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Video Games and Storytelling
  • Language: en
  • Pages: 239

Video Games and Storytelling

The potential of video games as storytelling media and the deep involvement that players feel when they are part of the story needs to be analysed vis-à-vis other narrative media. This book underscores the importance of video games as narratives and offers a framework for analysing the many-ended stories that often redefine real and virtual lives.

The Infinite Game
  • Language: en
  • Pages: 272

The Infinite Game

  • Type: Book
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  • Published: 2019-10-15
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  • Publisher: Penguin

From the New York Times bestselling author of Start With Why and Leaders Eat Last, a bold framework for leadership in today’s ever-changing world. How do we win a game that has no end? Finite games, like football or chess, have known players, fixed rules and a clear endpoint. The winners and losers are easily identified. Infinite games, games with no finish line, like business or politics, or life itself, have players who come and go. The rules of an infinite game are changeable while infinite games have no defined endpoint. There are no winners or losers—only ahead and behind. The question is, how do we play to succeed in the game we’re in? In this revelatory new book, Simon Sinek off...

Negotiation Games
  • Language: en
  • Pages: 297

Negotiation Games

The concept of negotiation is critical to coping with all manner of strategic problems that arise in the everyday dealings that people have with each other and organizations. Game theory illustrates this to the full and shows how these problems can be solved. This revised edition uses adroit case studies to cover themes such as trade offs and the game of chicken, the effects of power in the cease-fire game, the use of threat power in sequential games, fallback bargaining and rational negotiation.

Games As A Service
  • Language: en
  • Pages: 312

Games As A Service

  • Type: Book
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  • Published: 2014-02-05
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  • Publisher: CRC Press

The games industry is serious business and the role of a games designer has dramatically changed over just the last few years. Developers now have to rethink everything they know about the creative, technical and business challenges to adapt to the transition to games as a service. Games as a Service: How Free to Play Design Can Make Better Games has been written to help designers overcome many of the fears and misconceptions surrounding freemium and social games. It provides a framework to deliver better games rather than the ‘evil’ or ‘manipulative’ experiences some designers fear with the move away from wasteful Products to sustainable, trustworthy Services. Oscar Clark is a consultant and Evangelist for Everyplay from Applifier. He has been a pioneer in online, mobile and console social games services since 1998 including Wireplay (British Telecom), Hutchison Whampoa (3UK) and PlayStation®Home. He is a regular columnist on PocketGamer.Biz and is an outspoken speaker and moderator at countless games conferences on Games Design, Discovery, and Monetisation. He is also a notorious hat wearer.

Cambridge Primary Mathematics Stage 1 Teacher's Resource with CD-ROM
  • Language: en
  • Pages: 288

Cambridge Primary Mathematics Stage 1 Teacher's Resource with CD-ROM

This series is endorsed by Cambridge International Examinations and is part of Cambridge Maths.

Gamers
  • Language: en
  • Pages: 320

Gamers

  • Type: Book
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  • Published: 2013-03-01
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  • Publisher: Routledge

"Over only a few decades, digital gaming has become a major global leisure activity that now rivals the movie and music sectors. Due to this increasingly widespread popularity, gaming has in recent years become the focus of increased academic interest and activity, but still little is know about those who play digital games. Online Gaming in Context is the first book to explicitly and comprehensively address how digital games are experienced and engaged with in the everyday lives, social networks, and consumer patterns of those who play them. In doing so, the book provides a key introduction to the study of gamers and the games they play, whilst also reflecting on the current debates and literatures surrounding the virtual world"--

Freemium Mobile Games: Design and Monetization
  • Language: un
  • Pages: 226

Freemium Mobile Games: Design and Monetization

  • Type: Book
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  • Published: 2014-07-28
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  • Publisher: Unknown

Freemium Mobile Games: Design & Monetization reveals the essence of what freemium games are and provides a framework of best practices and in-depth game design schematics for developers to follow. Although the interaction of brilliant game design and monetization mechanisms based on scientific psychological research has successfully stormed the top grossing mobile charts, the roadmap to success remains elusive... until now.Freemium Mobile Games: Design & Monetization is a detailed guide for the new wave of gaming industry professionals that have to embrace the overwhelming trend of games as a service. The free games that already dominate the billion mobile market, have stolen a lot of the in...

Emotions, Technology, and Digital Games
  • Language: en
  • Pages: 364

Emotions, Technology, and Digital Games

Emotions, Technology, and Digital Games explores the need for people to experience enjoyment, excitement, anxiety, anger, frustration, and many other emotions. The book provides essential information on why it is necessary to have a greater understanding of the power these emotions have on players, and how they affect players during, and after, a game. This book takes this understanding and shows how it can be used in practical ways, including the design of video games for teaching and learning, creating tools to measure social and emotional development of children, determining how empathy-related thought processes affect ethical decision-making, and examining how the fictional world of game play can influence and shape real-life experiences. Details how games affect emotions—both during and after play Describes how we can manage a player’s affective reactions Applies the emotional affect to making games more immersive Examines game-based learning and education Identifies which components of online games support socio-emotional development Discusses the impact of game-based emotions beyond the context of games

Fun, Taste, & Games
  • Language: un
  • Pages: 256

Fun, Taste, & Games

  • Type: Book
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  • Published: 2019-03-12
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  • Publisher: MIT Press

Reclaiming fun as a meaningful concept for understanding games and play. “Fun” is somewhat ambiguous. If something is fun, is it pleasant? Entertaining? Silly? A way to trick students into learning? Fun also has baggage—it seems inconsequential, embarrassing, child's play. In Fun, Taste, & Games, John Sharp and David Thomas reclaim fun as a productive and meaningful tool for understanding and appreciating play and games. They position fun at the heart of the aesthetics of games. As beauty was to art, they argue, fun is to play and games—the aesthetic goal that we measure our experiences and interpretations against. Sharp and Thomas use this fun-centered aesthetic framework to explore...

Big Book of Family Games
  • Language: en
  • Pages: 361

Big Book of Family Games

Bring family and friends together for hours of entertainment with this giant compendium of hilarious and challenging interactive games. The Big Book of Family Games brings people together for hours of fun that requires virtually nothing more than pens and paper. Perfect for family gatherings or vacations, dinner parties, or any casual group setting, this book guarantees to get people off their phones and laptops and engaging in hilarious, challenging entertainment. The 1010 thoroughly original, rigorously tested games in this book are designed to challenge each player's ability to strategize, bluff, read minds, memorize, think quickly, solve puzzles, and more. No texting, tweeting, or web surfing allowed!