Book picks similar to
Challenges for Game Designers by Brenda Brathwaite
game-design
games
non-fiction
gamedev
Making Games with Python & Pygame
Al Sweigart - 2012
Each chapter gives you the complete source code for a new game and teaches the programming concepts from these examples. The book is available under a Creative Commons license and can be downloaded in full for free from http: //inventwithpython.com/pygame This book was written to be understandable by kids as young as 10 to 12 years old, although it is great for anyone of any age who has some familiarity with Python.
Console Wars: Sega, Nintendo, and the Battle that Defined a Generation
Blake J. Harris - 2014
Sega, on the other hand, was just a faltering arcade company with big aspirations and even bigger personalities. But that would all change with the arrival of Tom Kalinske, a man who knew nothing about videogames and everything about fighting uphill battles. His unconventional tactics, combined with the blood, sweat and bold ideas of his renegade employees, transformed Sega and eventually led to a ruthless David-and-Goliath showdown with rival Nintendo.The battle was vicious, relentless, and highly profitable, eventually sparking a global corporate war that would be fought on several fronts: from living rooms and schoolyards to boardrooms and Congress. It was a once-in-a-lifetime, no-holds-barred conflict that pitted brother against brother, kid against adult, Sonic against Mario, and the US against Japan.Based on over two hundred interviews with former Sega and Nintendo employees, Console Wars is the underdog tale of how Kalinske miraculously turned an industry punchline into a market leader. It's the story of how a humble family man, with an extraordinary imagination and a gift for turning problems into competitive advantages, inspired a team of underdogs to slay a giant and, as a result, birth a $60 billion dollar industry.
Killing Monsters: Our Children's Need For Fantasy, Heroism, and Make-Believe Violence
Gerard Jones - 2002
From Pokémon to the rapper Eminem, pop-culture icons are not simply commercial pied pipers who practice mass hypnosis on our youth. Indeed, argues the author of this lively and persuasive paean to the power of popular culture, even trashy or violent entertainment gives children something they need, something that can help both boys and girls develop in a healthy way. Drawing on a wealth of true stories, many gleaned from the fascinating workshops he conducts, and basing his claims on extensive research, including interviews with psychologists and educators, Gerard Jones explains why validating our children's fantasies teaches them to trust their own emotions and build stronger selves.
Lost in a Good Game: Why We Play Video Games and What They Can Do for Us
Pete Etchells - 2019
Apparently, they are the unequivocal source of many societal ills. But what does science actually have to say about the effects that playing them can have on us?In Lost in a Good Game, psychologist Pete Echells takes us on a journey through that scientific data and research, as well as his own past experiences with video games, which helped him cope in the aftermath of a tragedy.His story reveals that, really, our worries are unfounded - and that in playing, studying and living through them we can understand what it means to be human.
The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education
Karl M. Kapp - 2012
He has put together a brilliant primer for learning professionals on how to gamify learning, packed with useful advice and examples." --Anders Gronstedt, president, Gronstedt Group"After reading this book, you'll never be able to design boring learning again." --Connie Malamed, author, Visual Language For Designers; author/creator of The eLearning Coach Blog"Engaging, informative and complete; if you need to understand anything about instructional game design, this is the book you need. It provides the right amount of academic evidence, practical advice and insightful design tips to have you creating impactful learning in no time." --Sherry Engel, associate director learning technology, Penn Medicine Center for Innovation and Learning"What Karl Kapp has done with this book is looked at games and learning from every possible angle....he provocatively asks questions that the learning community needs to answer, like 'Do our design processes still work?' and 'Are we really meeting the needs of today's learners?' This book may make you anxious, make you laugh, or make you angry. But one thing it will definitely do is make you think." --Rich Mesch, experiential learning guru, Performance Development Group
The Game Makers: The Story of Parker Brothers, from Tiddledy Winks to Trivial Pursuit
Philip E. Orbanes - 2003
Parker started with only fifty dollars and a dream. In The Game Makers, Philip E. Orbanes, a game historian and former Parker Brothers executive, explores the often whimsical origins of popular games and toys - from the Monopoly Game to the Nerf ball to Ping-Pong to Sorry! - and reveals how generations of determined entrepreneurs built a family business empire." Through an engaging narrative based on extensive research - including the never-before-published personal archives of George S. Parker and interviews with his successors - Orbanes takes us on a journey through the birth and maturation of the toy industry as seen through the eyes of one of its greatest legends. Sprung from Parker's fervent belief that games were meant to last and be fun, this tiny family firm would grow into a brand powerhouse that reflected - and ultimately helped shape - the culture of a nation. Through world wars and the Great Depression, through natural disasters and family tragedies, Parker Brothers succeeded in bringing smiles to the faces of millions by connecting them to - or helping them forget - the events taking place around them.
