Spend Game

Spend Game
Author: Jonathan Gash
Publisher: C & R Crime
Total Pages: 157
Release: 2013-03-21
Genre: Fiction
ISBN: 1472102886


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When Lovejoy witnesses a car crash that turns out to be a murder - with one of his oldest antique-dealer friends the victim - he sets out on a trail of revenge that leaves him pondering several bewildering questions. Why did his friend buy up a load of junk furniture? What did he want with an old doctor's bag? Why was his friend killed? Who was trying to kill Lovejoy and - most perplexing of all - what the hell is he doing potholing through underground tunnels dodging armed hit men?

Game Mechanics

Game Mechanics
Author: Ernest Adams
Publisher: New Riders
Total Pages: 442
Release: 2012-06-18
Genre: Computers
ISBN: 0132946688


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This in-depth resource teaches you to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. You’ll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you’ll practice what you’ve learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment. In Game Mechanics: Advanced Game Design, you’ll learn how to: * Design and balance game mechanics to create emergent gameplay before you write a single line of code. * Visualize the internal economy so that you can immediately see what goes on in a complex game. * Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. * Apply design patterns for game mechanics—from a library in this book—to improve your game designs. * Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. * Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play. "I've been waiting for a book like this for ten years: packed with game design goodness that tackles the science without undermining the art." --Richard Bartle, University of Essex, co-author of the first MMORPG “Game Mechanics: Advanced Game Design by Joris Dormans & Ernest Adams formalizes game grammar quite well. Not sure I need to write a next book now!” -- Raph Koster, author of A Theory of Fun for Game Design.

Fair Play

Fair Play
Author: Eve Rodsky
Publisher: Penguin
Total Pages: 385
Release: 2021-01-05
Genre: Social Science
ISBN: 0525541942


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AN INSTANT NEW YORK TIMES BESTSELLER • A REESE'S BOOK CLUB PICK Tired, stressed, and in need of more help from your partner? Imagine running your household (and life!) in a new way... It started with the Sh*t I Do List. Tired of being the “shefault” parent responsible for all aspects of her busy household, Eve Rodsky counted up all the unpaid, invisible work she was doing for her family—and then sent that list to her husband, asking for things to change. His response was...underwhelming. Rodsky realized that simply identifying the issue of unequal labor on the home front wasn't enough: She needed a solution to this universal problem. Her sanity, identity, career, and marriage depended on it. The result is Fair Play: a time- and anxiety-saving system that offers couples a completely new way to divvy up domestic responsibilities. Rodsky interviewed more than five hundred men and women from all walks of life to figure out what the invisible work in a family actually entails and how to get it all done efficiently. With 4 easy-to-follow rules, 100 household tasks, and a series of conversation starters for you and your partner, Fair Play helps you prioritize what's important to your family and who should take the lead on every chore, from laundry to homework to dinner. “Winning” this game means rebalancing your home life, reigniting your relationship with your significant other, and reclaiming your Unicorn Space—the time to develop the skills and passions that keep you interested and interesting. Stop drowning in to-dos and lose some of that invisible workload that's pulling you down. Are you ready to try Fair Play? Let's deal you in.

Video Games

Video Games
Author: Kevin Hile
Publisher: Greenhaven Publishing LLC
Total Pages: 106
Release: 2009-10-26
Genre: Young Adult Nonfiction
ISBN: 1420503065


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The evolution of the video game is incredible; from a two-colored screen with paddle and pong to fully immersive alternate playing worlds, it is one technology that seems to be constantly evolving. This volume explains the history of video games, the considerations of their impact on players and society, and how they can be used as educational tools. Readers will learn about the future of video games as well.

A Thousand End-games ...

