek: Known as the “Devil in Petticoats,” Marek went to extraordinary lengths to maintain her standard of living, lengths that included murder.Audrey Marie Hilley: A suburban housewife with a deadly quirk. She enjoyed feeding poison to her nearest and dearest. Katherine Knight: A shocking case of love, murder, and cannibalism from Australia. Plus 10 more horrific true murder cases. Scroll up to grab a copy of Deadly Women Volume 3. Book Series by Robert Keller Most of my works cover serial killers, while the “Murder Most Vile” series covers individual true crime stories. These are the main collections; American Monsters 50 American Serial Killers You’ve Probably Never Heard Of Murder Most Vile Human Monsters British Monsters Australian Monsters Canadian Monsters German Monsters Cannibal Killers Plus various other standalone books, including the The Deadly Dozen, which is available as a free download on Amazon, and Serial Killers Unsolved, which you can get for free when signing up to my mailing list. Robert Keller’s True Crime eBook Categories: Serial Killers True Crime Serial Killer Biographies Murder and Mayhem True Murder Cases Serial Killer Case Files True Crime Short Stories

Game Theory 101: The Basics


William Spaniel - 2011
    From the first lesson to the last, each chapter introduces games of increasing complexity and then teaches the game theoretical tools necessary to solve them. Inside, you will find: All the basics fully explained, including pure strategy Nash equilibrium, mixed strategy Nash equilibrium, the mixed strategy algorithm, how to calculate payoffs, strict dominance, weak dominance, iterated elimination of strictly dominated strategies, iterated elimination of weakly dominated strategies, and more! Dozens of games solved, including the prisoner's dilemma, stag hunt, matching pennies, zero sum games, battle of the sexes/Bach or Stravinsky, chicken/snowdrift, pure coordination, deadlock, and safety in numbers! Crystal clear, line-by-line calculations of every step, with more than 200 images so you don't miss a thing! Tons of applications: war, trade, game shows, and duopolistic competition. Quick, efficient, and to the point, Game Theory 101: The Basics is perfect for introductory game theory, intermediate microeconomics, and political science.

World of Warcraft Dungeon Companion


Brady Games - 2006
    Every Dungeon: Low-level instances and the toughest raid dungeons are all covered in this monstrous compendium. Light is shed on everything from Ragefire Chasm to Ahn' Qiraj.Outdoor World Boss Encounters: Learn exactly what you need to take down Azuregos, Lord Kazzak, and the Dragons of Nightmare.Much more: Monster Information, Quest Guidance, Rewards, and Secret Rooms.Platform: PC CD-ROM Genre: MMORPG   This product is available for sale worldwide.

The Well-Played Game: A Player's Philosophy


Bernie DeKoven - 1978
    De Koven's classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and computer games, including social gameplay and player modification. The digital game industry, now moving beyond its emphasis on graphic techniques to focus on player interaction, has much to learn from The Well-Played Game.De Koven explains that when players congratulate each other on a "well-played" game, they are expressing a unique and profound synthesis that combines the concepts of play (with its associations of playfulness and fun) and game (with its associations of rule-following). This, he tells us, yields a larger concept: the experience and expression of excellence. De Koven--affectionately and appreciatively hailed by Eric Zimmerman as "our shaman of play"--explores the experience of a well-played game, how we share it, and how we can experience it again; issues of cheating, fairness, keeping score, changing old games (why not change the rules in pursuit of new ways to play?), and making up new games; playing for keeps; and winning. His book belongs on the bookshelves of players who want to find a game in which they can play well, who are looking for others with whom they can play well, and who have discovered the relationship between the well-played game and the well-lived life.

Holy Sh!t - The Insanity of Blind Faith: Volume One: Christianity


Casper Rigsby - 2015
    The book will introduce the non-Christian to some of the most irrational and illogical ideas within the Christian doctrine and will remind the progressive or moderate Christian of just how insane the bible is. It will also present the notion that by wearing the label of Christian they are signing a metaphorical terms of service agreement that says that they agree with all the insanity presented there by proxy, and will hopefully leave the reader questioning why anyone would believe any of this nonsense. Lastly, this title will ask the reader to take off the blinders of faith, even if only for a minute, and take an objective look at the insanity within the bible.

Designing Virtual Worlds


Richard Bartle - 2003
    It's a tour de force of VW design, stunning in intellectual scope, spanning the literary, economic, sociological, psychological, physical, technological, and ethical underpinnings of design, while providing the reader with a deep, well-grounded understanding of VW design principles. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.Designing Virtual Worlds brings a rich, well-developed approach to the design concepts behind virtual worlds. It is grounded in the earliest approaches to such designs, but the examples discussed in the book run the gamut from the earliest MUDs to the present-day MMORPG games mentioned above. It teaches the reader the actual, underlying design principles that many designers do not understand when they borrow or build from previous games. There is no other design book on the market in the area of online games and virtual worlds that provides the rich detail, historical context, and conceptual depth of Designing Virtual Worlds.

