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Ender's Game

By Orson Scott Card
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : Macmillan
  • Isbn : 142996393X
  • Pages : 256
  • Category : Fiction
  • Reads : 647
  • File Pdf: ender-s-game.pdf

Book Summary:

Orson Scott Card's Ender's Game is the winner of the Nebula and Hugo Awards In order to develop a secure defense against a hostile alien race's next attack, government agencies breed child geniuses and train them as soldiers. A brilliant young boy, Andrew "Ender" Wiggin lives with his kind but distant parents, his sadistic brother Peter, and the person he loves more than anyone else, his sister Valentine. Peter and Valentine were candidates for the soldier-training program but didn't make the cut—young Ender is the Wiggin drafted to the orbiting Battle School for rigorous military training. Ender's skills make him a leader in school and respected in the Battle Room, where children play at mock battles in zero gravity. Yet growing up in an artificial community of young soldiers Ender suffers greatly from isolation, rivalry from his peers, pressure from the adult teachers, and an unsettling fear of the alien invaders. His psychological battles include loneliness, fear that he is becoming like the cruel brother he remembers, and fanning the flames of devotion to his beloved sister. Is Ender the general Earth needs? But Ender is not the only result of the genetic experiments. The war with the Buggers has been raging for a hundred years, and the quest for the perfect general has been underway for almost as long. Ender's two older siblings are every bit as unusual as he is, but in very different ways. Between the three of them lie the abilities to remake a world. If, that is, the world survives. Ender's Game is the winner of the 1985 Nebula Award for Best Novel and the 1986 Hugo Award for Best Novel. THE ENDER UNIVERSE Ender series Ender’s Game / Ender in Exile / Speaker for the Dead / Xenocide / Children of the Mind Ender’s Shadow series Ender’s Shadow / Shadow of the Hegemon / Shadow Puppets / Shadow of the Giant / Shadows in Flight Children of the Fleet The First Formic War (with Aaron Johnston) Earth Unaware / Earth Afire / Earth Awakens The Second Formic War (with Aaron Johnston) The Swarm /The Hive Ender novellas A War of Gifts /First Meetings At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.

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Games: Purpose and Potential in Education

By Christopher Thomas Miller
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : Springer Science & Business Media
  • Isbn : 0387097759
  • Pages : 259
  • Category : Education
  • Reads : 130
  • File Pdf: games.pdf

Book Summary:

The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming background. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design. Ideas of identity development, gender diversity, motivation, and integrating instructional design within game development are addressed since each of these areas is important in the field of instructional design and can have a significant impact on learning. This volume brings together leading experts, researchers, and instructors in the field of gaming and explores current topics in gaming and simulations, available resources, and the future of the field.

Changing the Game

By David Edery,Ethan Mollick
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : FT Press
  • Isbn : 9780137151752
  • Pages : 240
  • Category : Business & Economics
  • Reads : 872
  • File Pdf: changing-the-game.pdf

Book Summary:

Use Video Games to Drive Innovation, Customer Engagement, Productivity, and Profit! Companies of all shapes and sizes have begun to use games to revolutionize the way they interact with customers and employees, becoming more competitive and more profitable as a result. Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force--encouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own. Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity…in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyond Choose your best marketing opportunities--and avoid the pitfalls Use gaming to recruit and develop better employees Learn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communities Help your customers improve your products and services--and have fun doing it What gamers do better than computers, scientists, or governments Use games to solve problems that can’t be solved any other way

Game Analytics

By Magy Seif El-Nasr,Anders Drachen,Alessandro Canossa
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : Springer Science & Business Media
  • Isbn : 1447147693
  • Pages : 800
  • Category : Computers
  • Reads : 367
  • File Pdf: game-analytics.pdf

Book Summary:

