Book picks similar to
Wordplay and the Discourse of Video Games: Analyzing Words, Design, and Play by Christopher A. Paul
games
non-fiction
phd
the-walking-dead
Chess for Beginners: Know the Rules, Choose Your Strategy, and Start Winning
Yelizaveta Orlova - 2018
Chess for Beginners offers new players a quick-start guide to learn the game of chess and start winning in no time with rules, strategies, and tactics for success. Starting with the basics, this comprehensive guide provides a clear, illustrated introduction to the movements of each piece along with basic rules and game dynamics. With this foundation, new players will learn effective strategies and tactics to start playing competitively and confidently.From your first move to your last, Chess for Beginners shows you how to play your best game, with:
A complete overview that introduces players to the chessboard and the movement of each piece with clear, easy-to-follow illustrations and directions.
10 strategies that show players how to control the board, think several moves ahead, go for a quick checkmate, and more!
10 tactics that offer short-term solutions to support your strategy and achieve checkmate.
Position your pieces, coordinate your attack, and capture their king—Chess for Beginners teaches you all of the moves to play the perfect game.
Nursing Research: Generating and Assessing Evidence for Nursing Practice
Denise F. Polit - 2007
New chapters offer guidance on developing self-report scales, conducting systematic reviews, and enhancing the integrity of qualitative studies. The ancillary Resource Manual includes application exercises, models of comprehensive research critiques, a full NINR grant application, and a "must-have" Toolkit on a CD-ROM, containing a treasure-trove of exemplary research tools (e.g., consent forms, a demographic questionnaire, statistical table templates)--all in easily-adapted Word documents to meet individual research needs. A watershed edition!Student Resource Manual with Toolkit, ISBN: 978-0-7817-7052-1.
Research Methodology: A Step-By-Step Guide for Beginners
Ranjit Kumar - 1999
Written specifically for students with no previous experience of research and research methodology, the writing style is simple and clear and the author presents this complex subject in a straightforward way that empowers readers to tackle research with confidence. The book has been revised and updated to include extended coverage of qualitative research methods in addition to existing comprehensive coverage of quantitative methods. There are also brand new learning features such as reflective questions throughout the text to help students consolidate their knowledge.
The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design
Celia Hodent - 2017
Even games that are well-received at launch may fail to engage players in the long term due to issues with the user experience (UX) that they are delivering. That's why makers of successful video games like Fortnite and Assassin's Creed invest both time and money perfecting their UX strategy. These top video game creators know that a bad user experience can ruin the prospects for any game, regardless of its budget, scope, or ambition.The game UX accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the optimal experience they want to deliver, including shipping higher quality games (whether indie, triple-A or "serious" games) and meeting business goals -- all while staying true to design vision and artistic intent.At its core, UX is about understanding the gamer's brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with cognitive science knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience."The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design"Is written by Celia Hodent -- a UX expert with a PhD in psychology who has been working in the entertainment industry for over 10 years, including at prominent companies such as Epic Games (Fortnite), Ubisoft, and LucasArts.Major themes explored in this book: Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.
Super Mario: How Nintendo Conquered America
Jeff Ryan - 2011
Nintendo has continually set the standard for video-game innovation in America, starting in 1981 with a plucky hero who jumped over barrels to save a girl from an ape. The saga of Mario, the portly plumber who became the most successful franchise in the history of gaming, has plot twists worthy of a video game. Jeff Ryan shares the story of how this quintessentially Japanese company found success in the American market. Lawsuits, Hollywood, die- hard fans, and face-offs with Sony and Microsoft are all part of the drama. Find out about: * Mario's eccentric yet brilliant creator, Shigeru Miyamoto, who was tapped for the job because was considered expendable. * Minoru Arakawa, the son-in-law of Nintendo's imperious president, who bumbled his way to success. * The unexpected approach that allowed Nintendo to reinvent itself as the gaming system for the non-gamer, especially now with the Wii. Even those who can't tell a Koopa from a Goomba will find this a fascinating story of striving, comeuppance, and redemption.
Playing to Win: Becoming the Champion
David Sirlin - 2005
This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.
The Culture of Education
Jerome Bruner - 1996
In a masterly commentary on the possibilities of education, the eminent psychologist Jerome Bruner reveals how education can usher children into their culture, though it often fails to do so. Applying the newly emerging "cultural psychology" to education, Bruner proposes that the mind reaches its full potential only through participation in the culture--not just its more formal arts and sciences, but its ways of perceiving, thinking, feeling, and carrying out discourse. By examining both educational practice and educational theory, Bruner explores new and rich ways of approaching many of the classical problems that perplex educators.Education, Bruner reminds us, cannot be reduced to mere information processing, sorting knowledge into categories. Its objective is to help learners construct meanings, not simply to manage information. Meaning making requires an understanding of the ways of one's culture--whether the subject in question is social studies, literature, or science. The Culture of Education makes a forceful case for the importance of narrative as an instrument of meaning making. An embodiment of culture, narrative permits us to understand the present, the past, and the humanly possible in a uniquely human way.Going well beyond his earlier acclaimed books on education, Bruner looks past the issue of achieving individual competence to the question of how education equips individuals to participate in the culture on which life and livelihood depend. Educators, psychologists, and students of mind and culture will find in this volume an unsettling criticism that challenges our current conventional practices--as well as a wise vision that charts a direction for the future.
