Book picks similar to
The Gameful World: Approaches, Issues, Applications by Steffen P Walz
non-fiction
games
learn-me
design
Gamification by Design
Gabe Zichermann - 2011
This book provides the design strategy and tactics you need to integrate game mechanics into any kind of consumer-facing website or mobile app. Learn how to use core game concepts, design patterns, and meaningful code samples to a create fun and captivating social environment.Whether you're an executive, developer, producer, or product specialist, Gamification by Design will show you how game mechanics can help you build customer loyalty.Discover the motivational framework game designers use to segment and engage consumersUnderstand core game mechanics such as points, badges, levels, challenges, and leaderboardsEngage your consumers with reward structures, positive reinforcement, and feedback loopsCombine game mechanics with social interaction for activities such as collecting, gifting, heroism, and statusDive into case studies on Nike and Yahoo!, and analyze interactions at Google, Facebook, and ZyngaGet the architecture and code to gamify a basic consumer site, and learn how to use mainstream gamification APIs from Badgeville"Turning applications into games is a huge trend. This book does a great job of identifying the core lasting principals you need to inspire your users to visit again and again." —Adam Loving Freelance Social Game Developer and founder of Twibes Twitter Groups
Ambiguity of Play (Revised)
Brian Sutton-Smith - 1998
Is it a kind of adaptation, teaching us skills, inducting us into certain communities? Is it power, pursued in games of prowess? Fate, deployed in games of chance? Daydreaming, enacted in art? Or is it just frivolity? Brian Sutton-Smith, a leading proponent of play theory, considers each possibility as it has been proposed, elaborated, and debated in disciplines from biology, psychology, and education to metaphysics, mathematics, and sociology.Sutton-Smith focuses on play theories rooted in seven distinct "rhetorics"--the ancient discourses of Fate, Power, Communal Identity, and Frivolity and the modern discourses of Progress, the Imaginary, and the Self. In a sweeping analysis that moves from the question of play in child development to the implications of play for the Western work ethic, he explores the values, historical sources, and interests that have dictated the terms and forms of play put forth in each discourse's "objective" theory.This work reveals more distinctions and disjunctions than affinities, with one striking exception: however different their descriptions and interpretations of play, each rhetoric reveals a quirkiness, redundancy, and flexibility. In light of this, Sutton-Smith suggests that play might provide a model of the variability that allows for "natural" selection. As a form of mental feedback, play might nullify the rigidity that sets in after successful adaption, thus reinforcing animal and human variability. Further, he shows how these discourses, despite their differences, might offer the components for a new social science of play.
Design Thinking Workshop: The 12 Indispensable Elements for a Design Thinking Workshop
Pauline Tonhauser - 2016
In this e-book you will learn what exactly is needed to run a successful Design Thinking Workshop which is fun and at the same time generates great results. In this e-book Pauline Tonhauser, founder of designthinkingcoach.de, shares her best practices.
What Video Games Have to Teach Us about Learning and Literacy
James Paul Gee - 2003
James Paul Gee begins his new book with 'I want to talk about vide games- yes, even violent video games - and say some positive things about them'. With this simple but explosive beginning, one of America's most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities: How individuals develop a sense of identity; How one grasps meaning; How one evaluates and follows a command; How one picks a role model; How one perceives the world.
WordPress Websites Step-by-Step - The Complete Beginner's Guide to Building a Website or Blog With WordPress
Caimin Jones - 2013
You won't need to learn any web programming or turn yourself into a computer geek.What is WordPress?WordPress is a powerful publishing tool that's the single most popular way of publishing websites and blogs. It's used by Fortune 500 companies, startups, small businesses, bloggers and non-profits alike to build a professional presence on the web.Because WordPress lets you add and edit content through a web-based admin area, it's easier to use then you might imagine. In fact, you can build a great-looking site without being a web designer or computer geek. You can edit your website design as much as you like and add new features with a few clicks of the mouse, or you can use the default design for an equally professional-looking site.In plain English, this step-by-step book, written by a WordPress expert, helps you buy a domain name, get web hosting and set up WordPress so you can make a beautiful website or blog.Clear explanations and over 55 images of the admin screens and tools mean you can see exactly how to do all this.What you'll learn in WordPress Step-by-Step*How to choose a great domain name and get professional, reliable hosting * How to install WordPress in a few mouse clicks* How to publish posts and pages with correctly formatted text* How to give your website a professional touch by using images and videos* How to customize the design of your site without needing to be a programmer* How to extend your site even further with "plugins" * How to structure your site so you'll get found by Google* How to keep your website secure * How to solve the most common WordPress problems...and more.There's also a free bonus chapter on getting the first visitors to your site.Plus, the book is packed with links to additional resources and free design themes and plugins to help you build a website on a budget.By the time you've read the book you'll have a unique, professional and easy-to-use website to be proud of - and you'll have created it yourself!Important: This book is currently the most up-to-date WordPress book available on Amazon. Some of the older WordPress books were published more than a year ago - a lot has changed since then. This guide describes how to use the latest version of WordPress (3.5).Whether you want to build a simple website for your company or organization, make money with a blog or a full online store, this non-geek guide will get you online quickly.