Developing a successful game in today’s market is a challenging endeavor. Thousands of titles are published yearly, all competing for players’ time and attention. Game analytics has emerged in the past few years as one of the main resources for ensuring game quality, maximizing success, understanding player behavior and enhancing the quality of the player experience. It has led to a paradigm shift in the development and design strategies of digital games, bringing data-driven intelligence practices into the fray for informing decision making at operational, tactical and strategic levels. Game Analytics - Maximizing the Value of Player Data is the first book on the topic of game analytics; the process of discovering and communicating patterns in data towards evaluating and driving action, improving performance and solving problems in game development and game research. Written by over 50 international experts from industry and research, it covers a comprehensive range of topics across more than 30 chapters, providing an in-depth discussion of game analytics and its practical applications. Topics covered include monetization strategies, design of telemetry systems, analytics for iterative production, game data mining and big data in game development, spatial analytics, visualization and reporting of analysis, player behavior analysis, quantitative user testing and game user research. This state-of-the-art volume is an essential source of reference for game developers and researchers. Key takeaways include: Thorough introduction to game analytics; covering analytics applied to data on players, processes and performance throughout the game lifecycle. In-depth coverage and advice on setting up analytics systems and developing good practices for integrating analytics in game-development and -management. Contributions by leading researchers and experienced professionals from the industry, including Ubisoft, Sony, EA, Bioware, Square Enix, THQ, Volition, and PlayableGames. Interviews with experienced industry professionals on how they use analytics to create hit games.

Game Preview

By Nicolae Sfetcu
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : Nicolae Sfetcu
  • Isbn : N.a
  • Pages :
  • Category : Games
  • Reads : 828
  • File Pdf: game-preview.pdf

Book Summary:

A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc. While many different subdivisions have been proposed, anthropologists classify games under three major headings, and have drawn some conclusions as to the social bases that each sort of game requires. They divide games broadly into, games of pure skill, such as hopscotch and target shooting; games of pure strategy, such as checkers, go, or tic-tac-toe; and games of chance, such as craps and snakes and ladders. A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc.

The Dark Side of Game Play

By Torill Elvira Mortensen,Jonas Linderoth,Ashley ML Brown
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : Routledge
  • Isbn : 131757446X
  • Pages : 280
  • Category : Social Science
  • Reads : 250
  • File Pdf: the-dark-side-of-game-play.pdf

Book Summary:

Games allow players to experiment and play with subject positions, values and moral choice. In game worlds players can take on the role of antagonists; they allow us to play with behaviour that would be offensive, illegal or immoral if it happened outside of the game sphere. While contemporary games have always handled certain problematic topics, such as war, disasters, human decay, post-apocalyptic futures, cruelty and betrayal, lately even the most playful of genres are introducing situations in which players are presented with difficult ethical and moral dilemmas. This volume is an investigation of "dark play" in video games, or game play with controversial themes as well as controversial play behaviour. It covers such questions as: Why do some games stir up political controversies? How do games invite, or even push players towards dark play through their design? Where are the boundaries for what can be presented in a games? Are these boundaries different from other media such as film and books, and if so why? What is the allure of dark play and why do players engage in these practices?

The Dark Side of Game Play

By Torill Elvira Mortensen,Jonas Linderoth,Ashley ML Brown
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : Routledge
  • Isbn : 1317574451
  • Pages : 272
  • Category : Social Science
  • Reads : 779
  • File Pdf: the-dark-side-of-game-play.pdf

Book Summary:

Games allow players to experiment and play with subject positions, values and moral choice. In game worlds players can take on the role of antagonists; they allow us to play with behaviour that would be offensive, illegal or immoral if it happened outside of the game sphere. While contemporary games have always handled certain problematic topics, such as war, disasters, human decay, post-apocalyptic futures, cruelty and betrayal, lately even the most playful of genres are introducing situations in which players are presented with difficult ethical and moral dilemmas. This volume is an investigation of "dark play" in video games, or game play with controversial themes as well as controversial play behaviour. It covers such questions as: Why do some games stir up political controversies? How do games invite, or even push players towards dark play through their design? Where are the boundaries for what can be presented in a games? Are these boundaries different from other media such as film and books, and if so why? What is the allure of dark play and why do players engage in these practices?

This is Not a Game

By Dave Szulborski
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : Incunabula
  • Isbn : 1411625951
  • Pages : 377
  • Category : Computers
  • Reads : 543
  • File Pdf: this-is-not-a-game.pdf

Book Summary:

Imagine a world of mystery and excitement, adventure and fantasy, waiting for you to explore. A world that reacts to your every move, with characters and companies that talk to you, send you messages, and even give you items to help you in your quest. A world so immersive that you can no longer tell where the reality ends and the fiction begins. Welcome to the world of Alternate Reality Gaming. This Is Not A Game: A Guide to Alternate Reality Gaming by Dave Szulborski is the perfect introduction to the unique and exciting world of Alternate Reality Games. Written by the creator of five successful and critically acclaimed ARGs, This Is Not A Game features detailed sections on the theory and history of Alternate Reality Gaming, as well as a "How To Guide" for aspiring game creators. The book also includes Dave's personal reflections on creating some of the most popular ARGs ever developed, and essays on gaming and cooperative writing by award winning authors Ben Mack and Joseph Matheny.

