Book picks similar to
Evaluating User Experience in Games by Regina Bernhaupt
ux
game-design
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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
A Composer's Guide to Game Music
Winifred Phillips - 2014
Composers of video game music must master an array of specialized skills not taught in the conservatory, including the creation of linear loops, music chunks for horizontal resequencing, and compositional fragments for use within a generative framework. In A Composer's Guide to Game Music, Winifred Phillips--herself an award-winning composer of video game music--provides a comprehensive, practical guide that leads an aspiring video game composer from acquiring the necessary creative skills to understanding the function of music in games to finding work in the field.Musicians and composers may be drawn to game music composition because the game industry is a multibillion-dollar, employment-generating economic powerhouse, but, Phillips writes, the most important qualification for a musician who wants to become a game music composer is a love of video games. Phillips offers detailed coverage of essential topics, including musicianship and composition experience; immersion; musical themes; music and game genres; workflow; working with a development team; linear music; interactive music, both rendered and generative; audio technology, from mixers and preamps to software; and running a business.A Composer's Guide to Game Music offers indispensable guidance for musicians and composers who want to deploy their creativity in a dynamic and growing industry, protect their musical identities while working in a highly technical field, and create great music within the constraints of a new medium.
Understanding Comics: The Invisible Art
Scott McCloud - 1993
Scott McCloud's Understanding Comics is a seminal examination of comics art: its rich history, surprising technical components, and major cultural significance. Explore the secret world between the panels, through the lines, and within the hidden symbols of a powerful but misunderstood art form.
The Cambridge Encyclopedia of Language
David Crystal - 1987
Probably the most successful general study of language ever published, The Cambridge Encyclopedia of Language covers all the major themes of language study, including popular ideas about language, language and identity, the structure of language, speaking and listening, writing, reading, and signing, language acquisition, the neurological basis of language, and languages of the world. Exposing this work to a new generation of readers, the Second Edition extends the range of coverage to include advances in areas such as machine translation, speech interaction with machines, and language teaching. There is new material on acoustics, physiological concepts of language, and World English, and a complete update of the language distribution maps, language-speaking statistics, table of the world's languages, and further reading. All geopolitical material has been revised to take account of boundary changes. The book has been redesigned and is presented for the first time in full color, with new pictures and maps added.
The Multiplayer Classroom: Designing Coursework as a Game
Lee Sheldon - 2011
THE MULTIPLAYER CLASSROOM: DESIGNING COURSEWORK AS A GAME is your detailed guide to designing any structured learning experience as a game. Written for professional educators or those learning to be educators, here are the tools to engage and excite students by using principles learned in the development of popular video games. Suitable for use in the classroom or the boardroom, the book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. You don't need any experience making games or even playing games to use this book. Yet, you will learn how to create multiplayer games for any age on any subject. Bring your classroom into the 21st century!
Programming in Lua
Roberto Ierusalimschy - 2001
Currently, Lua is being used in areas ranging from embedded systems to Web development and is widely spread in the game industry, where knowledge of Lua is an indisputable asset. "Programming in Lua" is the official book about the language, giving a solid base for any programmer who wants to use Lua. Authored by Roberto Ierusalimschy, the chief architect of the language, it covers all aspects of Lua 5---from the basics to its API with C---explaining how to make good use of its features and giving numerous code examples. "Programming in Lua" is targeted at people with some programming background, but does not assume any prior knowledge about Lua or other scripting languages. This Second Edition updates the text to Lua 5.1 and brings substantial new material, including numerous new examples, a detailed explanation of the new module system, and two new chapters centered on multiple states and garbage collection.
Chess Mysteries of Sherlock Holmes: Fifty Tantalizing Problems of Chess Detection
Raymond M. Smullyan - 1994
The progressively more difficult puzzles include a double murder.
Design Is How It Works: How the Smartest Companies Turn Products into Icons
Jay Greene - 2010
Design is how it works."-Steve Jobs There's a new race in business to embrace "design thinking." Yet most executives have no clue what to make of the recent buzz about design. It's rarely the subject of business retreats. It's not easily measurable. To many, design is simply a crapshoot. Drawing on interviews with top executives such as Virgin's Richard Branson and Nike's Mark Parker, Jay Greene illuminates the methods of companies that rely on design to stand out in their industries. From the experiences of those at companies from Porsche to REI to Lego, we learn that design isn't merely about style and form. The heart of design is rethinking the way products and services work for customers in real life. Greene explains how: -Porsche pit its designers against each other to create its bestselling Cayenne SUV -Clif listened intently to customers, resulting in the industry-changing Luna energy bar -OXO paid meticulous attention to the details, turned its LiquiSeal mug from an abysmal failure into one of its greatest successes -LEGO started saying no to its designers-saving its brick business in the process Greene shows how important it is to build a culture in which design is more than an after-the-fact concern-it's part of your company's DNA. Design matters at every stage of the process. It isn't easy, and it increases costs, but it also boosts profits, sometimes to a massive extent. In an increasingly competitive marketplace, design represents the best chance you have of transcending your competitors.