Absolute Beginner
Patsy Kensit - 2013
Her life has been a roller-coaster mix of adventure, drama and heartache, and it is only now that she finally feels ready to share her journey so far. In Absolute Beginner Patsy describes her extraordinary childhood, moving between the glamour of filming movies with Elizabeth Taylor and Mia Farrow and the tiny London council flat she shared with her parents and brother. Even as her career was taking off, she was living with the devastating knowledge of her beloved mother's incurable cancer and was forced to hide her father's criminal past. She also writes about the ups and downs of life as an actress in a career that has spanned four decades, from her roles in films like the iconic Absolute Beginners, Lethal Weapon 2, 21 and Oscar-nominated Angels and Insects to playing the uber bitch Sadie King in Emmerdale and, most recently, starring in Holby City. Vivid, intimate and touching, Absolute Beginner reveals the real Patsy - a warm and funny woman who is the ultimate survivor.
Small is Big: A collection of 100 micro tales
Rafaa Dalvi - 2017
That’s about to change! With Small is Big, Rafaa Dalvi has created a potpourri of 100 diverse micro tales (140 characters or less) that will provide you a rich experience in easy-to-digest fragments and urge you to read one page after another before you finally finish the book. And the best part is that there’s a story for everyone, including YOU! If you’re a romantic at heart, this micro tale is for you- She kissed his cheek as he smiled back. Nothing had changed much since two decades. Her husband called her. She hid the photo in the closet. If you love happy endings, this micro tale is for you- You rested on my lap, opened yourself before me and shared your fantasies with me. Then the stories ended and you turned back into a book. If you ever had a tough time fitting in, this micro tale is for you- Nerd. Not anymore. A new college. A new identity. Math. First lecture. Finished my test first. Teacher graded me aloud- 20/20. I had failed. If you are a big fan of word play, this micro tale is for you- They’re lying in bed. “You’re the one,” he says; he’s lying. “I never doubted it,” she says; she’s lying. They’re lying in bed. And if you like thrillers, this micro tale is for you- There were two of us and one vacant position. He would die for this job and I would kill for it. No wonder it worked out just fine for me. In fact, there are 100 such small tales that will have a big impact on you. So what are you waiting for? Scroll to the top of this page, buy the book and start reading today. About the Author: Rafaa Dalvi is a vibrant mess of innumerable thoughts, quotes and movie dialogues, who tries to escape from the mundane with words and contemplates about befriending the voices in his head. He dreams about changing the world, one smile at a time. Already published numerous times, his stories can be read in the anthologies – Curtain Call (editor), Terribly Tiny Tales- Volume 1, Kaleidoscope, Myriad Tales, and many others. He’s the recipient of Indian Bloggers League Booker Prize 2013 and a Select Writer at Terribly Tiny Tales.
Characteristics of Games
George Skaff Elias - 2012
These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games--board games, card games, computer games, and sports--have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing. "Characteristics of Games"--written by three of the most prominent game designers working today--will serve as an essential reference for game designers and game players curious about the inner workings of games. It includes exercises (which can also serve as the basis for discussions) and examples chosen from a wide variety of games. There are occasional mathematical digressions, but these can be skipped with no loss of continuity. Appendixes offer supplementary material, including a brief survey of the two main branches of mathematical game theory and a descriptive listing of each game referred to in the text.
The Black Shoals: Offshore Formations of Black and Native Studies
Tiffany Lethabo King - 2019
King conceptualizes the shoal as a space where Black and Native literary traditions, politics, theory, critique, and art meet in productive, shifting, and contentious ways. These interactions, which often foreground Black and Native discourses of conquest and critiques of humanism, offer alternative insights into understanding how slavery, anti-Blackness, and Indigenous genocide structure white supremacy. Among texts and topics, King examines eighteenth-century British mappings of humanness, Nativeness, and Blackness; Black feminist depictions of Black and Native erotics; Black fungibility as a critique of discourses of labor exploitation; and Black art that rewrites conceptions of the human. In outlining the convergences and disjunctions between Black and Native thought and aesthetics, King identifies the potential to create new epistemologies, lines of critical inquiry, and creative practices.
Go! More Than a Game
Peter Shotwell - 2003
In the West, many have learned of its pleasures, especially after the game appeared in a number of hit movies, TV series, and books, and was included on major Internet game sites. By eliciting the highest powers of rational thought, the game draws players, not just for the thrills of competition, but because they feel it enhances their mental, artistic, and even spiritual lives.Go! More Than a Game uses the most modern methods of teaching, so that, in a few minutes, anyone can understand the two basic rules that generate the game. The object of Go is surrounding territory, but the problem is that while you are doing this, the opponent may be surrounding you! In a series of exciting teaching games, you will watch as Go's beautiful complexities begin to unfold in intertwining patterns of black and white stones. These games progress from small 9x9 boards to 13x13 and then to the traditional 19x19 size.Go! More Than a Game has been completely revised by the author based on new data about the history of early go and the Confucians who wrote about it. This popular book includes updated information such as the impact of computer versions on the game, the mysterious new developments of Go combininatroics, advances in Combinatorial Game Theory and a look at the current international professional playing scene.
Hidden Mickeys: A Field Guide to Walt Disney World's Best Kept Secrets
Steven Barrett
Author Barrett adds to the fun of finding them by turning the search into six scavenger hunts, complete with clues, hints, and points to be scored. You'll find more than 200 new Mickey sightings in this edition over 1,000 hidden Mickeys in all. Fun for all ages!
You Died: The Dark Souls Companion
Keza MacDonald - 2016
It has three questions at its heart: where did Dark Souls come from, what makes it so special, and why are we all so obsessed with it? YOU DIED is a must-read for anyone who’s ever braved the wilds of Lordran, for five hours or 500. Includes exclusive new interview material with the game’s director Hidetaka Miyazaki