Game Addiction

By Neils Clark,P. Shavaun Scott
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : McFarland
  • Isbn : 0786453494
  • Pages : 211
  • Category : Games & Activities
  • Reads : 663
  • File Pdf: game-addiction.pdf

Book Summary:

An eleven-year-old boy strangled an elderly woman for the equivalent of five dollars in 2007, then buried her body under a thin layer of sand. He told the police that he needed the money to play online videogames. Just a month later, an eight-year-old Norwegian boy saved his younger sister’s life by threatening an attacking moose and then feigning death when the moose attacked him—skills he said he learned while playing World of Warcraft. As these two instances show, videogames affect the minds, bodies, and lives of millions of gamers, negatively and positively. This book approaches videogame addiction from a cross-disciplinary perspective, bridging the divide between liberal arts academics and clinical researchers. The topic of addiction is examined neutrally, using accepted research in neuroscience, media studies, and developmental psychology.

Game Production

By Geoffrey Engelstein
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : CRC Press
  • Isbn : 1000290948
  • Pages : 180
  • Category : Games & Activities
  • Reads : 362
  • File Pdf: game-production.pdf

Book Summary:

Description: Many new games are from first-time designers or are self-published, so there is a tremendous thirst for information about the nuts and bolts of tabletop game design. While there are many books about the design process in terms of mechanisms and player experience, there are no books that cover the arts and crafts aspects of how to create a prototype, software and physical tools that can be used, graphic design and rules writing, and considerations for final production. Gamecraft: Prototyping and Producing Your Board Game presents this information in a single volume which will be invaluable for up-and-coming designers and publishers. Key Features: The text compiles information from many websites, blogs, Facebook groups, subreddits, and the author’s extensive experience in an easy-to-read volume. The text illustrates how to lay out and assemble the physical aspects of an effective board game. The book is divided into two sections for readability and covers a large array of different techniques. Geoffrey Engelstein is the designer of many tabletop games, including The Ares Project, the Space Cadets series, The Dragon & Flagon, and The Expanse. He is the founder of Ludology, a bi-weekly podcast about game design, and a contributor to the Dice Tower podcast with his bi-weekly GameTek segments that discuss the math, science, and psychology of games. He has also published several books, including GameTek: The Math and Science of Gaming, Achievement Relocked: Loss Aversion and Game Design, and Building Blocks of Tabletop Game Design. He is on the faculty of the NYU Game Center as an adjunct professor for Board Game Design and has been invited to speak at PAX, GenCon, Metatopia, and the Game Developers Conference.

Before the Crash

By Mark J. P. Wolf
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : Wayne State University Press
  • Isbn : 9780814337226
  • Pages : 272
  • Category : Games
  • Reads : 832
  • File Pdf: before-the-crash.pdf

Book Summary:

Contributors examine the early days of video game history before the industry crash of 1983 that ended the medium’s golden age.

An Introduction to Game Studies

By Frans Mäyrä
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : SAGE
  • Isbn : 1849205396
  • Pages : 208
  • Category : Language Arts & Disciplines
  • Reads : 265
  • File Pdf: an-introduction-to-game-studies.pdf

Book Summary:

An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as 'game' and play' - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as 'culture' and subculture - Analyse the relationship between technology and interactivity and between 'game' and 'reality' - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.

The Medium of the Video Game

By Mark J. P. Wolf
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : University of Texas Press
  • Isbn : 0292786646
  • Pages : 223
  • Category : Games & Activities
  • Reads : 579
  • File Pdf: the-medium-of-the-video-game.pdf

Book Summary:

Over a mere three decades, the video game has become the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watching movies or even television. The release of new games or game-playing equipment, such as the PlayStation 2, generates great excitement and even buying frenzies. Yet, until now, this giant on the popular culture landscape has received little in-depth study or analysis. In this book, Mark J. P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium. The book begins with an attempt to define what is meant by the term "video game" and the variety of modes of production within the medium. It moves on to a brief history of the video game, then applies the tools of film studies to look at the medium in terms of the formal aspects of space, time, narrative, and genre. The book also considers the video game as a cultural entity, object of museum curation, and repository of psychological archetypes. It closes with a list of video game research resources for further study.