Acting: The First Six Lessons
Richard Boleslavsky - 1933
Richard Boleslavsky's Acting: The First Six Lessons is a treasure-box of wise observation about the art of acting, all wrapped up in six charming dialogues between a teacher and a student. Generations of actors have been enriched by Boleslavsky's witty and acute picture of the actor's craft. These six "lessons" miniature dramas about concentration, memory of emotion, dramatic action, characterization, observation, and rhythm distill the challenge facing every actor. For this reissue the text has been entirely reset and the book jacketed in a contemporary design. An essential work on the short shelf of any acting student.
The Strategy Paradox: Why committing to success leads to failure (and what to do about it)
Michael E. Raynor - 2007
Bold leadership. Decisive action. Unfortunately, these prerequisites of success are almost always the ingredients of failure, too. In fact, most managers seeking to maximize their chances for glory are often unwittingly setting themselves up for ruin. The sad truth is that most companies have left their futures almost entirely to chance, and don’t even realize it. The reason? Managers feel they must make choices with far-reaching consequences today, but must base those choices on assumptions about a future they cannot predict. It is this collision between commitment and uncertainty that creates THE STRATEGY PARADOX.This paradox sets up a ubiquitous but little-understood tradeoff. Because managers feel they must base their strategies on assumptions about an unknown future, the more ambitious of them hope their guesses will be right – or that they can somehow adapt to the turbulence that will arise. In fact, only a small number of lucky daredevils prosper, while many more unfortunate, but no less capable managers find themselves at the helms of sinking ships. Realizing this, even if only intuitively, most managers shy away from the bold commitments that success seems to demand, choosing instead timid, unremarkable strategies, sacrificing any chance at greatness for a better chance at mere survival.Michael E. Raynor, coauthor of the bestselling The Innovator's Solution, explains how leaders can break this tradeoff and achieve results historically reserved for the fortunate few even as they reduce the risks they must accept in the pursuit of success. In the cutthroat world of competitive strategy, this is as close as you can come to getting something for nothing.Drawing on leading-edge scholarship and extensive original research, Raynor’s revolutionary principle of Requisite Uncertainty yields a clutch of critical, counter-intuitive findings. Among them:-- The Board should not evaluate the CEO based on the company’s performance, but instead on the firm’s strategic risk profile-- The CEO should not drive results, but manage uncertainty-- Business unit leaders should not focus on execution, but on making strategic choices-- Line managers should not worry about strategic risk, but devote themselves to delivering on commitmentsWith detailed case studies of success and failure at Sony, Microsoft, Vivendi Universal, Johnson & Johnson, AT&T and other major companies in industries from financial services to energy, Raynor presents a concrete framework for strategic action that allows companies to seize today’s opportunities while simultaneously preparing for tomorrow’s promise.
Beginner's Guide to Digital Painting in Photoshop
Nykolai Aleksander - 2012
Whether you’re new to this artistic medium or simply looking to improve existing skills, this book offers up a wealth of suggestions and advice to get you started, improve workflows, perfect techniques, and produce stunning images.The step-by-step tutorials within this book don’t just describe techniques, but actively demonstrate how these techniques can be applied to an artwork. Industry veterans including Nykolai Aleksander and Richard Tilbury share the benefits of their years of experience in a clear and methodical fashion. They examine the various basic Photoshop tools on offer, shedding light on these features and establishing ways of successfully integrating them into an artistic workflow. Fundamental art theory is also covered, including classic topics such as composition, story-telling, portraying emotion, lighting, and color, leading to a thorough understanding of the components that make up a successful image.Instructive and inspirational, Beginner’s Guide to Digital Painting in Photoshop is an ideal resource for anyone taking their first steps into the digital painting world.Nykolai Aleksander is a UK-based freelance character illustrator and portrait painter, who has been working in the CG field for the past eight years.Richard Tilbury is a freelance artist from the United Kingdom who works in both 2D and 3D and has been featured in a number of popular publications.
Pervasive Information Architecture: Designing Cross-Channel User Experiences
Andrea Resmini - 2011
It offers insights about trade-offs that can be made and techniques for even the most unique design challenges. The book will help readers master agile information structures while meeting their unique needs on such devices as smart phones, GPS systems, and tablets.The book provides examples showing how to: model and shape information to adapt itself to users' needs, goals, and seeking strategies; reduce disorientation and increase legibility and way-finding in digital and physical spaces; and alleviate the frustration associated with choosing from an ever-growing set of information, services, and goods. It also describes relevant connections between pieces of information, services and goods to help users achieve their goals.This book will be of value to practitioners, researchers, academics, andstudents in user experience design, usability, information architecture, interaction design, HCI, web interaction/interface designer, mobile application design/development, and information design. Architects and industrial designers moving into the digital realm will also find this book helpful.
