Characteristics of Games


George Skaff Elias - 2012
    These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games--board games, card games, computer games, and sports--have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing. "Characteristics of Games"--written by three of the most prominent game designers working today--will serve as an essential reference for game designers and game players curious about the inner workings of games. It includes exercises (which can also serve as the basis for discussions) and examples chosen from a wide variety of games. There are occasional mathematical digressions, but these can be skipped with no loss of continuity. Appendixes offer supplementary material, including a brief survey of the two main branches of mathematical game theory and a descriptive listing of each game referred to in the text.

Designing Games


Tynan Sylvester - 2013
    You’ll learn principles and practices for crafting games that generate emotionally charged experiences—a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players.In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design.Create game mechanics to trigger a range of emotions and provide a variety of playExplore several options for combining narrative with interactivityBuild interactions that let multiplayer gamers get into each other’s headsMotivate players through rewards that align with the rest of the gameEstablish a metaphor vocabulary to help players learn which design aspects are game mechanicsPlan, test, and analyze your design through iteration rather than deciding everything up frontLearn how your game’s market positioning will affect your design

Don't Bother Me Mom--I'm Learning!: How Computer and Video Games are Preparing Your Kids for 21st Century Success - and How You Can Help!


Marc Prensky - 2006
    He knows that if parents place good video games into a learning system in their homes they can reap major benefits for their children and themselves. They can accelerate their children's language and cognitive growth." —James Paul Gee, Tashia Mogridge Professor of Reading, University of Wisconsin-MadisonMarc Prensky presents the case—profoundly counter-cultural but true nevertheless—that video and computer game playing, within limits, is actually very beneficial to today's "Digital Native" kids, who are using them to prepare themselves for life in the 21st century. The reason kids are so attracted to these games, Prensky says, is that they are learning about important "future" things, from collaboration, to prudent risk taking, to strategy formulation and execution, to complex moral and ethical decisions. Prensky's arguments are backed up by university PhD's studying not just violence, but games in their totality, as well as studies of gamers who have become successful corporate workers, entrepreneurs, leaders, doctors, lawyers, scientists and other professionals.Because most adults (including the critics) can't play the modern complex games themselves (and discount the opinions of the kids who do play them) they rely on secondhand sources of information, most of whom are sadly misinformed about both the putative harm and the true benefits of game-playing. This book is the antidote to those misinformed, bombastic sources, in the press and elsewhere. Full of common sense and practical information, it provides parents with a large number of techniques approaches they can use—both over time and right away—to improve both their understanding of games and their relationships with their kids. What You Will Learn The aim of this book is to give you a peek into the hidden world into which your kids disappear when they are playing games, and to help you as an adult—especially if you are a concerned parent or teacher—understand and appreciate just how much your kids are learning that is POSITIVE from their video and computer games.In the few short hours it takes to read this book, you will learn: What it feels like to be in the world of computer and video games; How to appreciate the breadth and depth of modern computer and video games and the ways they make your kids learn; How to understand the various USEFUL skills your game-playing your kids are acquiring; How to understand your own kids better and build better relationships using games as a base; And, most importantly, How to augment and improve what your kids are learning by HAVING CONVERSATIONS THAT THEY WANT TO HAVE about their games.

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

Level Up!: The Guide to Great Video Game Design


Scott Rogers - 2010
    Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games.Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!

Social Psychology: Goals in Interaction


Douglas T. Kenrick - 2005
    In addition to an overhauled design in the 4e, Social Psychology: Goals in Interaction has two elements that continue to set it apart from other social psychology textbooks. A unique integrated approach to social behavior: Rather than providing a laundry list of unconnected facts and theories, the authors organize each chapter around the two broad questions: (1) what are the goals that underlie the behavior in question? (2) what factors in the person and the situation connect to each goal? The book thus presents the discipline as a coherent framework for understanding human behavior. The new subtitle, Goals in Interaction underscores this integrated approach to understanding behavior.

Cicero Ancient Classics for English Readers


William Lucas Collins - 1870
    You may find it for free on the web. Purchase of the Kindle edition includes wireless delivery.

A History of Video Games


Jeremy Parish - 2020
    On an annual basis, the industry is even more profitable than Hollywood. Today’s video games feature stunning, lifelike visuals and complex storylines - but they didn’t start out that way. The origin of video games can be traced back to World War II. In the 10 lectures of A History of Video Games, listeners will follow the development of the digital game from its roots in the war room to its proliferation in the 21st-century living room. Taught by journalist, podcast host, and video game historian Jeremy Parish, this lively course will track the tremendous leaps made in computing technology that allowed games to become increasingly sophisticated and the popular trends that pushed the boundaries of technology forward. The story of video games is not just about technology. It’s also about popular culture, economics, and globalization. Throughout these lectures, students will learn about the extremely profitable gaming industry, as well as the creative minds and ambitious projects that helped build it - and even encounter a few spectacular failures. Be prepared to: Witness the precipitous rise and fall of AtariExperience the birth of blockbuster gaming systems like NES and Sega GenesisLearn about the evolution of the console, PC, and portable gamingExplore the creation of iconic game series, such as Mario Bros., Pac-Man, and Pokémon From the simple pleasures of Pong to the complex online world of Fortnite, video games have come a long way over the course of seven decades, with no signs of slowing down anytime soon. Listeners will surely reminisce about their own experience with gaming as they learn more about this exciting industry, phenomenon, and pastime.