Ring Game

By Pete Hautman
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : Open Road Media
  • Isbn : 1480406236
  • Pages : 420
  • Category : Fiction
  • Reads : 865
  • File Pdf: ring-game.pdf

Book Summary:

To save a friend’s daughter from a bad marriage, Joe Crow confronts cultists, carnies, and cocaine wackos Poker-playing ex-cop Joe Crow has been dealt some rotten hands in his life, but he’s survived them all. When Axel Speeter starts begging for help, Crow suspects his luck is about to run out. A taco-dealing former poker pro, Speeter’s worried about his girlfriend’s daughter Carmen. She’s the sexiest trouble magnet the state of Omaha has ever seen, and she’s about to drag Crow down with her. Carmen has just gotten engaged to Hyatt Hilton, a onetime drug pusher who’s currently scratching out a living selling bootlegged Evian. Speeter wants Crow to make sure he’s staying on the straight-and-narrow. And it looks like Hilton’s involved in something much more dangerous than designer water. He’s about to cross the Amaranthine Church of the One—a New Age cult convinced that it’s found the secret to immortality, and doesn’t mind killing to prove it.

Practical Game Design

By Ennio De Nucci,Adam Kramarzewski
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : Packt Publishing Ltd
  • Isbn : 1787122166
  • Pages : 476
  • Category : Computers
  • Reads : 882
  • File Pdf: practical-game-design.pdf

Book Summary:

Design accessible and creative games across genres, platforms, and development realities Key Features Implement the skills and techniques required to work in a professional studio Ace the core principles and processes of level design, world building, and storytelling Design interactive characters that animate the gaming world Book Description If you are looking for an up-to-date and highly applicable guide to game design, then you have come to the right place! Immerse yourself in the fundamentals of game design with this book, written by two highly experienced industry professionals to share their profound insights as well as give valuable advice on creating games across genres and development platforms. Practical Game Design covers the basics of game design one piece at a time. Starting with learning how to conceptualize a game idea and present it to the development team, you will gradually move on to devising a design plan for the whole project and adapting solutions from other games. You will also discover how to produce original game mechanics without relying on existing reference material, and test and eliminate anticipated design risks. You will then design elements that compose the playtime of a game, followed by making game mechanics, content, and interface accessible to all players. You will also find out how to simultaneously ensure that the gameplay mechanics and content are working as intended. As the book reaches its final chapters, you will learn to wrap up a game ahead of its release date, work through the different challenges of designing free-to-play games, and understand how to significantly improve their quality through iteration, polishing and playtesting. What you will learn Define the scope and structure of a game project Conceptualize a game idea and present it to others Design gameplay systems and communicate them clearly and thoroughly Build and validate engaging game mechanics Design successful business models and prepare your games for live operations Master the principles behind level design, worldbuilding and storytelling Improve the quality of a game by playtesting and polishing it Who this book is for Whether you are a student eager to design a game or a junior game designer looking for your first role as a professional, this book will help you with the fundamentals of game design. By focusing on best practices and a pragmatic approach, Practical Game Design provides insights into the arts and crafts from two senior game designers that will interest more seasoned professionals in the game industry.

It's All a Game

By Tristan Donovan
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : Macmillan
  • Isbn : 1250082730
  • Pages : 304
  • Category : Games & Activities
  • Reads : 584
  • File Pdf: it-s-all-a-game.pdf

Book Summary:

"[A] timely book...It’s All a Game provides a wonderfully entertaining trip around the board, through 4,000 years of game history." —The Wall Street Journal Board games have been with us longer than even the written word. But what is it about this pastime that continues to captivate us well into the age of smartphones and instant gratification? In It’s All a Game, British journalist and renowned games expert Tristan Donovan opens the box on the incredible and often surprising history and psychology of board games. He traces the evolution of the game across cultures, time periods, and continents, from the paranoid Chicago toy genius behind classics like Operation and Mouse Trap, to the role of Monopoly in helping prisoners of war escape the Nazis, and even the scientific use of board games today to teach artificial intelligence how to reason and how to win. With these compelling stories and characters, Donovan ultimately reveals why board games have captured hearts and minds all over the world for generations.

Game Engine Architecture, Third Edition

By Jason Gregory
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : CRC Press
  • Isbn : 1351974289
  • Pages : 1240
  • Category : Computers
  • Reads : 317
  • File Pdf: game-engine-architecture-third-edition.pdf

Book Summary:

In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers.