The BLDGBLOG Book
Geoff Manaugh - 2009
Now The BLDGBLOG Book distills author Geoff Manaugh's unique vision, offering an enthusiastic, idea-filled guide to the future of architecture, with stunning images and exclusive new content. From underground exploration to the novels of J.G. Ballard, from artificial glaciers in the mountains of Pakistan to weather control in Olympic Beijing, The BLDGBLOG Book is "part conceptual travelogue, part manifesto, part sci-fi novel," according to Joseph Grima, executive director of New York's Storefront for Art and Architecture."BLDGBLOG is something new and substantially different from anything else I have seen," says Errol Morris, Director of Fast, Cheap & Out of Control and the Academy Award-winning documentary Fog of War. "Secretly, I had always hoped it would become a book. Geoff Manaugh has provided the reader with an excursion into a new world—part digital fantasy, part reality at the intersection of art, architecture, landscape design, and pure ideas. Like the blog, the book is personal, idiosyncratic, and, best of all, incredibly interesting."
Content That Converts: How to Build a Profitable and Predictable B2B Content Marketing Strategy
Laura Hanly - 2016
This book provides that system — a step-by-step process that can be executed in any business to generate qualified leads and more conversions with content marketing. In Content That Converts, you'll learn: - How to get clear on your audience, offers and messaging (and why those three elements are so important) - How to develop a recurring content system, and how to create long-form content assets (such as books and courses) that establish you as an industry leader - How to distribute your content effectively with email and SEO, to expand your reach and create conversion opportunities that translate to sales - How to hone your conversion potential over time with the principles of influence and market sophistication, and how to write powerful sales copy as a result “Laura is a content machine that pumps out excellence onto paper.” Jeff Root, SellTermLife and #1 Amazon Bestseller “Using your strategies, we’re getting more sales and people are much more engaged. Good work!” Scott Desgrosseilliers, Wicked Reports "Laura has a great ability to draw out the nuances of how things are done in any business. Her writing is fantastic and the delivery is spot on." Tristan King, owner of Blackbelt Commerce, top-rated Shopify agency in the world
A Creator's Guide to Transmedia Storytelling: How to Captivate and Engage Audiences Across Multiple Platforms
Andrea Phillips - 2012
Through her guidance, the reader is able to understand the fundamentals of transmedia and the power it can have when used with a compelling and strong story.--David Gale, Executive Vice President, MTV Cross Media"Transmedia storytelling is a bold and exciting new arena for creativity and innovation. . . . Andrea Phillips provides a compelling, thoughtful, and clear guide to a next generation of creators in this medium. She demystifies the process and proves that you, too, can push the envelope and be part of the future of storytelling."--Michelle Satter, Founding Director, Sundance Institute Feature Film Program"An excellent and fair-minded primer and survey of the underpinnings and fast-evolving techniques behind multiplatform narrative. Andrea Phillips is one of a small handful of writers capable of both practicing and clearly conveying the principles of transmedia storytelling. Highly recommended!" --Jeff Gomez, CEO, Starlight Runner Entertainment"A no-nonsense guide for the fun-filled and strangely awesome world of transmedia storytelling."--C. C. Chapman, coauthor of Content Rules and Amazing Things Will HappenIncludes Q&A sessions with the world's leading experts in transmedia storytellingAbout the Book: What is transmedia storytelling and what can it do for you?It's the buzzword for a new generation--a revolutionary technique for telling stories across multiple media platforms and formats--and it's rapidly becoming the go-to strategy for a wide variety of businesses. If you work in marketing, entertaining, or advertising, transmedia storytelling is a must-have tool for pulling people into your world.Why do you need A Creator's Guide to Transmedia Storytelling?If you want to attract, engage, and captivate your audience, you need this book. Written by an award-winning transmedia creator and renowned games designer, this book shows you how to utilize the same marketing tools used by heavy-hitters such as HBO, Disney, Ford, and Sony Pictures--at a fraction of the cost.You'll learn how to:Choose the right platforms for your story Decide whether to DIY or outsource workFind and keep a strong core production teamMake your audience a character in your storyGet the funding you need--and even make a profitForge your own successful transmedia careerWith these proven media-ready strategies, you'll learn how to generate must-read content, must-see videos, and must-visit websites that will only grow bigger as viewers respond, contribute, and spread the word. You'll create major buzz with structures such as alternate reality games and fictional character sites--or even "old-fashioned" platforms such as email and phone calls. The more you connect to your audience and the more you get them involved in the storytelling process, the more successful you will be.This isn't the future. This is now. This is how you tell your story, touch your audience, and take your game to the next level--through transmedia storytelling.