Book picks similar to
Ambient Play by Larissa Hjorth
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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.
The Empty Space: A Book About the Theatre: Deadly, Holy, Rough, Immediate
Peter Brook - 1968
As relevant as when it was first published in 1968, groundbreaking director and cofounder of the Royal Shakespeare Company Peter Brook draws on a life in love with the stage to explore the issues facing a theatrical performance—of any scale. He describes important developments in theatre from the last century, as well as smaller scale events, from productions by Stanislavsky to the rise of Method Acting, from Brecht’s revolutionary alienation technique to the free form happenings of the 1960s, and from the different styles of such great Shakespearean actors as John Gielgud and Paul Scofield to a joyous impromptu performance in the burnt-out shell of the Hamburg Opera just after the war. Passionate, unconventional, and fascinating, this book shows how theatre defies rules, builds and shatters illusions, and creates lasting memories for its audiences.
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.
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Janet H. Murray - 1997
In this comprehensive and readable book--already a classic statement of the aesthetics of digital media, acclaimed by practitioners and theorists alike--Janet Murray shows how the computer is reshaping the stories we live by. Murray discusses the unique properties and pleasures of digital environments and connects them with the traditional satisfactions of narrative. She analyzes the dramatic satisfaction of participatory stories and considers what would be necessary to move interactive fiction from the formats of childish games and confusing labyrinths into a mature and compelling art form. Through a blend of imagination and techno-wizardry, Murray provides both readers and writers with a guide to the storytelling of the future.
Game Coding Complete
Mike McShaffry - 2003
The best description of the first edition comes from two Amazon reviewers; the first proclaiming, "I got the same feeling of enlightenment when reading this one as I did all those years ago when I read the classic book "Code Complete" and the second stating "This is the first game book I have read that I was sorry when I got to the end because there wasn't any more."For Game Coding Complete, Second Edition, McShaffry returns with many more of his highly popular, shoot-from the hips war stories and expert game programming insight that only a real insider could provide. McShaffry uses his experience as a leading programmer for Origin Systems, Microsoft, and Ion Storm a division of Eidos, to illustrate real-world techniques and solutions, including examples from his recent work on the major game, Thief Deadly Shadows. Game Coding Complete, Second Edition takes programmers through the complete process of developing a professional quality game using hundreds of insider tricks and techniques developed and perfect by the author from over a decade of game development experience. It covers a range of topics that will appeal to the most discriminating programmers such as key "gotcha" issues that could trip up even veteran programmers. The new edition features expanded coverage of 3D programming, several new chapters on game interface design, game audio, game scripting, game engine technology, code optimization, production and scheduling, plus it now includes a CD-ROM packed with valuable source code and game development tools. The appendix offers solid advice on starting your own game company. The C++ language is used to explain specific programming concepts with added discussion of development with C# and Managed DirectX programming.
Unit Operations: An Approach to Videogame Criticism
Ian Bogost - 2006
Moreover, this approach can be applied beyond videogames: Bogost suggests that any medium--from videogames to poetry, literature, cinema, or art--can be read as a configurative system of discrete, interlocking units of meaning, and he illustrates this method of analysis with examples from all these fields. The marriage of literary theory and information technology, he argues, will help humanists take technology more seriously and hep technologists better understand software and videogames as cultural artifacts. This approach is especially useful for the comparative analysis of digital and nondigital artifacts and allows scholars from other fields who are interested in studying videogames to avoid the esoteric isolation of "game studies."The richness of Bogost's comparative approach can be seen in his discussions of works by such philosophers and theorists as Plato, Badiou, Zizek, and McLuhan, and in his analysis of numerous videogames including Pong, Half-Life, and Star Wars Galaxies. Bogost draws on object technology and complex adaptive systems theory for his method of unit analysis, underscoring the configurative aspects of a wide variety of human processes. His extended analysis of freedom in large virtual spaces examines Grand Theft Auto 3, The Legend of Zelda, Flaubert's Madame Bovary, and Joyce's Ulysses. In Unit Operations, Bogost not only offers a new methodology for videogame criticism but argues for the possibility of real collaboration between the humanities and information technology.
Whatever Happened to Alternative Nation?
