Play Matters


Miguel Sicart - 2014
    So what, then, is play? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human.We play games, but we also play with toys, on playgrounds, with technologies and design. Sicart proposes a theory of play that doesn't derive from a particular object or activity but is a portable tool for being—not tied to objects but brought by people to the complex interactions that form their daily lives. It is not separated from reality; it is part of it. It is pleasurable, but not necessarily fun. Play can be dangerous, addictive, and destructive.Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play--instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty, the aesthetics of play through action; political play--from Maradona's goal against England in the 1986 World Cup to the hactivist activities of Anonymous; the political, aesthetic, and moral activity of game design; and why play and computers get along so well.

Game Feel: A Game Designer's Guide to Virtual Sensation


Steve Swink - 2008
    The language could be compared to the building blocks of music (time signatures, chord progressions, verse)—no matter the instruments, style or time period—these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the designer can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.

Games of Empire: Global Capitalism and Video Games


Nick Dyer-Witheford - 2009
    No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment.In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street.Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development.Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.

Game Design Workshop: A Playcentric Approach to Creating Innovative Games


Tracy Fullerton - 2008
    This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design.Features:* A design methodology used in the USC Interactive Media program, a cutting edge program funded in part of Electronic Arts. * Hands-on exercises demonstrate key concepts, and the design methodology* Insights from top industry game designers, including Noah Falstein, American McGee, Peter Molyneux

Complete Kobold Guide to Game Design


Wolfgang Baur - 2012
    The Complete Kobold Guide to Game Design offers 240 pages of in-depth essays on what makes RPGs tick. Get time-tested advice from the top designers in the industry. This compilation includes all three volumes of the Kobold Guide to Game Design series—now with all-new material by Wolfgang Baur, Mike Stackpole, and others! From core rules and magic systems to fantasy adventures, monster design, playtesting, and much more, these 40 essays cover every aspect of RPG design in clear, accessible language, to show you what it takes. The City Book Review called it "highly recommended for gaming nerds everywhere"! Pick up the Complete KOBOLD Guide to Game Design today, and starting designing your RPG tonight! Winner, 2012 Gold ENnie Award, Best RPG-Related Accessory

Game Development Essentials: An Introduction


Jeannie Novak - 2004
    This book not only examines content creation and the concepts behind development, but it also give readers a background on the evolution of game development and how it has become what it is today. GAME DEVELOPMENT ESSENTIALS also includes chapters on project management, development team roles and responsibilities, development cycle, marketing, maintenance, and the future of game development. With the same engaging writing style and examples that made the first two editions so popular, this new edition features all the latest games and game technology. Coverage of new game-related technology, development techniques, and the latest research in the field make this an invaluable resource for anyone entering the exciting, competitive, ever-changing world of game development.

Fun Inc.: Why games are the 21st Century's most serious business


Tom Chatfield - 2010
    Fun Inc. dispels these misconceptions, revealing that 40 per cent of all video game players are women, that most of the bestselling console games of all time involve no real-world violence at all, and how World of Warcraft's online community of over 12 million players is changing our understanding of what it means to be sociable in the modern world.But understanding games means a lot more than simply challenging stereotypes. Find out why the South Korean government will invest $200 billion into its video games industry over the next 4 years and how games are used to train the US Military, to model global pandemics and to campaign against human rights abuses in Africa.Game worlds are creating a new science of mass engagement that is starting to transform our understanding of economics, business and communications. Whether you like video games or loathe them, Fun Inc. will show you that you cannot ignore them.

Retromania: Pop Culture's Addiction to Its Own Past


Simon Reynolds - 2010
    Band re-formations and reunion tours, expanded reissues of classic albums and outtake-crammed box sets, remakes and sequels, tribute albums and mash-ups . . . But what happens when we run out of past? Are we heading toward a sort of culturalecological catastrophe where the archival stream of pop history has been exhausted?Simon Reynolds, one of the finest music writers of his generation, argues that we have indeed reached a tipping point, and that although earlier eras had their own obsessions with antiquity—the Renaissance with its admiration for Roman and Greek classicism, the Gothic movement's invocations of medievalism—never has there been a society so obsessed with the cultural artifacts of its own immediate past. Retromania is the first book to examine the retro industry and ask the question: Is this retromania a death knell for any originality and distinctiveness of our own?

