Book picks similar to
Gameworld Interfaces by Kristine Jorgensen
design
game-design-writing
gaming
academia
Do Improvise: Less Push. More Pause. Better Results. A New Approach to Work (and Life)
Robert Poynton - 2013
Our natural ability to improvise gets us through. But we feel as if we re winging it, rather than acting with courage and conviction. Robert Poynton teaches an acclaimed method to some of the world s biggest brands and companies. Improvisational skills that an actor might use on stage are honed and applied to the everyday business of work and life. The end result is a new approach that embraces change as a natural process and has creativity and innovation at its heart. With killer games to put the theory into practice, Do Improvise will help you: Become more productive without trying harder; Overcome creative blocks and generate new ideas; Respond fluently to circumstances beyond your control Inspire and motivate others; Not sure what to do next? Improvise.
Fundamentals of Game Design
Ernest Adams - 2006
For courses in Fundamentals of Game Design for all video game developers and designers With a focus on designing for the commercial entertainment market, this text teaches the principles and practice of game design and covers each of the major game genres individually.
Focus Groups: A Practical Guide for Applied Research
Richard A. Krueger - 1988
This highly acclaimed book in its third edition includes numerous updates and improvements: - Vignettes drawn from small and large focus groups that illustrate problems that come up and effective ways to resolve the issues. - Designing questions for asking effective questions to draw out a group and how to refine them based on the group′s responses. - Collaborative Approach updated to address the latest ways to implement the empowerment and action research. - Budgeting how to more effectively budget for a focus group - Coding how to more effectively use existing software packages to code and analyze the results of a focus group.
The Storm of Creativity
Kyna Leski - 2015
Although each instance of creativity is singular and specific, Kyna Leski tells us, the creative process is universal. Artists, architects, poets, inventors, scientists, and others all navigate the same stages of the process in order to discover something that does not yet exist. All of us must work our way through the empty page, the blank screen, writer's block, confusion, chaos, and doubt. In this book, Leski draws from her observations and experiences as a teacher, student, maker, writer, and architect to describe the workings of the creative process.Leski sees the creative process as being like a storm; it slowly begins to gather and take form until it overtakes us--if we are willing to let it. It is dynamic, continually in motion; it starts, stops, rages and abates, ebbs and flows. In illustrations that accompany each chapter, she maps the arc of the creative process by tracing the path of water droplets traveling the stages of a storm.Leski describes unlearning, ridding ourselves of preconceptions; only when we realize what we don't know can we pose the problem that we need to solve. We gather evidence--with notebook jottings, research, the collection of objects--propelling the process. We perceive and conceive; we look ahead without knowing where we are going; we make connections. We pause, retreat, and stop, only to start again. To illustrate these stages of the process, Leski draws on examples of creative practice that range from Paul Klee to Steve Jobs, from the discovery of continental drift to the design of Antoni Gaud�'s Sagrada Familia.Creativity, Leski tells us, is a path with no beginning or end; it is ongoing. This revelatory view of the creative process will be an essential guide for anyone engaged in creative discovery.The Creative ProcessUnlearningProblem MakingGathering and TrackingPropellingPerceiving and ConceivingSeeing AheadConnectingPausingContinuing
Thoughts & Notions: Reading and Vocabulary Development 2
Patricia Ackert - 1999
Learners develop useful and relevant vocabulary while exploring and expanding critical thinking skills.
Breaking Down Breaking Bad: Unpeeling the Layers of Television's Greatest Drama
Eric San Juan - 2013
The idea that his foray into meth production was not merely a dalliance with darkness, but was actually a full-blown awakening intrigued us. And most of all, the idea that we came to have no respect for the protagonist of our favorite show utterly fascinated us.We couldn’t look away.Breaking Down Breaking Bad attempts to poke into the dark corners of Walter White’s mind, explore the traits that make this show special, and revels in the joy of what is arguably the best drama ever to appear on television. In doing so, it also peels back the layers of what makes characters like Jesse Pinkman tick, explores why we were so drawn to characters like Gus Fring and Mike Ehrmantraut, and relives some of the greatest moments of this already legendary show.Because the show may be gone, but the conversation about it certainly isn’t.Eric San Juan is the coauthor of A Year of Hitchcock (Scarecrow Press 2009) and Hitchcock’s Villains (Scarecrow Press 2013), as well as Geek Wisdom (Quirk Books 2011) and other books. Before Breaking Bad came along, he thought Deadwood was the greatest thing since sliced bread. He still thinks it’s pretty damn good.
