Book picks similar to
Gaming And Cognition: Theories And Practice From The Learning Sciences (Premier Reference Source) by Richard Van Eck
game-industry-knowledge
human-understanding
calibre-share-list
cog-science
A History of Anthropology
Thomas Hylland Eriksen - 2001
The entire history of social and cultural anthropology in a single volume.
The Pocket Universal Principles of Design: 150 Essential Tools for Architects, Artists, Designers, Developers, Engineers, Inventors, and Makers
William Lidwell - 2015
Now, there's a handy travel companion for any designer, so that you always have the essentials at your fingertips.Portable, condensed, and armed with 150 principles, Universal Principles of Design, Pocket Edition is like a Swiss Army knife of design knowledge. Richly illustrated and easy to navigate, it pairs critical need-to-know design knowledge with visual examples of the principles applied in practice. An indispensable field reference for designers of all types, this pocket edition of the best-selling Universal Principles of Design will sharpen your design thinking and expand your sense of the possible.
Game Engine Black Book, Wolfenstein 3D
Fabien Sanglard - 2017
How was Wolfenstein 3D made and what were the secrets of its speed? How did id Software manage to turn a machine designed to display static images for word processing and spreadsheet applications into the best gaming platform in the world, capable of running games at seventy frames per seconds? If you have ever asked yourself these questions, Game Engine Black Book is for you.
Playing at the World: A History of Simulating Wars, People, and Fantastic Adventure from Chess to Role-Playing Games
Jon Peterson - 2012
From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.
The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education
Karl M. Kapp - 2012
He has put together a brilliant primer for learning professionals on how to gamify learning, packed with useful advice and examples." --Anders Gronstedt, president, Gronstedt Group"After reading this book, you'll never be able to design boring learning again." --Connie Malamed, author, Visual Language For Designers; author/creator of The eLearning Coach Blog"Engaging, informative and complete; if you need to understand anything about instructional game design, this is the book you need. It provides the right amount of academic evidence, practical advice and insightful design tips to have you creating impactful learning in no time." --Sherry Engel, associate director learning technology, Penn Medicine Center for Innovation and Learning"What Karl Kapp has done with this book is looked at games and learning from every possible angle....he provocatively asks questions that the learning community needs to answer, like 'Do our design processes still work?' and 'Are we really meeting the needs of today's learners?' This book may make you anxious, make you laugh, or make you angry. But one thing it will definitely do is make you think." --Rich Mesch, experiential learning guru, Performance Development Group
Valve: Handbook for New Employees
Valve - 2012
A place where incredibly talented individuals are empowered to put their best work into the hands of millions of people, with very little in their way.This book is an abbreviated encapsulation of our guiding principles. As Valve continues to grow, we hope that these principles will serve each new person joining our ranks. If you are new to Valve, welcome. Although the goals in this book are important, it’s really your ideas, talent, and energy that will keep Valve shining in the years ahead. Thanks for being here. Let’s make great things.
A Composer's Guide to Game Music
Winifred Phillips - 2014
Composers of video game music must master an array of specialized skills not taught in the conservatory, including the creation of linear loops, music chunks for horizontal resequencing, and compositional fragments for use within a generative framework. In A Composer's Guide to Game Music, Winifred Phillips--herself an award-winning composer of video game music--provides a comprehensive, practical guide that leads an aspiring video game composer from acquiring the necessary creative skills to understanding the function of music in games to finding work in the field.Musicians and composers may be drawn to game music composition because the game industry is a multibillion-dollar, employment-generating economic powerhouse, but, Phillips writes, the most important qualification for a musician who wants to become a game music composer is a love of video games. Phillips offers detailed coverage of essential topics, including musicianship and composition experience; immersion; musical themes; music and game genres; workflow; working with a development team; linear music; interactive music, both rendered and generative; audio technology, from mixers and preamps to software; and running a business.A Composer's Guide to Game Music offers indispensable guidance for musicians and composers who want to deploy their creativity in a dynamic and growing industry, protect their musical identities while working in a highly technical field, and create great music within the constraints of a new medium.
Subjectivity: Theories of the Self from Freud to Haraway
Nick Mansfield - 2000
Where does my sense of self come from? Does it arise spontaneously or is it created by the media or society?This concern with the self, with our subjectivity, is now our main point of reference in Western societies. How has it come to be so important, and what are the different ways in which we can approach an understanding of the self? Nick Mansfield explores how our notions of subjectivity have developed over the past century. Analyzing the work of key modern and postmodern theorists such as Freud, Foucault, Nietzsche, Lacan, Kristeva, Deleuze and Guattari, and Haraway, he shows how subjectivity is central to debates in contemporary culture, including gender, sexuality, ethnicity, postmodernism, and technology.