100 Principles of Game Design

By DESPAIN
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : New Riders
  • Isbn : 0133362744
  • Pages : 240
  • Category : Computers
  • Reads : 126
  • File Pdf: 100-principles-of-game-design.pdf

Book Summary:

Game designers spend their lives solving extraordinary problems and facing mind-bending paradoxes. It’s their job to make a meticulous plan for “spontaneous fun” players will want to experience over and over again. Pressure is heaped on with demands for innovation and blockbuster status. So designers find themselves facing an abyss of problems, pressure, and possibilities, armed only with their brains and an assortment of design principles they picked up over years of experience. For the first time, 100 Principles of Game Design gathers some of the best of these big ideas into one toolkit. Seasoned designers will be glad they don’t have to hold it all in their heads anymore, and beginning design students can use the book to learn the tools of the trade. When the going gets tough, everyone can turn to this book for guidance, inspiration, or just to remind them of what works. Collected from every popular school of thought in game design, these core principles are organized by theme: innovation, creation, balancing, and troubleshooting. • Includes advances from the world’s leading authorities on game design, some explained by the creators themselves • A reference book of finite, individual principles for easy access, providing a jumping off point for further research • Principles originating in fields as diverse as architecture, psychiatry, and economics, but shown here as they apply to game design • Richly designed with illustrations and photos, making each principle easy to understand and memorable • Timeless approach includes feedback loops, game mechanics, prototyping, economies of scale, user-centered design, and much more Professional designers and instructors at one of the world’s leading game design institutions lay out the building blocks of diverse knowledge required to design even the simplest of games.

Game History and the Local

By Melanie Swalwell
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : Springer Nature
  • Isbn : 3030664228
  • Pages : 240
  • Category : Social Science
  • Reads : 174
  • File Pdf: game-history-and-the-local.pdf

Book Summary:

This book brings together essays on game history and historiography that reflect on the significance of locality. Game history did not unfold uniformly and the particularities of space and place matter, yet most digital game and software histories are silent with respect to geography. Topics covered include: hyper-local games; temporal anomalies in platform arrival and obsolescence; national videogame workforces; player memories of the places of gameplay; comparative reception studies of a platform; the erasure of cultural markers; the localization of games; and perspectives on the future development of ‘local’ game history. Chapters 1 and 12 are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

The Anatomy of a Game

By David M. Nelson
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : University of Delaware Press
  • Isbn : 9780874134551
  • Pages : 599
  • Category : Sports & Recreation
  • Reads : 195
  • File Pdf: the-anatomy-of-a-game.pdf

Book Summary:

Looks at how rule changes have shaped the game of college football

The Game

By Neil Strauss
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : Harper Collins
  • Isbn : 0062130110
  • Pages : 464
  • Category : Biography & Autobiography
  • Reads : 176
  • File Pdf: the-game.pdf

Book Summary:

Hidden somewhere, in nearly every major city in the world, is an underground seduction lair. And in these lairs, men trade the most devastatingly effective techniques ever invented to charm women. This is not fiction. These men really exist. They live together in houses known as Projects. And Neil Strauss, the bestselling author and journalist, spent two years living among them, using the pseudonym Style to protect his real-life identity. The result is one of the most explosive and controversial books of the last decade—guaranteed to change the lives of men and transform the way women understand the opposite sex forever. On his journey from AFC (average frustrated chump) to PUA (pick-up artist) to PUG (pick-up guru), Strauss not only shares scores of original seduction techniques but also has unforgettable encounters with the likes of Tom Cruise, Britney Spears, Paris Hilton, Heidi Fleiss, and Courtney Love. And then things really start to get strange—and passions lead to betrayals lead to violence. The Game is the story of one man's transformation from frog to prince to prisoner in the most unforgettable book of this generation.

The Video Game Debate

By Rachel Kowert,Thorsten Quandt
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : Routledge
  • Isbn : 131756717X
  • Pages : 204
  • Category : Social Science
  • Reads : 132
  • File Pdf: the-video-game-debate.pdf

Book Summary:

Do video games cause violent, aggressive behavior? Can online games help us learn? When it comes to video games, these are often the types of questions raised by popular media, policy makers, scholars, and the general public. In this collection, international experts review the latest research findings in the field of digital game studies and weigh in on the actual physical, social, and psychological effects of video games. Taking a broad view of the industry from the moral panic of its early days up to recent controversies surrounding games like Grand Theft Auto, contributors explore the effects of games through a range of topics including health hazards/benefits, education, violence and aggression, addiction, cognitive performance, and gaming communities. Interdisciplinary and accessibly written, The Video Game Debate reveals that the arguments surrounding the game industry are far from black and white, and opens the door to richer conversation and debate amongst students, policy makers, and scholars alike.