Social Media Marketing when you have NO CLUE!: Youtube, Instagram, Pinterest, Twitter, Facebook (Beginner Internet Marketing Series 4)
Gundi Gabrielle - 2017
What is unique about each Social Media Platform?
We'll cover what is unique about each social media platform and how best to use them, so you don't post the same everywhere. You'll be able to decide which social networks are best suited for your particular business and brand and how to use all the unique features available.Tips for creating great graphical posts and how to research viral topics are discussed as well as a number of great training resources (both free and paid) to take your social media marketing to the next level. Interactive with many Videos and Outside Resources Social Media Marketing has become one of the most effective strategies to build your brand online, spread your message and attract new clients and customers.This book will help you take your social media game to the next level.
FREE Bonus Report: “Words that Sell”
The Psychology behind the 10 most Influential Words in the English Language and how you can use them to GrowYour Following and turn Readers into Buyers
Would You Like To Know More? Download now and start your Social Media Portfolio on a road to SuccessScroll to the top of the page and select the BUY button.
The Elements of Style
William Strunk Jr. - 1918
Throughout, the emphasis is on promoting a plain English style. This little book can help you communicate more effectively by showing you how to enliven your sentences.
The Dark Side of the Felt
Tyler Nals - 2014
Instead, I risked my life on a nightly basis playing in underground poker games on Long Island and in Charlotte. This story is about how I managed to survive, but just barely.
Systems Analysis and Design
Alan Dennis - 2002
Building on their experience as professional systems analysts and award-winning teachers, authors Dennis, Wixom, and Roth capture the experience of developing and analyzing systems in a way that students can understand and apply.With
Systems Analysis and Design, 4th edition
, students will leave the course with experience that is a rich foundation for further work as a systems analyst.
Oceanic Mind - The Deeper Meditation Training Course
Tom Von Deck - 2009
Whether you are a beginner or an advanced student of meditation, Qigong or Yoga, this book is for you! The dozens of easy to follow warm up exercises and ancient meditation techniques alone is worth the cost of this course. However, Oceanic Mind introduces not only the finest techniques, but a complete meditation strategy training for consistently profound meditation. The strategy training transforms meditation into a much much easier and a more customized process. Regardless of your background, you will love this book.
Generation Xbox: How Videogames Invaded Hollywood
Jamie Russell - 2012
Movies defined the 20th century but games are now pushing them aside as the medium that captures our time, fascination and money. Generation Xbox digs into the love-hate relationship between games and cinema that has led us to this point. It's a story of disaster, triumph and Angelia Jolie in hot pants. Learn how Steven Spielberg's game-making dreams fell apart and why Silicon Valley pioneers wooed Stanley Kubrick. Discover the story behind the failed Halo movie, how videogame tech paved the way for Avatar, and what companies like Ubisoft and Valve are doing to take gaming to the next level. Based on more than 100 interviews with leading figures from videogames and Hollywood, Generation Xbox is the definitive history of an epic power struggle that has reshaped the entertainment landscape. Are you ready to play?
I Am Error: The Nintendo Family Computer / Entertainment System Platform
Nathan Altice - 2015
In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of "My Name is Error," a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance.Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the "translation" problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.
Physics Essentials for Dummies
Steven Holzner - 2010
Free of ramp-up and ancillary material, Physics Essentials For Dummies contains content focused on key topics only. It provides discrete explanations of critical concepts taught in an introductory physics course, from force and motion to momentum and kinetics. This guide is also a perfect reference for parents who need to review critical physics concepts as they help high school students with homework assignments, as well as for adult learners headed back to the classroom who just need a refresher of the core concepts. The Essentials For Dummies SeriesDummies is proud to present our new series, The Essentials For Dummies. Now students who are prepping for exams, preparing to study new material, or who just need a refresher can have a concise, easy-to-understand review guide that covers an entire course by concentrating solely on the most important concepts. From algebra and chemistry to grammar and Spanish, our expert authors focus on the skills students most need to succeed in a subject.
Airplane Flying Handbook: FAA-H-8083-3A (FAA Handbooks series)
Federal Aviation Administration - 1999
This beginning aviator's guide is intended for pilots wishing to improve their flying proficiency and aeronautical knowledge, and flyers preparing for additional certificates or ratings, and others.
The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design
Celia Hodent - 2017
Even games that are well-received at launch may fail to engage players in the long term due to issues with the user experience (UX) that they are delivering. That's why makers of successful video games like Fortnite and Assassin's Creed invest both time and money perfecting their UX strategy. These top video game creators know that a bad user experience can ruin the prospects for any game, regardless of its budget, scope, or ambition.The game UX accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the optimal experience they want to deliver, including shipping higher quality games (whether indie, triple-A or "serious" games) and meeting business goals -- all while staying true to design vision and artistic intent.At its core, UX is about understanding the gamer's brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with cognitive science knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience."The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design"Is written by Celia Hodent -- a UX expert with a PhD in psychology who has been working in the entertainment industry for over 10 years, including at prominent companies such as Epic Games (Fortnite), Ubisoft, and LucasArts.Major themes explored in this book: Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.