Fragments
Jean Baudrillard - 1997
In it, he resumes his investigation of the meta-metaphysics of objects. Like its predecessors, the book is a work of brief meditations, of poetic musings: in a word, of fragments.
The Multiplayer Classroom: Designing Coursework as a Game
Lee Sheldon - 2011
THE MULTIPLAYER CLASSROOM: DESIGNING COURSEWORK AS A GAME is your detailed guide to designing any structured learning experience as a game. Written for professional educators or those learning to be educators, here are the tools to engage and excite students by using principles learned in the development of popular video games. Suitable for use in the classroom or the boardroom, the book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. You don't need any experience making games or even playing games to use this book. Yet, you will learn how to create multiplayer games for any age on any subject. Bring your classroom into the 21st century!
Understanding Comics: The Invisible Art
Scott McCloud - 1993
Scott McCloud's Understanding Comics is a seminal examination of comics art: its rich history, surprising technical components, and major cultural significance. Explore the secret world between the panels, through the lines, and within the hidden symbols of a powerful but misunderstood art form.
The Cambridge Encyclopedia of Language
David Crystal - 1987
Probably the most successful general study of language ever published, The Cambridge Encyclopedia of Language covers all the major themes of language study, including popular ideas about language, language and identity, the structure of language, speaking and listening, writing, reading, and signing, language acquisition, the neurological basis of language, and languages of the world. Exposing this work to a new generation of readers, the Second Edition extends the range of coverage to include advances in areas such as machine translation, speech interaction with machines, and language teaching. There is new material on acoustics, physiological concepts of language, and World English, and a complete update of the language distribution maps, language-speaking statistics, table of the world's languages, and further reading. All geopolitical material has been revised to take account of boundary changes. The book has been redesigned and is presented for the first time in full color, with new pictures and maps added.
Word and Object
Willard Van Orman Quine - 1960
Such is the point of view from which a noted philosopher and logician examines the notion of meaning and the linguistic mechanisms of objective reference. In the course of the discussion, Professor Quine pinpoints the difficulties involved in translation, brings to light the anomalies and conflicts implicit in our language's referential apparatus, clarifies semantic problems connected with the imputation of existence, and marshals reasons for admitting or repudiating each of various categories of supposed objects. He argues that the notion of a language-transcendent sentence-meaning must on the whole be rejected; meaningful studies in the semantics of reference can only be directed toward substantially the same language in which they are conducted.
A History of Modern Indonesia
Adrian Vickers - 2005
Adrian Vickers takes the reader on a journey across the social and political landscape of modern Indonesia, starting with the country's origins under the Dutch in the early twentieth-century, and the subsequent anti-colonial revolution which led to independence in 1949. Thereafter the spotlight is on the 1950s, a crucial period in the formation of Indonesia as a new nation, followed by the Sukarno years, and the anti-Communist massacres of the 1960s when General Suharto took over as president. The concluding chapters chart the fall of Suharto's New Order after thirty two years in power, and the subsequent political and religious turmoil which culminated in the Bali bombings in 2002. Adrian Vickers is Professor of Asian Studies at the University of Wollongong. He has previously worked at the Universities of New South Wales and Sydney, and has been a visiting fellow at the University of Indonesia and Udayana University (Bali). Vickers has more than twenty-five years research experience in Indonesia and the Netherlands, and has travelled in Southeast Asia, the U.S. and Europe in the course of his research. He is author of the acclaimed Bali: a Paradise Created (Penguin, 1989) as well as many other scholarly and popular works on Indonesia. In 2003 Adrian Vickers curated the exhibition Crossing Boundaries, a major survey of modern Indonesian art, and has also been involved in documentary films, including Done Bali (Negara Film and Television Productions, 1993).
Programming in Lua
Roberto Ierusalimschy - 2001
Currently, Lua is being used in areas ranging from embedded systems to Web development and is widely spread in the game industry, where knowledge of Lua is an indisputable asset. "Programming in Lua" is the official book about the language, giving a solid base for any programmer who wants to use Lua. Authored by Roberto Ierusalimschy, the chief architect of the language, it covers all aspects of Lua 5---from the basics to its API with C---explaining how to make good use of its features and giving numerous code examples. "Programming in Lua" is targeted at people with some programming background, but does not assume any prior knowledge about Lua or other scripting languages. This Second Edition updates the text to Lua 5.1 and brings substantial new material, including numerous new examples, a detailed explanation of the new module system, and two new chapters centered on multiple states and garbage collection.