The Kobold Guide to Board Game Design


Mike Selinker - 2011
    Author Mike Selinker (Betrayal at House on the Hill) has invited some of the world's most talented and experienced game designers to share their secrets on game conception, design, development, and presentation. In these pages, you'll learn about storyboarding, balancing, prototyping, and playtesting from the best in the business.

High Score!: The Illustrated History of Electronic Games


Rusel DeMaria - 2002
    Featuring hundreds of interviews with game creators and thousands of never-before-seen photos from the early days, this book honors the games that have captivated youngsters and the young-at-heart for more than 30 years--making this the ultimate tribute to electronic games.

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.

Experimental and Quasi-Experimental Designs for Generalized Causal Inference


William R. Shadish - 2001
    The book covers four major topics in field experimentation:

Squaddie: A Soldier's Story


Steven McLaughlin - 2006
    It exposes the grim reality of everyday soldiering for the 'grunts on the ground'. After the tragic death of his brother, and in the dark days following 9/11, McLaughlin felt compelled to fulfil his lifelong ambition to serve in the army. He followed his late brother into the elite Royal Green Jackets and passed the arduous Combat Infantryman's Course at the age of 31. Thereafter, McLaughlin found himself submerged in a world of casual violence. Squaddie is a snapshot of infantry soldiering in the twenty-first century. It takes us into the heart of an ancient institution that is struggling to retain its tough traditions in a rapidly changing world. All of the fears and anxieties that the modern soldier carries as his burden are laid bare, as well as the occasional joys and triumphs that can make him feel like he is doing the best job in the world. This is an account of army life by someone who has been there and done it.

The Literature Review: Six Steps to Success


Lawrence A. Machi - 2008
    A six-step model offers invaluable assistance for selecting a topic, searching the literature, developing arguments, surveying the literature, critiquing the literature, and writing the literature review.

Next Level Magic: A Guide to Mastering the Magic the Gathering™ Card Game


Patrick Chapin
    Next Level Magic is a comprehensive course on realizing your goals in playing Magic the Gathering.

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.

Simplifying Street Fighter: A New Player's Guide to Preparing for Street Fighter 5


gootecks - 2015
    If you're like most players, you struggle with nearly every aspect of the game: offense, defense, execution and combos, and generally having a game plan that is more complex than just mashing buttons at every opportunity. A Road Map Toward Improvement Street Fighter is a game that requires practice, finesse, and knowledge. Unfortunately, most players don't have any guidance on where to begin when learning the game which leads to lots of frustration and losses. This guide is designed to give you a road map for improving your skills so that when SF5 drops you can hit the ground running!Lots of players are under the misconception that since SF5 is a brand new game, there's no point in playing SF4 and improving. While it is true that there will be lots to learn in SF5 such as new engines and characters, this is not a reason not to improve on your Street Fighter fundamentals in the meantime. The Importance of a Solid Foundation Like anything else worth doing in life, developing a foundation of solid fundamentals is the key to improving. Even though SF5 will have brand new characters and mechanics, the core elements of Street Fighter remain the same throughout the franchise. Execution, footsies and space control, combos, punishing, and resource management are important in all Street Fighter games and this guide will show you how to use SF4 to improve on these aspects of your game. Who is gootecks and why should I bother? I've played Street Fighter competitively since 2003, starting with Street Fighter III: 3rd Strike and continuing with Street Fighter 4. I've traveled to compete in tournaments around the world, including places like Japan, Singapore, Australia, Canada, and Europe.A lot of people may know me as the co-host of Excellent Adventures of gootecks & Mike Ross, or perhaps from my work on Cross Counter TV, the entertainment network for fighting game fans.Recently, I've begun training players just like yourself through Cross Counter Training, where players like EG.Justin Wong, EG.K-Brad, Alex Myers are available for helping players of all skill levels improve. Through working with my students, I've developed what I believe to be an extremely effective method of learning how to play Street Fighter. This method is based on the idea of learning one tiny aspect of the game at a time through the eyes of the poster boy of Street Fighter, Ryu. "But Ryu is boring, gootecks!" I know, I know, you think Ryu is boring and everybody plays him and you want to play a cool, flashy character so you can style on people on stage at Evo someday. Unfortunately, you'll need to learn how to walk before you can run and there is no better investment of time as a new player than to learn Ryu in order to build a strong foundation.Taking this time now to develop your fundamentals will serve you well as you transition to Street Fighter 5. Ryu is definitely different in SF5, but the tools and concepts you'll learn in this guide will give you a leg up on the competition when SF5 drops.