Steven Hyden - 2011
I’ve gone back and repurchased a lot of the CDs I sold off—which, thanks to the bargain bin at Half-Price Books, has actually been a fairly inexpensive proposition—and reacquainted myself with groups that I once adored before they died off, broke up, or settled into respectable but uninspired careers. My goal is to rediscover what I saw in these bands when I was a teenager, and figure out why the music went from enlightening to deadening so rapidly, from the bucolic early years of Lollapalooza to the apocalyptic assault of Woodstock ’99. Because as easy as it is now to take potshots at the mumbly, histrionic sounds of the ’90s, this is music that meant a great deal to me and many others at the time. Out of respect for my teenaged self, I’m giving it an honest re-examination.Each installment of Whatever Happened To Alternative Nation? will be tied to a year, starting with 1990—which I’m packaging with this introduction, since it’s really a prologue year—and proceed chronologically up through 1999. However, this isn’t intended to be a definitive history of grunge; I won’t be writing about every single Seattle band, or even most Seattle bands. A lot of it won’t even be about grunge; I also plan on looking at the feel-good bro tunes of Sublime, and the ironic arena-rock posturing of Urge Overkill, among other groups, and how they fit in with the overall narrative of ’90s alt-rock’s rise and fall. I promise I’ll completely overlook at least one of your favorite bands; please don’t take it personally. As a general rule, I’m interested in discussing ’90s bands that were played regularly on MTV and on the radio, even in a small city like my hometown of Appleton, Wisconsin, because this was the last time (as of now, anyway) that rock music acted as the engine under the hood of American pop culture. Inevitably, this series will reflect what I liked and cared about back then, which fortunately matches up with what millions of other teenaged residents of Alternative Nation liked and cared about. More than an exercise in nostalgia—or, worse, an excuse to pick on bands that haven’t aged all that well—I hope to give those who deserve it their due, and maybe figure out how something that seemed so promising at the time went so wrong." - excerpt from Whatever Happened To Alternative Nation?
Games of Empire: Global Capitalism and Video Games
Nick Dyer-Witheford - 2009
No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment.In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street.Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development.Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.
Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives, and People Like You Are Taking Back an Art Form
Anna Anthropy - 2012
Indie game designer extraordinaire Anna Anthropy makes an ardent plea for the industry to move beyond the corporate systems of production and misogynistic culture and to support games that represent a wider variety of human experiences. Rise of the Videogame Zinesters is a call to arms for anyone who's ever dreamed of making their own games. Anna’s guide to game design encourages budding designers to bring their unique backgrounds and experiences to their creations and widen the playing field of an industry that has for too long catered to an adolescent male consumer base. Anna’s newest game, Dys4ia, an autobiographical game about her experiences with hormone replacement therapy, has been featured in The Penny Arcade, IndieGames, and TigSource.
Programming Game AI by Example
Mat Buckland - 2004
Techniques covered include state- and goal-based behavior, inter-agent communication, individual and group steering behaviors, team AI, graph theory, search, path planning and optimization, triggers, scripting, scripted finite state machines, perceptual modeling, goal evaluation, goal arbitration, and fuzzy logic.
Mathematics for 3D Game Programming and Computer Graphics
Eric Lengyel - 2001
Unfortunately, most programmers frequently have a limited understanding of these essential mathematics and physics concepts. MATHEMATICS AND PHYSICS FOR PROGRAMMERS, THIRD EDITION provides a simple but thorough grounding in the mathematics and physics topics that programmers require to write algorithms and programs using a non-language-specific approach. Applications and examples from game programming are included throughout, and exercises follow each chapter for additional practice. The book's companion website provides sample code illustrating the mathematical and physics topics discussed in the book.
Gamer Theory
McKenzie Wark - 2007
Gamespace is where and how we live today. It is everywhere and nowhere; the main chance, the best shot, the big leagues, the only game in town. In a world thus configured, McKenzie Wark contends, digital computer games are the emergent cultural form of the times. Where others argue obsessively over violence in games, Wark approaches them as a utopian version of the world in which we actually live. Playing against the machine on a game console, we enjoy the only truly level playing field; where we get ahead on our strengths or not at all.Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the highly imperfect gamespace of everyday life in the rat race of free-market society. The book depicts a world becoming an inescapable series of less and less perfect games. This world gives rise to a new persona. In place of the subject or citizen stands the gamer. As all previous such personae had their breviaries and manuals, Gamer Theory seeks to offer guidance for thinking within this new character. Neither a strategy guide nor a cheat sheet for improving one's score or skills, the book is instead a primer in thinking about a world made over as a gamespace, recast as an imperfect copy of the game.
Synthetic Worlds: The Business and Culture of Online Games
Edward Castronova - 2005
People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist “Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education