Book picks similar to
The Gameful World: Approaches, Issues, Applications by Steffen P Walz
non-fiction
games
games-and-play
learn-me
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
A Casual Revolution: Reinventing Video Games and Their Players
Jesper Juul - 2009
These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In "A Casual Revolution," Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed " Pac-Man, Tetris," and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them.
The Ultimate Guide to Video Game Writing and Design
Flint Dille - 2006
Sure, they cover the basics. But The Ultimate Guide to Video Game Writing and Design goes way beyond the basics. The authors, top game designers, focus on creating games that are an involving, emotional experience for the gamer. Topics include integrating story into the game, writing the game script, putting together the game bible, creating the design document, and working on original intellectual property versus working with licenses. Finally, there’s complete information on how to present a visionary new idea to developers and publishers. Got game? Get The Ultimate Guide to Video Game Writing and Design.
How To Build Your Successful Online Teaching Business (Online Entrepreneurship Book 1)
Vladimir Raykov - 2016
Do you want to turn your passion into passive income streams? Yes, you can get paid and do, teach what you love! Do you want to build an online teaching business with little to no investment up front? Do you want to become an entrepreneur? Do you want to work from home? If you’ve answered “yes” to even one of these questions then reading this eBook may turn out to be the best decision you’ve made this year!The ultimate purpose of this training (eBook, PDF files, 3 in-depth video sessions) is to teach you how to create products for your online teaching in a form of video courses. Howdy,My name is Vladimir Raykov.I’m a best-selling online instructor teaching over 12000 students and 20 online courses. I’m also the creator of STEP-BY-STEP TO YOUR FIRST 1000 STUDENTS program. During the last year, I’ve been gathering the best techniques for creating an online course and I’ve put them into this free training that is intended especially for beginners. I will completely reveal the exact 3-Step System for producing high-quality courses that I used to reach 5 figures for my online teaching business, doing it part-time and without spending money on advertising.HERE IS JUST A FRACTION OF WHAT YOU WILL LEARN FROM MY EBOOK AND FREE VIDEO TRAINING• Top 7 reasons why you should create an online course that generates income.• Top 7 (costly) mistakes beginner online instructors make and how to avoid them.• The 3-Step System for producing online courses with the velocity of light.• The top 4 mega-niches which are responsible for over 80% of the revenue generated by online instructors.• How to structure and organize your course. More specifically, how to make an outline for your course and the most effective internal structure of ALL your lectures.• All the tools (software) you will need to create products for your online teaching business of an utmost quality.• 6 Steps of a lecture creation.• The exact technical specifications for your video lectures.• The microphone I use to record crystal clear audio files.• How to get a professionally designed thumbnail for your course for free.• How to write a winning title for your course – basic copywriting skills part 1.• How to write a winning description for your course – basic copywriting skills part 2.• The best platforms to launch your course as a self-published instructor and their business models. • And much, much more!THE BEST PART• You don’t need to have a website.• You don’t have to pay for advertising.• You don’t have to FILM yourself. • You don’t have to be a technical savvy.• You don’t have to worry about video hosting. • You don’t have to have a higher academic degree.
Winning at New Products: Accelerating the Process from Idea to Launch
Robert G. Cooper - 1986
In this fully updated and expanded edition, Robert Cooper demonstrates with compelling evidence why consistent product development is so vital to corporate growth and how to maximize your chances of success. By any measure, most product concepts never make it to market, and of those that do, most fail. Winning at New Products cites the most recent research and showcases innovative practices at such industry leaders as 3M, Exxon Chemical, and Guinness to present a field-tested game plan for achieving product leadership. Cooper outlines specific strategies for assessing risk, marshalling the appropriate resources, engaging customers in the pre-development discovery phase, evaluating your project portfolio, ensuring true cross-functional collaboration, and, most importantly, applying a rigorous process for making sound business decisions at every step-from idea generation to launch.
Basics of Social Research: Qualitative and Quantitative Approaches
W. Lawrence Neuman - 2003
This text teaches students to be a better consumer of research results, understand how the research enterprise works, and prepares them to conduct small research projects. Upon completing this text, students will be aware of what research can and cannot do, and why properly conducted research is important. Using clear, accessible language and examples from real research, this discusses both qualitative and quantitative approaches to social research, emphasizing the benefits of combining various approaches. Briefer, paperback text, adapted from Neuman's Social Research Methods, Sixth Edition.
The Descent of Air India
Jitender Bhargava - 2013
The Descent of Air India elucidates how the airline failed to adapt and change with the times but preferred, instead, to bask in its past glory. Impractical expansion plans and thoughtless use of the airline's resources contributed to the company's financial collapse. Candidly written by Intender Bhargava, who spent more than two decades in the company, The Descent of Air India is the tragic tale of how one of the country's finest public-sector undertakings was brought down and the people and events that were responsible for its descent.
