Book picks similar to
Playfulness, Play, and Games: A Constructionist Ludology Approach by Jaakko Stenros
game-studies
etc
games
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Philosophy: A Student's Guide
David K. Naugle - 2012
He discusses the importance of prolegomena (assumptions and methods) and the vocation of Christian philosophers. Naugle also outlines the differences between the Hebrew and Greek mindsets and provides biblical perspectives through an Augustinian approach. Above all, Naugle teaches us how to philosophize in light of God and the gospel.
Hamlet's Hit Points
Robin D. Laws - 2010
You'll read about the relationships between those beats. You'll also find complete analyses of three stories you know already--Hamlet, Casablanca, and Dr. No--to show you how the system works.Written with roleplayers in mind, Hamlet's Hit Points is an indispensable tool for understanding stories, in games and everywhere else.
Grand Theft Childhood: The Surprising Truth about Violent Video Games and What Parents Can Do
Lawrence Kutner - 2008
Half of twelve-year-olds regularly play violent, Mature-rated games. And parents are worried...
"I don't know if it's an addiction, but my son is just glued to it. It's the same with my daughter with her computer... and I can't be watching both of them all the time, to see if they're talking to strangers or if someone is getting killed in the other room on the PlayStation. It's just nerve-racking!"
"I'm concerned that this game playing is just the kid and the TV screen... how is this going to affect his social skills?""I'm not concerned about the violence; I'm concerned about the way they portray the violence. It's not accidental; it's intentional. They're just out to kill people in some of these games." What should we as parents, teachers and public policy makers be concerned about? The real risks are subtle and aren't just about gore or sex. Video games don't affect all children in the same way; some children are at significantly greater risk. (You may be surprised to learn which ones!) Grand Theft Childhood gives parents practical, research-based advice on ways to limit many of those risks. It also shows how video games -- even violent games -- can benefit children and families in unexpected ways.In this groundbreaking and timely book, Drs. Lawrence Kutner and Cheryl Olson cut through the myths and hysteria, and reveal the surprising truth about kids and violent games.
A Book of Surrealist Games
Mel Gooding - 1995
Invented and played by such artists as André Breton, Rene Magritte, and Max Ernst, these gems still produce results ranging from the hilarious to the mysterious and profound.
Trigger Happy: Videogames and the Entertainment Revolution
Steven Poole - 2000
Thirty years after the invention of the simplest of games, more videogames are played by adults than children. This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today's most popular forms of play: videogames are on track to supersede movies as the most innovative form of entertainment in the new century.
The Ultimate Unofficial Encyclopedia for Minecrafters: An A - Z Book of Tips and Tricks the Official Guides Don't Teach You
Megan Miller - 2015
evil, magical academies like Hogwarts in the Harry Potter saga and games like Terraria and Pokemon GO, ideal for both the young newcomer and the seasoned player. From abandoned mineshafts to mini-games, mods, and zombie sieges, The Ultimate Unofficial Encyclopedia for Minecrafters reveals expert tricks of the trade for gamers. This exciting book will cover everything players need to know about mining, farming, building, villagers, the Nether, and more!A big book of players’ hacks for Minecrafters organized in an easy-to-reference encyclopedia format, this book will show readers the ins and outs of the game, how to survive and thrive, and various mods that can improve play. The book is illustrated with screenshots throughout, making it easy for new and experienced Minecrafters to build, fight, protect, and survive in their creative worlds.
Dr. Abravanel's Body Type Diet and Lifetime Nutrition Plan
Elliot D. Abravanel - 1983
Abravanel's one-of-a-kind plan is a complete health, fitness, and nutrition program that first teaches you how to determine your body type and then custom-tailors a three-step weight-loss plan and exercise regimen just for you. Using the latest scientific research, Dr. Abravanel has revised and expanded this successful strategy to make it even more effective and easy to follow.This revolutionary program includes: A newly revised Body Type questionnaire you can do at home A detailed list of foods you should avoid--and those you must eat A four-week eating plan, complete with daily menus and recipes A guide to supplements, herbal remedies, and exercise routines for each Body Type A Long Weekend of Rejuvenation to purify your system and clear your mindNow, to find out which Body Type you fall into, turn to the first page....