Don't Bother Me Mom--I'm Learning!: How Computer and Video Games are Preparing Your Kids for 21st Century Success - and How You Can Help!
Marc Prensky - 2006
He knows that if parents place good video games into a learning system in their homes they can reap major benefits for their children and themselves. They can accelerate their children's language and cognitive growth." —James Paul Gee, Tashia Mogridge Professor of Reading, University of Wisconsin-MadisonMarc Prensky presents the case—profoundly counter-cultural but true nevertheless—that video and computer game playing, within limits, is actually very beneficial to today's "Digital Native" kids, who are using them to prepare themselves for life in the 21st century. The reason kids are so attracted to these games, Prensky says, is that they are learning about important "future" things, from collaboration, to prudent risk taking, to strategy formulation and execution, to complex moral and ethical decisions. Prensky's arguments are backed up by university PhD's studying not just violence, but games in their totality, as well as studies of gamers who have become successful corporate workers, entrepreneurs, leaders, doctors, lawyers, scientists and other professionals.Because most adults (including the critics) can't play the modern complex games themselves (and discount the opinions of the kids who do play them) they rely on secondhand sources of information, most of whom are sadly misinformed about both the putative harm and the true benefits of game-playing. This book is the antidote to those misinformed, bombastic sources, in the press and elsewhere. Full of common sense and practical information, it provides parents with a large number of techniques approaches they can use—both over time and right away—to improve both their understanding of games and their relationships with their kids. What You Will Learn The aim of this book is to give you a peek into the hidden world into which your kids disappear when they are playing games, and to help you as an adult—especially if you are a concerned parent or teacher—understand and appreciate just how much your kids are learning that is POSITIVE from their video and computer games.In the few short hours it takes to read this book, you will learn: What it feels like to be in the world of computer and video games; How to appreciate the breadth and depth of modern computer and video games and the ways they make your kids learn; How to understand the various USEFUL skills your game-playing your kids are acquiring; How to understand your own kids better and build better relationships using games as a base; And, most importantly, How to augment and improve what your kids are learning by HAVING CONVERSATIONS THAT THEY WANT TO HAVE about their games.
Unmistakable Impact: A Partnership Approach for Dramatically Improving Instruction
Jim Knight - 2010
Award-winning author Jim Knight provides tangible tools for translating staff members' joy of learning into high-leverage practices that achieve dramatic results. Characteristics of Impact Schools include: A focused, clearly defined improvement plan that takes into account the complexity of teaching and learning relationships A school culture that encourages enrollment in ongoing professional development Alignment of purpose and actions among all staff members
1001 Video Games You Must Play Before You Die
Tony MottMitch Krpata - 2010
The video game has arrived as entertainment and as an art form. This is the first serious critical evaluation ever published of the best video games and is a testament to the medium’s innovativeness and increasing emphasis on aesthetics. Organized chronologically and for all platforms (PC, Xbox, PlayStation, etc.) and covering all genres from the bold (Grand Theft Auto and Halo) and dark (Resident Evil and Silent Hill) to the spiritual (Final Fantasy) and whimsical (Legend of Zelda), the book traces the video game from the rough early days of Pong to the latest visual fantasia.
Game Over, Press Start to Continue: How Nintendo Conquered the World
David Sheff - 1993
Whether it is recounting the struggles over the game"Tetris," offering blow-by-blow narrative of Nintendo's bitter legal warfare or its see-saw competition with other companies for market leadership, Game Over is a masterful piece of business journalism and technical reportage-a book both cautionary and hugely entertaining.
