Book picks similar to
Tabletop RPG Design in Theory and Practice at the Forge, 2001–2012 by William J. White
game-studies
role-playing-games
internet-studies
research
Our Pasts - I (Textbook in History for class VI)
NCERT - 2013
It starts from an introduction to archaeology to basics of Indian History. Overall, the book is to introduce Indian history and how its studied along with explaining its importance in present world. Since the book is for teens and is an introductory literature, its full of interesting graphics and activities appropriate for target audience - 6th standard kids. This book is freely available at http://www.ncert.nic.in/ncerts/textbo... for personal use only.
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.
Public Policy Analysis: An Introduction
William N. Dunn - 1980
The text draws from political science, public administration, economics, decision analysis, and social and political theory.
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.
Cybertext: Perspectives on Ergodic Literature
Espen J. Aarseth - 1997
Instead of insisting on the uniqueness and newness of electronic writing and interactive fiction, however, Aarseth situates these literary forms within the tradition of "ergodic" literature—a term borrowed from physics to describe open, dynamic texts such as the I Ching or Apollinaire's calligrams, with which the reader must perform specific actions to generate a literary sequence.Constructing a theoretical model that describes how new electronic forms build on this tradition, Aarseth bridges the widely assumed divide between paper texts and electronic texts. He then uses the perspective of ergodic aesthetics to reexamine literary theories of narrative, semiotics, and rhetoric and to explore the implications of applying these theories to materials for which they were not intended.
Business Data Communications and Networking
Jerry FitzGerald - 1995
Updated with the latest advances in the field, Jerry FitzGerald and Alan Dennis' 10th Edition of Business Data Communications and Networking continues to provide the fundamental concepts and cutting-edge coverage applications that students need to succeed in this fast-moving field.Authors FitzGerald and Dennis have developed a foundation and balanced presentation from which new technologies and applications can be easily understood, evaluated, and compared.
Cyberpunk: The Roleplaying Game of the Dark Future
Mike Pondsmith - 1988
On the street, Boostergangs roam a shattered urban wilderness, killing and looting. The rest of the world is a perpetual party as fashion-model beautiful techies rub biosculpt jobs with battle armored road warriors in the hottest clubs, sleaziest bars and meanest streets this side of the Postholocaust. The future never looked so bad. But you can change it. You’ve got interface plugs in your wrists, weapons in your arms, lasers in your eyes, bio-chip programs screaming in your brain. You’re wired in, cyberenhanced and solid state as you take it to the fatal Edge where only the toughest and the coolest can go. Cyberpunk: the original roleplaying game of the dark future; a world of corporate assassins, heavy-metal heroes and brain burning cyberhackers, packed with cutting edge technology and intense urban action. Within this box, [sic] you’ll find everything you need to tackle the mean streets of the 2000’s = in a game system that combines the best in realistic action and playability. Compatible with Cyberpunk 1.0
A Daughter of Warwick
Julie May Ruddock - 2012
Anne is little more than a child when her father falls foul of Edward IV, and she is married without Royal sanction to the Lancastrian heir, a man she has been taught to loathe. Before her childhood sweetheart, Richard of Gloucester can prevent it, she is exiled, married, widowed, kidnapped and finally held captive before he can discover her whereabouts and restore her liberty. But, just as Anne’s dreams are finally within her grasp, King Edward dies and names his brother Richard as Lord Protector, and her world falls apart again. The historical record provides just a few glimpses of Anne and the little we know of her is gleaned from accounts of the men who controlled her world. A Daughter of Warwick adds flesh to the bones of Anne’s story and considers the impact of medieval war on a defenceless girl. A Daughter of Warwick is J. M Ruddock’s first novel. She is currently working on the sequel.
Bonifacio's Bolo
Ambeth R. Ocampo - 1995
In Bonifacio's Bolo, Ambeth Ocampo adds even more interesting bits to another scrapbook of history.
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.
Organize Your Genealogy in Evernote in 10 Easy Steps
Lorine McGinnis Schulze - 2014
You will learn how to create notes, how to create stacks, how to set up a hierarchical structure for tags, how to create virtual genealogy binders, easy ways to transfer your computer files into an Evernote Note, and more. You will be able to follow each step to create your own Genealogy Binders full of your research (documents, photos, audio files, and more) on all your ancestors. Your Genealogy files will be organized, easily accessible and readily available to share with others if desired.
Life on the Screen
Sherry Turkle - 1995
We are using life on the screen to engage in new ways of thinking about evolution, relationships, politics, sex, and the self. "Life on the Screen" traces a set of boundary negotiations, telling the story of the changing impact of the computer on our psychological lives and our evolving ideas about minds, bodies, and machines. What is emerging, Turkle says, is a new sense of identity-- as decentered and multiple. She describes trends in computer design, in artificial intelligence, and in people's experiences of virtual environments that confirm a dramatic shift in our notions of self, other, machine, and world. The computer emerges as an object that brings postmodernism down to earth.
Overcoming Multiple Sclerosis: An Evidence-Based Guide to Recovery
George Jelinek - 2010
Through an exhaustive, evidence-based analysis of medical research, the study concludes that MS is a disease largely determined by lifestyle factors. Showing that people with MS who modify their diet, their exercise habits, and other aspects of their lifestyle can stabilize the illness and potentially recover, these recommendations will change the lives of thousands of people with MS and support their loved ones.
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.
Doing Action Research In Your Own Organization
David Coghlan - 2000
In this brand new edition of the popular work, David Coghlan and Teresa Brannick provide an easy-to-follow, hands-on guide to every aspect of conducting an action research project in your own organization.Revised and updated, this Third Edition contains: An expanded discussion on politics and ethics of insider action researchAn expanded chapter on writing an action research dissertation and an action research report More case examples and reflective exercises taken from a wide variety of organizational settings