Exploitative Play in Live Poker: How to Manipulate your Opponents into Making Mistakes


Alexander Fitzgerald - 2018
    Nevertheless, there are numerous situations where even very experienced players behave in predictable ways. These deeply-ingrained habits lead them to make mistakes. The problem is that these situations won’t often arise at the table by chance – you have to make them happen. Exploitative Play in Live Poker is a ground-breaking work that teaches you how to create the circumstances where your opponents will be likely to blunder and how to exploit them when they do. To achieve this you will need to put to one side starting hand charts, balance and GTO (Game Theory Optimal) play. Instead you will incorporate new concepts that may well place you outside your comfort zone. However, your style will now be forcing the other players at the table outside of their comfort zone and, unlike you, they won’t know how to adapt. Learn how to: * Counter the auto-continuation-bettor * Develop a powerful donk-betting strategy * Use the overbet, the check-raise and the three-barrel effectively * As well as being a highly successful player, Alex Fitzgerald runs a poker consultancy that serves more than 1,000 professional poker players in 60 countries. As part of this work, he has very likely trawled through more hand history databases than anyone else. This gives him a unique insight into how players really play, especially when placed under pressure and forced into unfamiliar situations.

The Ethnographic I: A Methodological Novel about Autoethnography


Carolyn Ellis - 2003
    Carolyn Ellis, the leading proponent of these methods, does not disappoint. She weaves both methodological advice and her own personal stories into an intriguing narrative about a fictional graduate course she instructs. In it, you learn about her students and their projects and understand the wide array of topics and strategies that fall under the label autoethnography. Through Ellis's interactions with her students, you are given useful strategies for conducting a study, including the need for introspection, the struggles of the budding ethnographic writer, the practical problems in explaining results of this method to outsiders, and the moral and ethical issues that get raised in this intimate form of research. Anyone who has taken or taught a course on ethnography will recognize these issues and appreciate Ellis's humanistic, personal, and literary approach toward incorporating them into her work. A methods text or a novel? The Ethnographic 'I' answers yes to both.

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.

Boy 11963: An Irish Industrial School Childhood and an Extraordinary Search for Home


John Cameron - 2021
    

So Close: Infertile and Addicted to Hope


Tertia Loebenberg Albertyn - 2009
    and trying, and trying some more? How far do you go to achieve your dream of having children?So Close is the heart wrenching, exhilarating, devastatingly funny story of Tertia Albertyn's battle with infertility. Tertia wanted a baby so badly she went through nine IVFs. Most people give up after the third.I don't think I am being brave at all. I am just too terrified NOT to try again.In her worst nightmare she could never have imagined that making a baby would take her four years, each treatment bringing her and her husband Marko closer and closer to creating their family.During Tertia's journey everything that can go wrong does go wrong. Until, finally, everything goes just right.Tertia is as hilarious as she is irrepressible, as approachable as she is knowledgeable. If you are struggling with infertility, have triumphed over infertility or have felt empathy with someone who is going through this experience, you will find a friend in Tertia.

The Code of Extraordinary Change


Steve Errey - 2012
    More than a manifesto, The Code of Extraordinary Change cracks life wide open, taking you to a place where you're confident, capable and compelled to get out there and put a you-shaped dent in the universe.Containing a set of principles, ideas and specific actions learned from over 10 years of experience in coaching individuals on being naturally self-confident, the Code is a model for building natural confidence and creating and sustaining meaningful change.Get the Code of Extraordinary Change now and go dent the universe.