The State of Play: Creators and Critics on Video Game Culture
Daniel GoldbergOla Wikander - 2015
Here, video games are not hobbies or pure recreation; they are vehicles for art, sex, and race and class politics.The sixteen contributors are entrenched—they are the video game creators themselves, media critics, and Internet celebrities. They share one thing: they are all players at heart, handpicked to form a superstar roster by Daniel Goldberg and Linus Larsson, the authors of the bestselling Minecraft: The Unlikely Tale of Markus "Notch" Persson and the Game that Changed Everything.The State of Play is essential reading for anyone interested in what may well be the defining form of cultural expression of our time.
Code: The Hidden Language of Computer Hardware and Software
Charles Petzold - 1999
And through CODE, we see how this ingenuity and our very human compulsion to communicate have driven the technological innovations of the past two centuries. Using everyday objects and familiar language systems such as Braille and Morse code, author Charles Petzold weaves an illuminating narrative for anyone who’s ever wondered about the secret inner life of computers and other smart machines. It’s a cleverly illustrated and eminently comprehensible story—and along the way, you’ll discover you’ve gained a real context for understanding today’s world of PCs, digital media, and the Internet. No matter what your level of technical savvy, CODE will charm you—and perhaps even awaken the technophile within.
What If Everything You Knew about Education Was Wrong?
David Didau - 2015
What if everything you knew about education was wrong? is just a title. Of course, you probably think a great many things that aren't wrong. The aim of the book is to help you 'murder your darlings'. David Didau will question your most deeply held assumptions about teaching and learning, expose them to the fiery eye of reason and see if they can still walk in a straight line after the experience. It seems reasonable to suggest that only if a theory or approach can withstand the fiercest scrutiny should it be encouraged in classrooms. David makes no apologies for this; why wouldn't you be sceptical of what you're told and what you think you know? As educated professionals, we ought to strive to assemble a more accurate, informed or at least considered understanding of the world around us. Here, David shares with you some tools to help you question your assumptions and assist you in picking through what you believe. He will stew findings from the shiny white laboratories of cognitive psychology, stir in a generous dash of classroom research and serve up a side order of experience and observation. Whether you spit it out or lap it up matters not. If you come out the other end having vigorously and violently disagreed with him, you'll at least have had to think hard about what you believe. The book draws on research from the field of cognitive science to expertly analyse some of the unexamined meta-beliefs in education. In Part 1; 'Why we're wrong', David dismantles what we think we know; examining cognitive traps and biases, assumptions, gut feelings and the problem of evidence. Part 2 delves deeper - 'Through the threshold' - looking at progress, liminality and threshold concepts, the science of learning, and the difference between novices and experts. In Part 3, David asks us the question 'What could we do differently?' and offers some considered insights into spacing and interleaving, the testing effect, the generation effect, reducing feedback and why difficult is desirable. While Part 4 challenges us to consider 'What else might we be getting wrong?'; cogitating formative assessment, lesson observation, grit and growth, differentiation, praise, motivation and creativity.
Stay Awhile and Listen : How Two Blizzards Unleashed Diablo and Forged a Video-Game Empire
David L. Craddock - 2013
Two opposing cultures. One multi-billion-dollar video-game empire. Stay Awhile and Listen: How Two Blizzards Unleashed Diablo and Forged a Video-Game Empire - Book 1 invites readers to discover the origin of Blizzard North, a studio built by gamers, for gamers, and Blizzard Entertainment, a convergence of designers driven to rule their industry. Composed from exhaustive research and hundreds of personal interviews, the Stay Awhile and Listen series divulges the fated meeting that brought the two Blizzards together, the clashes that tore them apart, and their transformation from grassroots democracy to corporate empire. At the center of it all—Diablo, a hack-and-slash adventure through the darkest recesses of Hell that changed online gaming forever.
The Design of Everyday Things
Donald A. Norman - 1988
It could forever change how you experience and interact with your physical surroundings, open your eyes to the perversity of bad design and the desirability of good design, and raise your expectations about how things should be designed.B & W photographs and illustrations throughout.