Game Coding Complete


Mike McShaffry - 2003
    The best description of the first edition comes from two Amazon reviewers; the first proclaiming, "I got the same feeling of enlightenment when reading this one as I did all those years ago when I read the classic book "Code Complete" and the second stating "This is the first game book I have read that I was sorry when I got to the end because there wasn't any more."For Game Coding Complete, Second Edition, McShaffry returns with many more of his highly popular, shoot-from the hips war stories and expert game programming insight that only a real insider could provide. McShaffry uses his experience as a leading programmer for Origin Systems, Microsoft, and Ion Storm a division of Eidos, to illustrate real-world techniques and solutions, including examples from his recent work on the major game, Thief Deadly Shadows. Game Coding Complete, Second Edition takes programmers through the complete process of developing a professional quality game using hundreds of insider tricks and techniques developed and perfect by the author from over a decade of game development experience. It covers a range of topics that will appeal to the most discriminating programmers such as key "gotcha" issues that could trip up even veteran programmers. The new edition features expanded coverage of 3D programming, several new chapters on game interface design, game audio, game scripting, game engine technology, code optimization, production and scheduling, plus it now includes a CD-ROM packed with valuable source code and game development tools. The appendix offers solid advice on starting your own game company. The C++ language is used to explain specific programming concepts with added discussion of development with C# and Managed DirectX programming.

The Invisible Game: Mindset of a Winning Team


Zoltan Andrejkovics - 2016
    For a professional gamer, having the best strategy or belonging to a team with the best skills are sometimes not enough for success. Real life tournaments are tougher than we can imagine.The Invisible Game covers the necessary mental development of eSport players. The book helps to prepare the players' minds for the challenges, both on the map and in real life.We overestimate the power of our daily thoughts, and we forget the potential of our inner wisdom. This book guides you with honest life experiences of an eSport team manager on a journey to find the mental balance for peak performance.

Cheats, Cons, Swindles, and Tricks


Brian Brushwood - 2000
    As seen on the Tonight Show with Jay Leno (twice!) as well as 2 dozen other TV programs, Brian's now the host of the popular online series "Scam School," (downloaded over 1 million times a month, and named by iTunes as a "top video podcast" of 2008 and 2009). ...And THIS is the book that started it all.With 57 killer tricks (and 8 bonus scams), any one of these tricks could win you the cost of a free drink or more... and yet your investment will be LESS THAN 2 CENTS PER TRICK!Short enough to digest in an evening, yet powerful enough to score you free drinks for the rest of your life... "Cheats, Cons, Swindles and Tricks" could be the single best investment of 99 cents you'll ever make.

The Ropes That Bind: Based on a True Story of Child Sexual Abuse


Tracy Stopler - 2016
    Blaming herself for the heinous crime that happened because she didn't "go straight to school," Tali is bound by invisible chains of secrecy, shame, and self-imposed isolation. Her harrowing and illuminating journey to recovery begins in her twenties with the support of her mentor, Dr. Daniel Benson, with whom she experiences deep love and then heartbreak. Feeling lost, Tali travels to Israel where Kabbalah sparks her spiritualism, and then to Africa where an arduous climb up Mount Kilimanjaro ignites a newfound feeling of empowerment. Only when Tali goes back to the Bronx and learns that her unreported crime scene has become the site of a rehabilitation center, does she understand that there is one more road to travel prior to reaching freedom.

Game Programming Gems


Mark DeLoura - 2000
    But instead of spending hours and hours trying to develop your own answers, now you can find out how the pros do it! Game Programming Gems is a hands-on, comprehensive resource packed with a variety of game programming algorithms written by experts from the game industry and edited by Mark DeLoura, former software engineering lead for Nintendo of America, Inc. and now the newly appointed editor-in-chief of Game Developer magazine. From animation and artificial intelligence to Z-buffering, lighting calculations, weather effects, curved surfaces, mutliple layer Internet gaming, to music and sound effects, all of the major techniques needed to develop a competitive game engine are covered. Game Programming Gems is written in a style accessible to individuals with a range of expertise levels. All of the source code for each algorithm is included and can be used by advanced programmers immediately. For aspiring programmers, there is a detailed tutorial to work through before attempting the code, and suggestions for possible modifications and optimizations are included as well.

Universal Principles of Design: 100 Ways to Enhance Usability, Influence Perception, Increase Appeal, Make Better Design Decisions, and Teach Through Design


William Lidwell - 2003
    Because no one can be an expert on everything, designers have always had to scramble to find the information and know-how required to make a design work - until now. Universal Principles of Design is the first cross-disciplinary reference of design. Richly illustrated and easy to navigate, this book pairs clear explanations of the design concepts featured with visual examples of those concepts applied in practice. From the 80/20 rule to chunking, from baby-face bias to Ockham's razor, and from self-similarity to storytelling, 100 design concepts are defined and illustrated for readers to expand their knowledge.This landmark reference will become the standard for designers, engineers, architects, and students who seek to broaden and improve their design expertise.

The Kobold Guide to Board Game Design


Mike Selinker - 2011
    Author Mike Selinker (Betrayal at House on the Hill) has invited some of the world's most talented and experienced game designers to share their secrets on game conception, design, development, and presentation. In these pages, you'll learn about storyboarding, balancing, prototyping, and playtesting from the best in the business.

Racing the Beam: The Atari Video Computer System


Nick Montfort - 2009
    The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives.Studies of digital media have rarely investigated platforms--the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS--often considered merely a retro fetish object--is an essential part of the history of video games.