Minecraft: The Official Annual 2014
Jane Riordan - 2013
With just your bare hands to mine with, you only have minutes to find food and shelter before darkness falls and the monsters come looking for you ...This annual celebrates the limitless possibilities of Minecraft. Packed with step-by-step instructions for exciting builds and projects, tips from the experts, including the game's creator Notch himself, cool things to make, games to test your brain power and codes to unravel, it's everything Minecraft fans have been waiting for.This might just be the one thing good enough to drag them away from their screens this year!
Half-Real: Video Games Between Real Rules and Fictional Worlds
Jesper Juul - 2005
We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from "Pong" to "The Legend of Zelda," from chess to "Grand Theft Auto," he shows how video games are both a departure from and a development of traditional non-electronic games. The book combines perspectives from such fields as literary and film theory, computer science, psychology, economic game theory, and game studies, to outline a theory of what video games are, how they work with the player, how they have developed historically, and why they are fun to play.Locating video games in a history of games that goes back to Ancient Egypt, Juul argues that there is a basic affinity between games and computers. Just as the printing press and the cinema have promoted and enabled new kinds of storytelling, computers work as enablers of games, letting us play old games in new ways and allowing for new kinds of games that would not have been possible before computers. Juul presents a classic game model, which describes the traditional construction of games and points to possible future developments. He examines how rules provide challenges, learning, and enjoyment for players, and how a game cues the player into imagining its fictional world. Juul's lively style and eclectic deployment of sources will make "Half-Real" of interest to media, literature, and game scholars as well as to game professionals and gamers.
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.
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.
Play Matters
Miguel Sicart - 2014
So what, then, is play? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human.We play games, but we also play with toys, on playgrounds, with technologies and design. Sicart proposes a theory of play that doesn't derive from a particular object or activity but is a portable tool for being—not tied to objects but brought by people to the complex interactions that form their daily lives. It is not separated from reality; it is part of it. It is pleasurable, but not necessarily fun. Play can be dangerous, addictive, and destructive.Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play--instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty, the aesthetics of play through action; political play--from Maradona's goal against England in the 1986 World Cup to the hactivist activities of Anonymous; the political, aesthetic, and moral activity of game design; and why play and computers get along so well.
The Dissertation Journey: A Practical and Comprehensive Guide to Planning, Writing, and Defending Your Dissertation
Carol M. Roberts - 2004
To overcome the practical, social, and psychological obstacles along the way, you need a knowledgeable guide and the right tools. This comprehensive how-to guide to developing and writing a quality dissertation provides: Expanded and updated coverage of crucial topics such as conducting a literature review, dissertation support groups, and harnessing technology to conduct research Progress tracking tools, sample forms, resource lists, and other user-friendly elements Thoroughly updated and revised chapters with the most current need-to-know information
The Psychology of Women [With Free 4-Month Subscription to Online Library]
Margaret W. Matlin - 1986
Appropriate for students from a wide variety of backgrounds, this comprehensive book captures women's own experiences through direct quotations and an emphasis on empirical research. Known for her balance of scholarship and readability, as well as for her inclusion of women from diverse backgrounds, Margaret Matlin continues to lead the way for the Psychology of Women course. Matlin has meticulously updated this edition to reflect the most current research, and continues to exhibit a genuine interest in and understanding of the students for whom the book is written. Her text includes a chapter on old age, and discussions of topics such as welfare issues, pregnancy and women's retirement, which are central in many women's lives, but not consistently covered in other texts.
Amazing Minecraft Secrets You Never Knew About
Minecraft Books - 2013
BUY NOW! ON 50% SALE FOR A LIMITED TIMEAMAZON BESTSELLER 2013 !!!Become a pro in Minecraft! This book contains more than 100 best secrets for you ! Master your gameplay right now!* A LOT of secrets!* Very easy to read!* Updated to the latest version!* A bestselling book!Check out more of our guides!
Educational Research: An Introduction
Meredith D. Gall - 1977
A comprehensive introduction to the major research methods and types of data analysis used today, this text provides in-depth coverage of all facets of research, from the epistemology of quantitative and qualitative scientific inquiry to the design, data collection, analysis, and reporting of a completed study.