How to Do Things with Videogames
Ian Bogost - 2011
Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities.Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience.Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games’ progress today and promise for the future.
APA Style Guide to Electronic References
American Psychological Association - 2012
Most important, it provides a wealth of examples for readers to model for everything from online journal articles to supplemental data sets and measurement instruments to books, videos, apps, websites, podcasts, blog posts, and social media. Approximately 70 examples are provided for readers to consider as they learn how to create reliable references for electronic sources.Students and other writers will find this guide indispensable as well as convenient to download and use when creating a reference list.
Convergence Culture: Where Old and New Media Collide
Henry Jenkins - 2006
He takes us into the secret world of "Survivor" Spoilers, where avid internet users pool their knowledge to unearth the show's secrets before they are revealed on the air. He introduces us to young "Harry Potter" fans who are writing their own Hogwarts tales while executives at Warner Brothers struggle for control of their franchise. He shows us how "The Matrix" has pushed transmedia storytelling to new levels, creating a fictional world where consumers track down bits of the story across multiple media channels.Jenkins argues that struggles over convergence will redefine the face of American popular culture. Industry leaders see opportunities to direct content across many channels to increase revenue and broaden markets. At the same time, consumers envision a liberated public sphere, free of network controls, in a decentralized media environment. Sometimes corporate and grassroots efforts reinforce each other, creating closer, more rewarding relations between media producers and consumers. Sometimes these two forces are at war.Jenkins provides a riveting introduction to the world where every story gets told and every brand gets sold across multiple media platforms. He explains the cultural shift that is occurring as consumers fight for control across disparate channels, changing the way we do business, elect our leaders, and educate our children.
The Obree Way: A Training Manual for Cyclists
Graeme Obree - 2012
The Obree Way, A Training Guide for Cyclists is the one stop shop for aspiring cyclists, full of insight and ideas from a legend of cycling Graeme Obree. Graeme has a life time's experience in cycling, working every dimension in his quest to understand how to go faster on a bike.The Obree Way is exactly that, a synopsis of the ideas and thoughts on training from Graeme with a unique insight into the focus and passion he has for his sport. The Obree Way is written to provide a practical guide to cyclists and is ideal for those new or returning to the sport.Written like a novel, The Obree Way is easily readable and covers all the main subject matters necessary to allow readers to make the most from any training time and effort. Psychology, bike set up, breathing, nutrition and more, The Obree Way is a comprehensive guide, a one stop shop minus the jargon to help cyclists get more from their investment in the sport.
Diablo III Signature Series Guide
Doug Walsh - 2012
Exhaustive Bestiary, detailing every monster in the game. In-depth coverage of Heroes to maximize player effectiveness in all five Character Classes. Guide to meeting and leveling up the Blacksmith, Jeweler, and Mystic professions, and how to maximize the relationships and crafting from each Artisan. Presentation of item types, weapons, collectibles, and other loot. Plus: discussion of sets of items, how to get better loot, and manage raw materials. The only official resource to Blizzard's Online Auction House. Bid on and win rare items safely and effectively. Screen shots capture numerous indoor and outdoor areas in new regions of Sanctuary.
The Art Of Computer Game Design
Chris Crawford
The classic book on computer game design first published in 1984, this Kindle version presents the original text along with chapter notes by Chris Crawford reflecting on how game design has changed in the last 30 years.
After Effects Apprentice
Trish Meyer - 2007
http://69.131.42.194/showpic.php?imag...
One Day University Presents: Positive Psychology: The Science of Happiness
One Day University - 2010
He is also the Head Teaching Fellow for the most popular course at Harvard, “Positive Psychology,” which is taken by more than 1,000 students per semester and led by Professor Tal Ben-Shahar. Shawn received his B.A. in English from Harvard and a Master’s from Harvard Divinity School in Christian and Buddhist Ethics. Part of his interest in positive psychology stems from a troubling fact: studies have shown that many of Harvard’s undergraduates suffer from depression at some point in their college careers. One Day University is a unique educational experience that brings intellectuals together to learn from top rated professors at Yale, Harvard, Stanford, Columbia and other prestigious universities. Chosen for their excellent teaching abilities as rated by their students, these great thinkers represent a wide variety of academic disciplines and share their knowledge in 60 minute, highly entertaining lectures. Offering the ability to learn the highlights of academic thought in world affairs, politics, history, science, art, and more; One Day University is a way to truly enjoy the thrill of learning without the pressures of tests and the high price tag of college tuition. Once reserved only for students who could attend the lectures in New York and other major cities, One Day University courses are now available to everyone from the comfort of their own homes in Kindle format.