Disrupting the Game

By Reggie Fils-Aimé
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : HarperCollins Leadership
  • Isbn : 1400226686
  • Pages : 240
  • Category : Business & Economics
  • Reads : 607
  • File Pdf: disrupting-the-game.pdf

Book Summary:

Reggie Fils-Aimé, retired President and Chief Operating Officer of Nintendo of America Inc., shares leadership lessons and inspiring stories from his unlikely rise to the top. Although he’s best known as Nintendo's iconic President of the Americas-immortalized for opening Nintendo’s 2004 E3 presentation with, “My name is Reggie, I'm about kicking ass, I'm about taking names, and we're about making games”-Reggie Fils-Aimé’s story is the ultimate gameplan for anyone looking to beat the odds and achieve success. Learn from Reggie how to leverage disruptive thinking to pinpoint the life choices that will make you truly happy, conquer negative perceptions from those who underestimate or outright dismiss you, and master the grit, perseverance, and resilience it takes to dominate in the business world and to reach your professional dreams. As close to sitting one-on-one with the gaming legend as it gets, you will learn: About the challenges Reggie faced throughout his life and career-from his humble childhood as the son of Haitian immigrants, to becoming one of the most powerful names in the history of the gaming industry. What it takes to reach the top of your own industry, including being brave enough to stand up for your ideas, while also being open to alternative paths to success. How to create vibrant and believable visions for your team and company. How to maintain relentless curiosity and know when to ask questions to shatter the status quo.

The Game Console 2.0

By Evan Amos
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : No Starch Press
  • Isbn : 1718500610
  • Pages : 312
  • Category : Games & Activities
  • Reads : 162
  • File Pdf: the-game-console-2-0.pdf

Book Summary:

This revised and expanded second edition of the bestselling The Game Console contains brand new content, with coverage of 50 more consoles, variants, and accessories in 50 added pages. The Game Console 2.0 is a gorgeous coffee table book for geeks and gamers that brings together highly detailed photos of more than 100 video game consoles and their electronic interiors spanning nearly five decades. Revised and updated since the first edition’s celebrated 2018 release, The Game Console 2.0 is an even bigger archival collection of vividly detailed photos of more than 100 video-game consoles. This ultimate archive of gaming history spans five decades and nine distinct generations, chronologically covering everything from market leaders to outright failures, and tracing the gaming industry’s rise, fall, and monumental resurgence. The book’s 2nd edition features more classic game consoles and computers, a section on retro gaming in the modern era, and dozens of new entries — including super-rare finds, such the Unisonic Champion 2711, and the latest ninth-generation consoles. You’ll find coverage of legendary systems like the Magnavox Odyssey, Atari 2600, NES, and the Commodore 64; systems from the ‘90s and 2000s; modern consoles like the Nintendo Switch, Xbox Series X|S, and PlayStation 5; and consoles you never knew existed. Get a unique peek at the hardware powering the world’s most iconic video-game systems with The Game Console 2.0 — the perfect gift for geeks of all stripes and every gamer’s must-have coffee-table book.

Game for Anything

By Cara Summers
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : Harlequin
  • Isbn : 9781426881299
  • Pages : 224
  • Category : Fiction
  • Reads : 697
  • File Pdf: game-for-anything.pdf

Book Summary:

A year ago, Tracker McBride saved Sophie Wainwright's life, and the sexy loner has been starring in her nightly fantasies ever since. But now Sophie's tired of dreaming. She needs to have Tracker in her life, in her bed. So when she learns she's in danger--and that, once again, Tracker is watching her every move--she decides to take what she wants. And poor Tracker doesn't stand a chance.... Tracker isn't thrilled with his latest assignment. For a year he hasn't been able to get Sophie out of his head. But the spoiled princess is way out of his league. Still, guarding Sophie's delectable body has its perks, especially since she's quite willing to share it. So he's going to Plan B. He'll seduce her right out of his system. Only, the more games they play, the more he's hoping they'll end up tied....