A Thousand End-games ...
Author: Creassey Edward Cecil Tattersall
Publisher:
Total Pages: 224
Release: 1911
Genre: Chess
ISBN:


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Players Making Decisions

Players Making Decisions
Author: Zack Hiwiller
Publisher: New Riders
Total Pages: 646
Release: 2015-12-09
Genre: Computers
ISBN: 013439464X


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Game designers today are expected to have an arsenal of multi-disciplinary skills at their disposal in the fields of art and design, computer programming, psychology, economics, composition, education, mythology—and the list goes on. How do you distill a vast universe down to a few salient points? Players Making Decisions brings together the wide range of topics that are most often taught in modern game design courses and focuses on the core concepts that will be useful for students for years to come. A common theme to many of these concepts is the art and craft of creating games in which players are engaged by making meaningful decisions. It is the decision to move right or left, to pass versus shoot, or to develop one’s own strategy that makes the game enjoyable to the player. As a game designer, you are never entirely certain of who your audience will be, but you can enter their world and offer a state of focus and concentration on a task that is intrinsically rewarding. This detailed and easy-to-follow guide to game design is for both digital and analog game designers alike and some of its features include: A clear introduction to the discipline of game design, how game development teams work, and the game development process Full details on prototyping and playtesting, from paper prototypes to intellectual property protection issues A detailed discussion of cognitive biases and human decision making as it pertains to games Thorough coverage of key game elements, with practical discussions of game mechanics, dynamics, and aesthetics Practical coverage of using simulation tools to decode the magic of game balance A full section on the game design business, and how to create a sustainable lifestyle within it

The Game Design Reader

The Game Design Reader
Author: Katie Salen Tekinbas
Publisher: MIT Press
Total Pages: 955
Release: 2005-11-23
Genre: Computers
ISBN: 0262195364


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Classic and cutting-edge writings on games, spanning nearly 50 years of game analysis and criticism, by game designers, game journalists, game fans, folklorists, sociologists, and media theorists. The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players. Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play? Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings. Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.

Hackish C++ Games & Demos

Hackish C++ Games & Demos
Author: Michael Flenov
Publisher: БХВ-Петербург
Total Pages: 310
Release: 2006
Genre: Computers
ISBN: 1931769583


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This guide to maximizing visual effects and optimizing graphics for game programming with C++ and DirectX is a practical introduction to the latest C++ technologies and techniques. The new concept of demo coding—a program whose purpose is to present the technical and artistic skills of programmers—is provided, as is help for programmers demonstrating their new skills in creating 2-D and 3-D games and demo scenes. An accompanying CD-ROM includes demo scenes, game-development projects, and examples from the book.

The Oregon Sportsman

The Oregon Sportsman
Author:
Publisher:
Total Pages: 870
Release: 1915
Genre:
ISBN:


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Media and the American Child

Media and the American Child
Author: George Comstock
Publisher: Elsevier
Total Pages: 388
Release: 2010-07-27
Genre: Performing Arts
ISBN: 0080479375


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Media and the American Child summarizes the research on all forms of media on children, looking at how much time they spend with media everyday, television programming and its impact on children, how advertising has changed to appeal directly to children and the effects on children and the consumer behavior of parents, the relationship between media use and scholastic achievement, the influence of violence in media on anti-social behavior, and the role of media in influencing attitudes on body image, sex and work roles, fashion, & lifestyle. The average American child, aged 2-17, watches 25 hours of TV per week, plays 1 hr per day of video or computer games, and spends an additional 36 min per day on the internet. 19% of children watch more than 35 hrs per week of TV. This in the face of research that shows TV watching beyond 10 hours per week decreases scholastic performance. In 1991, George Comstock published Television and the American Child, which immediately became THE standard reference for the research community of the effects of television on children. Since then, interest in the topic has mushroomed, as the availability and access of media to children has become more widespread and occurs earlier in their lifetimes. No longer restricted to television, media impacts children through the internet, computer and video games, as well as television and the movies. There are videos designed for infants, claiming to improve cognitive development, television programs aimed for younger and younger children-even pre-literates, computer programs aimed for toddlers, and increasingly graphic, interactive violent computer games. Presents the most recent research on the media use of young people Investigates the content of children's media and addresses areas of great concern including violence, sexual behavior, and commercialization Discusses policy making in the area of children and the media Focuses on experiences unique to children and adolescents