Red Dead Redemption 2: The Complete Official Guide Collector's Edition
Piggyback - 2018
Red Dead Redemption 2 Complete Official Guide Collector's EditionYour essential companion to the furthest corners of the deepest and most detailed Rockstar world yet, the Red Dead Redemption 2 Complete Official Guide Collector's Edition is packed with information about every aspect of Rockstar Games’ epic tale of outlaw life in America's unforgiving heartland.Published by Piggyback and available for pre-order now!The premium hardcover Collector’s Edition is printed on superior quality art paper, and also includes an exclusive character art gallery. Packed with essential information about every mission, character and feature of this vast and detailed world, the Collector's Edition includes an at-a-glance walkthrough, dedicated maps chapter, comprehensive reference sections, and an all-encompassing index.
Games and Decisions: Introduction and Critical Survey
R. Duncan Luce - 1957
Clear, comprehensive coverage of utility theory, 2-person zero-sum games, 2-person non-zero-sum games, n-person games, individual and group decision-making, more. Bibliography.
Game Mechanics: Advanced Game Design
Ernest Adams - 2012
You'll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you'll practice what you've learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment.In Game Mechanics: Advanced Game Design, you'll learn how to:* Design and balance game mechanics to create emergent gameplay before you write a single line of code. * Visualize the internal economy so that you can immediately see what goes on in a complex game. * Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. * Apply design patterns for game mechanics--from a library in this book--to improve your game designs. * Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. * Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play."I've been waiting for a book like this for ten years: packed with game design goodness that tackles the science without undermining the art." --Richard Bartle, University of Essex, co-author of the first MMORPG"Game Mechanics: Advanced Game Design by Joris Dormans & Ernest Adams formalizes game grammar quite well. Not sure I need to write a next book now!" -- Raph Koster, author of A Theory of Fun for Game Design.
How to Love the Universe: A Scientist’s Odes to the Hidden Beauty Behind the Visible World
Stefan Klein - 2018
In ten short chapters of lyrical prose—each one an ode to a breathtaking realm of discovery—Stefan Klein uses everyday objects and events as a springboard to meditate on the beauty of the underlying science. Klein sees in a single rose the sublime interdependence of all life; a day of stormy weather points to the world’s unpredictability; a marble conjures the birth of the cosmos. As he contemplates the deepest mysteries—the nature of reality, dark matter, humanity’s place among the galaxies, and more—Klein encourages us to fall in love with the universe the way scientists do: with a grasp of the key ideas and theories of twenty-first-century physics that bring to life the wonders of, really, everything. You won’t look at a rose—or at our world—the same way again.
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
I Am. A Journey to Enlightenment
Stephen Shaw - 2011
These profound teachings point the way to love, peace, bliss and freedom, encouraging a transformation of consciousness and spiritual awakening.
Math Candy
Katrina Streza - 2011
They have a lot to learn but when they visit Mr. Candor's Candy Store, math concepts suddenly seem fun and tasty. In this book, educator Katrina Streza focuses on major math concepts such as addition, units of measurement, estimation, money, sorting, multiplication and comparison. Kids see the real-life application of math and enjoy the fun and engaging stories. Math Candy features 7 short chapters with black and white illustrations and is a good bridge for beginning readers or as a read-aloud. Make sure you check out all the Candy School Chapter Books: 1. Math Candy 2. Grammar Candy 3. Map Candy 4. Science Candy 5. History Candy
Marx at the Arcade: Consoles, Controllers, and Class Struggle
Jamie Woodcock - 2019
In an account that will appeal to hardcore gamers, digital skeptics, and the joystick-curious, Woodcock unravels the vast networks of artists, software developers, and factory and logistics workers whose seen and unseen labor flows into the products we consume on a gargantuan scale. Along the way, he analyzes the increasingly important role the gaming industry plays in contemporary capitalism and the broader transformations of work and the economy that it embodies.