Integrating Video Game Research and Practice in Library and Information Science

By Ratliff, Jacob A.
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : IGI Global
  • Isbn : 1466681764
  • Pages : 300
  • Category : Language Arts & Disciplines
  • Reads : 758
  • File Pdf: integrating-video-game-research-and-practice-in-library-and-information-science.pdf

Book Summary:

Video games are now a ubiquitous form of media used by the majority of the American population. However, the academic research field surrounding this genre does not accurately reflect the pervasive influence of video games. The field of library and information sciences helps provide the necessary foundational support for this media. Integrating Video Game Research and Practice in Library and Information Science brings together video gaming culture and its unique forms of communication with information behavior research. By detailing the nuances of video games and their influence, this reference book reveals communication patterns within society and provides comprehensive background and analysis for libraries, librarians, and information professionals.

Music and Game

By Peter Moormann
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : Springer Science & Business Media
  • Isbn : 3531189131
  • Pages : 223
  • Category : Language Arts & Disciplines
  • Reads : 596
  • File Pdf: music-and-game.pdf

Book Summary:

This anthology examines the various facets of video game music. Contributors from the fields of science and practice document its historical development, discuss the music’s composition techniques, interactivity and function as well as attending to its performative aspects.

The Video Game Theory Reader

By Mark J.P. Wolf,Bernard Perron
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : Routledge
  • Isbn : 1135205191
  • Pages : 368
  • Category : Social Science
  • Reads : 516
  • File Pdf: the-video-game-theory-reader.pdf

Book Summary:

In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming. The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies.

The Video Game Theory Reader 2

By Bernard Perron,Mark J.P. Wolf
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : Routledge
  • Isbn : 1135895171
  • Pages : 456
  • Category : Social Science
  • Reads : 993
  • File Pdf: the-video-game-theory-reader-2.pdf

Book Summary:

The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games today including Henry Jenkins, Jesper Juul, Eric Zimmerman, and Mia Consalvo. While the first volume had a strong focus on early video games, this volume also addresses more contemporary issues such as convergence and MMORPGs. The volume concludes with an appendix of nearly 40 ideas and concepts from a variety of theories and disciplines that have been usefully and insightfully applied to the study of video games.

The Game Narrative Toolbox

By Tobias Heussner,Toiya Kristen Finley,Jennifer Brandes Hepler,Ann Lemay
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : CRC Press
  • Isbn : 1317661621
  • Pages : 264
  • Category : Computers
  • Reads : 445
  • File Pdf: the-game-narrative-toolbox.pdf

Book Summary:

Learn how to create compelling game storylines. Four experienced narrative designers from different genres of game development have banded together to create this all-inclusive guide on what it's like to work as a writer and narrative designer in the videogame industry. From concept to final testing, The Game Narrative Toolbox walks readers through what role a narrative designer plays on a development team and what the requirements are at every stage of development. Drawing on real experiences, authors Tobias Heussner, Toiya Finley, Ann Lemay, and Jennifer Hepler provide invaluable advice for writing compelling player-centered stories and effective dialogue trees in order to help readers make the switch from prose- or screen- writing to interactive. Accompanying every chapter are exercises that allow the reader to develop their own documentation, outlines, and game-dialogue samples for use in applying for industry jobs or developing independent projects. This first installment of Focal Press's Game Design Workshops series is a must-have for individuals looking to create captivating storylines for games.

The Video Game Theory Reader

By Mark J.P. Wolf,Bernard Perron
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : Routledge
  • Isbn : 1135205183
  • Pages : 368
  • Category : Social Science
  • Reads : 593
  • File Pdf: the-video-game-theory-reader.pdf

Book Summary:

In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming. The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies.

The Ultimate Guide to Classic Game Consoles

By Kevin Baker
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : eBookIt.com
  • Isbn : 1456617087
  • Pages : 299
  • Category : Games
  • Reads : 829
  • File Pdf: the-ultimate-guide-to-classic-game-consoles.pdf

Book Summary:

The ultimate guide to retro game consoles, an ideal reference for collectors and enthusiasts.. Write ups, specs and pictures of over 85 collectible consoles and variant models from 1972 to 2000. From the Magnavox Odyssey right through to the Sega Dreamcast. Including the history of the evolution of electronic gaming and advice on how to collect classic consoles. A comprehensive database of collectible consoles. Written by fellow collectors and enthusiasts.