The Craftsman


Richard Sennett - 2008
    The computer programmer, the doctor, the artist, and even the parent and citizen all engage in a craftsman’s work. In this thought-provoking book, Sennett explores the work of craftsmen past and present, identifies deep connections between material consciousness and ethical values, and challenges received ideas about what constitutes good work in today’s world. The Craftsman engages the many dimensions of skill—from the technical demands to the obsessive energy required to do good work. Craftsmanship leads Sennett across time and space, from ancient Roman brickmakers to Renaissance goldsmiths to the printing presses of Enlightenment Paris and the factories of industrial London; in the modern world he explores what experiences of good work are shared by computer programmers, nurses and doctors, musicians, glassblowers, and cooks. Unique in the scope of his thinking, Sennett expands previous notions of crafts and craftsmen and apprises us of the surprising extent to which we can learn about ourselves through the labor of making physical things.

Replay: The History of Video Games


Tristan Donovan - 2010
    Based on extensive research and over 140 exclusive interviews with key movers and shakers from gaming's past, Replay tells the sensational story of how the creative vision of game designers gave rise to one of the world's most popular and dynamic art forms.

Fundamentals of Game Design


Ernest Adams - 2006
    For courses in Fundamentals of Game Design for all video game developers and designers With a focus on designing for the commercial entertainment market, this text teaches the principles and practice of game design and covers each of the major game genres individually.

Getting Gamers: The Psychology of Video Games and Their Impact on the People Who Play Them


Jamie Madigan - 2015
    They can be addicting. They are available almost anywhere you go and are appealing to people of all ages. They can eat up our time, cost us money, even kill our relationships. But it's not all bad! This book will show that rather than being a waste of time, video games can help us develop skills, make friends, succeed at work, form good habits, and be happy. Taking the time to learn what's happening in our heads as we play and shop allows us to approach games and gaming communities on our own terms and get more out of them. With sales in the tens of billions of dollars each year, just about everybody is playing some kind of video game whether it's on a console, a computer, a web browser, or a phone. Much of the medium's success is built on careful (though sometimes unwitting) adherence to basic principles of psychology. This is something that's becoming even more important as games become more social, interactive, and sophisticated. This book offers something unique to the millions of people who play or design games: how to use an understanding of psychology to be a better part of their gaming communities, to avoid being manipulated when they shop and play, and to get the most enjoyment out of playing games. With examples from the games themselves, Jamie Madigan offers a fuller understanding of the impact of games on our psychology and the influence of psychology on our games.

Not All Fairy Tales Have Happy Endings: The rise and fall of Sierra On-Line


Ken Williams - 2020
    The author, Ken Williams, founded Sierra On-Line Sierra with his wife Roberta who went on to create many of the company's best selling games. Sierra grew from just Ken and Roberta to over one thousand employees and a fan base that still exists today, despite the fact that the company was torn apart by criminal activities, scandal and corruption that resulted in jail sentences and the collapse of Sierra. This is the behind-the-scenes story of the rise and fall, as it could only be told by the ultimate insider.

Minecraft: The Unlikely Tale of Markus "Notch" Persson and the Game that Changed Everything


Daniel Goldberg - 2011
    Talked about by tens of millions of people, in fact. It is the story of unlikely success, fast money, and the power of digital technology to rattle an empire. And it is about creation, exclusion, and the feeling of not fitting in.Here Markus opens up for the first time about his life. About his old Lego-filled desk at school. About the first computer his father brought home one day. But also about growing up in a family marked by drug abuse and conflict. But above all it is the story of the fine line between seeming misfit and creative madman, and the birth of a tech visionary.Minecraft: The Unlikely Tale of Markus "Notch" Persson and the Game that Changed Everything is a Cinderella story for the Internet age.

Boardgames That Tell Stories


Ignacy Trzewiczek - 2014
    Book that tell an extraordinary story about game design. Learn about terryfying presentation of International Gamers Nominee Pret-a-Porter. Learn how much time was needed to design Golden Geek Best Card Game nominee 51st State. Learn how kids helped designind Dice Tower nominee Robinson Crusoe...Read stories behind scenes. Learn about designing one of the most popular boardgames. You find them all in this one book.