Rogue Leaders: The Story of LucasArts


Rob Smith - 2008
    Twenty-five years and dozens of award-winning games later, LucasArts has earned a prestigious place in the industry and in the hearts of gamers everywhere. Rogue Leaders is the first substantive survey of a videogame companya deluxe compilation that traces its history through never-before-published interviews. In addition, more than 300 pieces of concept art, character development sketches, and storyboards have been lavishly reproduced to showcase the creative talent behind such videogame classics as The Secret of Monkey Island, Grim Fandango, and Star Wars: Knights of the Old Republic, as well as games that were never publicly released. A thrill for millions of videogame and LucasArts fans around the world.

Heidegger's Hut


Adam Sharr - 2006
    He called it "die Hutte" ("the hut"). Over the years, Heidegger worked on many of his most famous writings in this cabin, from his early lectures to his last enigmatic texts. He claimed an intellectual and emotional intimacy with the building and its surroundings, and even suggested that the landscape expressed itself through him, almost without agency. In Heidegger's Hut, Adam Sharr explores this intense relationship of thought, place, and person.Heidegger's mountain hut has been an object of fascination for many, including architects interested in his writings about "dwelling" and "place." Sharr's account -- the first substantive investigation of the building and Heidegger's life there -- reminds us that, in approaching Heidegger's writings, it is important to consider the circumstances in which the philosopher, as he himself said, felt "transported" into the work's "own rhythm." Indeed, Heidegger's apparent abdication of agency and tendency toward romanticism seem especially significant in light of his troubling involvement with the Nazi regime in the early 1930s.Sharr draws on original research, including interviews with Heidegger's relatives, as well as on written accounts of the hut by Heidegger and his visitors. The book's evocative photographs include scenic and architectural views taken by the author and many remarkable images of a septuagenarian Heidegger in the hut taken by the photojournalist Digne Meller-Markovicz. There are many ways to interpret Heidegger's hut -- as the site of heroic confrontation between philosopher and existence; as the petit bourgeois escape of a misguided romantic; as a place overshadowed by fascism; or as an entirely unremarkable little building. Heidegger's Hut does not argue for any one reading, but guides readers toward their own possible interpretations of the importance of "die Hutte."

WTF?!: An Economic Tour of the Weird


Peter T. Leeson - 2017
    Leeson. As you wander from exhibit to exhibit and overhear Leeson's riotous exchanges with the patrons, you'll learn how economic thinking reveals the hidden sense behind seemingly senseless human behavior. Leeson demonstrates that far from "irrational" or "accidents of history," humanity's most outlandish rituals are ingenious solutions to pressing problems--developed by clever people, driven by incentives, and tailor-made for their time and place. As the tour teaches: what varies isn't people, but the environments and constraints within which they operate. Along the way, you'll learn how to use an economic lens to uncover the logic behind any weirdness you encounter in your own life. Can you handle getting schooled by the strange? Better hurry, the tour is about to start!

Fuck Yeah, Video Games: The Life and Extra Lives of a Professional Nerd


Daniel Hardcastle
    Told through encounters with the most remarkable – and the most mind-boggling – games of the last thirty-odd years, Fuck Yeah, Video Games is also a love letter to the greatest hobby in the world.From God of War to Tomb Raider, Pokémon to The Sims, Daniel relives each game with countless in-jokes, obscure references and his signature wit, as well as intricate, original illustrations by Rebecca Maughan. Alongside this march of merriment are chapters dedicated to the hardware behind the games: a veritable history of Sony, Nintendo, Sega and Atari consoles.Joyous, absurd, personal and at times sweary, Daniel's memoir is a celebration of the sheer brilliance of video games.

Rules of Play: Game Design Fundamentals


Katie Salen - 2003
    In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

Spinoza's 'Ethics': An Introduction


Steven Nadler - 2006
    It presents, in Spinoza's famous 'geometric method', his radical views on God, Nature, the human being, and happiness. In this wide-ranging 2006 introduction to the work, Steven Nadler explains the doctrines and arguments of the Ethics, and shows why Spinoza's endlessly fascinating ideas may have been so troubling to his contemporaries, as well as why they are still highly relevant today. He also examines the philosophical background to Spinoza's thought and the dialogues in which Spinoza was engaged - with his contemporaries (including Descartes and Hobbes), with ancient thinkers (especially the Stoics), and with his Jewish rationalist forebears. His book is written for the student reader but will also be of interest to specialists in early modern philosophy.

Adieu to Emmanuel Lévinas


Jacques Derrida - 1997
    For both thinkers, the word adieu names a fundamental characteristic of human being: the salutation or benediction prior to all constative language (in certain circumstances, one can say adieu at the moment of meeting) and that given at the moment of separation, sometimes forever, as at the moment of death, it is also the a-dieu, for God or to God before and in any relation to the other. In this book, Derrida extends his work on Levinas in previously unexplored directions via a radical rereading of Totality and Infinity and other texts, including the lesser-known talmudic readings. He argues that Levinas, especially in Totality and Infinity, bequeaths to us an "immense treatise of hospitality," a meditation on the welcome offered to the other. The conjunction of an ethics of pure prescription with the idea of an infinite and absolute hospitality confronts us with the most pressing political, juridical, and institutional concerns of our time. What, then, is an ethics and what is a politics of hospitality? And what, if it ever is, would be a hospitality surpassing any ethics and any politics we know?As always, Derrida raises these questions in the most explicit of terms, moving back and forth between philosophical argument and the political discussion of immigration laws, peace, the state of Israel, xenophobia—reminding us with every move that thinking is not a matter of neutralizing abstraction, but a gesture of hospitality for what happens and still may happen.