Book picks similar to
Videogame, Player, Text by Tanya Krzywinska


game-studies
non-fiction
books-for-game-designers
ludology

The Sims 3: Prima Official Game Guide


Catherine Browne - 2009
    Design: Our new design section will supply tips and tricks from the pro's to build the most elaborate homes and yards.Customization: Learn how to update your décor with tutorials to help you customize your own chairs, walls, and floors. Wishes: Detailed walkthroughs and tutorials will help you learn how to achieve your short term and long term wishes.

A Theory of Fun for Game Design


Raph Koster - 2004
    It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers.At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.

Propellerhead


Antony Woodward - 2001
    .Woodward’s warm, wry account of learning to fly will lift hearts everywhere. BBC2 documentary based on the book - 30 January 2012. Antony Woodward wasn’t interested in flying, he was interested in his image. So in his world of socialising and serial womanising, a microlight plane sounded like the ideal sex aid. So why – once he discovers that he has no ability as a pilot, it costs a fortune and its maddening unreliability loses him the one girl he really wants – does he get more and more hooked?As he monitors the changes to the others in the syndicate; as he learns that there is a literal down-side to cheating in flying exams, shunning responsibility and pretending to know stuff you don’t, the question keeps on surfacing. Why? As the misadventures mount – accidents, tussles with Tornadoes, arrest by the RAF – he keeps thinking he’s worked it out. But it isn’t until The Crash, in which he nearly kills himself and Dan (taking a short-cut in the Round Britain race) that the penny finally drops….Flying is the antidote to modern life he didn’t even know he needed. It’s the supreme way to feel real.

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

Homo Ludens: A Study of the Play Element in Culture


Johan Huizinga - 1938
    Like civilization, play requires structure and participants willing to create within limits. Starting with Plato, Huizinga traces the contribution of Homo Ludens, or "Man the player" through Medieval Times, the Renaissance, and into our modern civilization. Huizinga defines play against a rich theoretical background, using cross-cultural examples from the humanities, business, and politics. Homo Ludens defines play for generations to come."A happier age than ours once made bold to call our species by the name of Homo Sapiens. In the course of time we have come to realize that we are not so reasonable after all as the Eighteenth Century with its worship of reason and naive optimism, though us; "hence moder fashion inclines to designate our species asHomo Faber Man the Maker. But though faber may not be quite so dubious as sapiens it is, as a name specific of the human being, even less appropriate, seeing that many animals too are makers. There is a third function, howver, applicable to both human and animal life, and just as important as reasoning and making--namely, playing. it seems to me that next to Homo Faber, and perhaps on the same level as Homo Sapiens, Homo Ludens, Man the Player, deserves a place in our nomenclature. "--from the Foreward, by Johan Huizinga

How Games Move Us: Emotion by Design


Katherine Isbister - 2016
    But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples -- drawn from popular, indie, and art games -- that unpack the gamer's experience.Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train.Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.

Man, Play and Games


Roger Caillois - 1958
      In this classic study, Caillois defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life. Play is uncertain, since the outcome may not be foreseen, and it is governed by rules that provide a level playing field for all participants. In its most basic form, play consists of finding a response to the opponent's action--or to the play situation--that is free within the limits set by the rules.   Caillois qualifies types of games-- according to whether competition, chance, simulation, or vertigo (being physically out of control) is dominant--and ways of playing, ranging from the unrestricted improvisation characteristic of children's play to the disciplined pursuit of solutions to gratuitously difficult puzzles. Caillois also examines the means by which games become part of daily life and ultimately contribute to various cultures their most characteristic customs and institutions.            Presented here in Meyer Barash's superb English translation, Man, Play and Games is a companion volume to Caillois's Man and the Sacred.

The Naked Roommate: For Parents Only: A Parent's Guide to the New College Experience: Calling, Not Calling, Packing, Preparing, Problems, Roommates, ... Matters when Your Child Goes to College


Harlan Cohen - 2012
    Using Cohen's trademark style-with tips, statistics, quotes, and stories from parents and students, as well as expert advice-this guide tackles the most important topics on parents''minds, including:• What parents should never say or do when dropping their child off on campus• Staying connected (but not too connected) to your child• When to visit, how often to visit, what to expect when visiting• Helping your child make good choices & supporting the wrong ones• What every parent must know about safety issues

Electronic Dreams: How 1980s Britain Learned to Love the Computer


Tom Lean - 2016
    In those heady early days of computing, Britannia very much ruled the digital waves.Electronic Dreams looks back at how Britain embraced the home computer, and at the people who drove the boom: entrepreneurs such as Clive Sinclair and Alan Sugar seeking new markets; politicians proclaiming economic miracles; bedroom programmers with an unhealthy fascination with technology; and millions of everyday folk who bought into the electronic dream and let the computer into their lives. It is a history of home computers such as the Commodore VIC20, BBC Micro, and ZX Spectrum; classic computer games like Manic Miner and Elite; the early information networks that first put the home online; and the transformation of the computer into an everyday object in the British home.Based on interviews with key individuals, archive sources, and study of vintage hardware and software, and with a particular focus on the computer's place in social history, Electronic Dreams is a nostalgic look at how a depressed 1980s Britain got over its fear of microchips and embraced the computer as a “passport to the future.”

Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design


Chris Solarski - 2012
    It gives detailed explanations of game art techniques and their importance, while also highlighting their dependence on artistic aspects of game design and programming.” — John Romero, co-founder of id Software and CEO of Loot Drop, Inc."Solarski’s methodology here is to show us the artistic techniques that every artist should know, and then he transposes them to the realm of video games to show how they should be used to create a far more artful gaming experience ... if I were an artist planning to do video game work, I’d have a copy of this on my shelf."— Marc Mason, Comics Waiting RoomVideo games are not a revolution in art history, but an evolution. Whether the medium is paper or canvas—or a computer screen—the artist’s challenge is to make something without depth seem like a window into a living, breathing world. Video game art is no different.  Drawing Basics and Video Game Art is first to examine the connections between classical art and video games, enabling developers to create more expressive and varied emotional experiences in games. Artist game designer Chris Solarski gives readers a comprehensive introduction to basic and advanced drawing and design skills—light, value, color, anatomy, concept development—as well as detailed instruction for using these methods to design complex characters, worlds, and gameplay experiences. Artwork by the likes of Michelangelo, Titian, and Rubens are studied alongside AAA games like BioShock, Journey, the Mario series, and Portal 2, to demonstrate perpetual theories of depth, composition, movement, artistic anatomy, and expression. Although Drawing Basics and Video Game Art is primarily a practical reference for artists and designers working in the video games industry, it’s equally accessible for those interested to learn about gaming’s future, and potential as an artistic medium.Also available as an eBook

Understanding Video Games: The Essential Introduction


Simon Egenfeldt-Nielsen - 2007
    This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence.Throughout the book, the authors ask readers to consider larger questions about the medium:what defines a video game? who plays games? why do we play games? how do games affect the player?Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping entertainment and society. A Companion Website (www.routledge.com/textbooks/978041597...) features student resources including discussion questions for each chapter, a glossary of key terms, a video game timeline, and links to other video game studies resources for further study.

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.

Potty Train in a Weekend: Potty training in 3 days


Rebecca Mansfield - 2013
     Are you ready to potty train your child quickly and with success? This best-selling book is the answer. Becky Mansfield, child development expert at YourModernFamily.com shows you exactly how to do it successfully. It is the only complete guide to potty training that you will need. You can train your child earlier and faster than you thought possible! In this book, you will learn... *Signs of readiness *The secret to potty training in three days *What to do when they won't poop on the potty *How to handle regression *What to do when your child is not at home *Should you use charts and rewards? *What is the best way to potty train a boy? *How to potty train at night You will not be going back and forth between diapers, pull-ups and underwear anymore. This book has been marked as the best potty training book by multiple speakers around the world. It has been read by tens of thousands of parents and they all say one thing: It is the only guide you will need for potty training success. It is filled with all of the information and tools that you need to start potty training and complete it in three days. As a bonus, this second edition book has an added chapter to teach parents how to potty train a special needs child. Parents all over the world are having success with this system and now you can, too!

Not Normal: The uncensored account of an extraordinary true life story


Paul Connolly - 2018
    An uncensored account of his extraordinary true life story and his lifelong struggle to overcome an abusive childhood and build a 'normal' life for himself and his family. Put out with the rubbish at 2 weeks old and into the care system of the London Borough of Tower Hamlets, Paul Connolly was sent to the notorious St Leonard’s home in Essex, where he heard that he was 'Not Normal' almost daily amongst years of mental, physical and sexual abuse. Childhood friendships made and lost. Total Neglect. Starvation. Sending an illiterate, very angry young man out into the world. After years of extreme violence in London during the 1980's and 90's mixing with gangsters and a dark underworld, Paul confronted memories and demons from his past in the most shocking ways - eventually discovering that six from eight of the childhood friends he grew up with in St Leonard's were no longer alive. Great friends and a loving heart transformed Paul’s world and Paul has gone on to help thousands of people as a specialist conditioning coach, sports injury expert, celebrity personal trainer, presenter and best selling author. He works with various charities and is a core participant in the historical child abuse enquiry providing a voice for many of those no longer able to speak up. Above all else, Paul is now most proud of being a loving father to his two sons. Life has been anything but normal and the demons will never go away, but Paul has learned to smile at them as many of the people that predicted the worst for him are now where they told this vulnerable little boy he would end up. This is Paul Connolly’s story and it is Not Normal

10,000 Miles for Love: Turn Long-Distance Relationships into Long-Lasting Love - A Practical and Soulful Guide for the Modern Woman


Milena Nguyen - 2017
    However, there is just one little problem... This person lives in an entirely different part of the world from you. This could be another city, another country, or even another continent. You are up at weird hours of the night trying to calculate time zone differences hoping the internet sharks do not break your Skype connection, and somewhere along the line, the sparks began to fizzle. You want to make it work, but is all this trouble worth it? In this practical and soulful guidebook, Milena Nguyen - the "LDR guru" with nine years of first-hand long-distance relationship experience - will help you not only survive but thrive in your long-distance romantic relationship (LDR). Vietnam-born, Singapore-based, Milena is married to her Brazilian soulmate. Their long-distance love story went viral in 2015, inspiring over 300,000 lovers around the world. As a wife, relationship coach, and an empowered woman who spoke three times on the TEDx stage, Milena has implemented every advice she writes for herself and in her long-distance relationship. In this book, you will find: - Real stories that touch your heart and help you believe in love - Inspiration to overcome all challenges and to create your dream relationship despite the distance - Insights on how to transform your relationship from distance to closeness, loneliness to connection, and uncertainty to confidence. - Step-by-step guides on the key topics you will face in your long-distance love: online communication, traveling, keeping it fun, relocation, parents, sex and intimacy, cheating, building a team, and much more. No matter how much doubt you have about your long-distance relationship, how daunting the distance may feel, or how many miles are between you and your partner -- know that by following the guidance of 10,000 Miles for Love, you can make your relationship work. Your long-distance love story deserves a happy ending, but you must be the one who writes it. The time to start is now.