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Game Design
  • Language: en
  • Pages: 277

Game Design

  • Type: Book
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  • Published: 2012-08-08
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  • Publisher: McFarland

Many aspiring game designers have crippling misconceptions about the process involved in creating a game from scratch, believing a "big idea" is all that is needed to get started. But game design requires action as well as thought, and proper training and practice to do so skillfully. In this indispensible guide, a published commercial game designer and longtime teacher offers practical instruction in the art of video and tabletop game design. The topics explored include the varying types of games, vital preliminaries of making a game, the nuts and bolts of devising a game, creating a prototype, testing, designing levels, technical aspects, and assessing nature of the audience. With practice challenges, a list of resources for further exploration, and a glossary of industry terms, this manual is essential for the nascent game designer and offers food for thought for even the most experienced professional.

Eurogames
  • Language: en
  • Pages: 269

Eurogames

  • Type: Book
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  • Published: 2012-08-30
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  • Publisher: McFarland

While board games can appear almost primitive in the digital age, eurogames--also known as German-style board games--have increased in popularity nearly concurrently with the rise of video games. Eurogames have simple rules and short playing times and emphasize strategy over luck and conflict. This book examines the form of eurogames, the hobbyist culture that surrounds them, and the way that hobbyists experience the play of such games. It chronicles the evolution of tabletop hobby gaming and explores why hobbyists play them, how players balance competitive play with the demands of an intimate social gathering, and to what extent the social context of the game encounter shapes the playing experience. Combining history, cultural studies, leisure studies, ludology, and play theory, this innovative work highlights a popular alternative trend in the gaming community.

The Elusive Shift
  • Language: en
  • Pages: 332

The Elusive Shift

  • Type: Book
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  • Published: 2020-12-22
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  • Publisher: MIT Press

How the early Dungeons & Dragons community grappled with the nature of role-playing games, theorizing a new game genre. When Dungeons & Dragons made its debut in the mid-1970s, followed shortly thereafter by other, similar tabletop games, it sparked a renaissance in game design and critical thinking about games. D&D is now popularly considered to be the first role-playing game. But in the original rules, the term “role-playing” is nowhere to be found; D&D was marketed as a wargame. In The Elusive Shift, Jon Peterson describes how players and scholars in the D&D community began to apply the term to D&D and similar games—and by doing so, established a new genre of games. Peterson examine...

The Game Inventor's Guidebook
  • Language: en
  • Pages: 282

The Game Inventor's Guidebook

A guide to developing and selling your game idea from a game design manager at Wizards of the Coast, the world’s largest tabletop hobby game company. Do you have an idea for a board game, card game, role-playing game or tabletop game? Have you ever wondered how to get it published? For many years Brian Tinsman reviewed new game submissions for Hasbro, the largest game company in the US. With The Game Inventor’s Guidebook: How to Invent and Sell Board Games, Card Games, Role-playing Games & Everything in Between! Tinsman presents the only book that lays out step-by-step advice, guidelines and instructions for getting a new game from idea to retail shelf.

From Equity Talk to Equity Walk
  • Language: en
  • Pages: 160

From Equity Talk to Equity Walk

A practical guide for achieving equitable outcomes From Equity Talk to Equity Walk offers practical guidance on the design and application of campus change strategies for achieving equitable outcomes. Drawing from campus-based research projects sponsored by the Association of American Colleges and Universities and the Center for Urban Education at the University of Southern California, this invaluable resource provides real-world steps that reinforce primary elements for examining equity in student achievement, while challenging educators to specifically focus on racial equity as a critical lens for institutional and systemic change. Colleges and universities have placed greater emphasis on ...

Mormon Resistance
  • Language: en
  • Pages: 380

Mormon Resistance

In 1857 President Buchanan quietly sent new officials to rule the Utah Territory and replace Brigham Young as the territorial governor. With no official announcement, the new leaders were accompanied by a twenty-five-hundred-member troop under the leadership of Col. Albert Sidney Johnston. The secrecy, the size of the military force, and past experiences caused the Mormons to mistakenly believe they were about to be invaded by the federal government. Utah?s territorial militia, the Nauvoo Legion, readied itself against the impending invasion until disagreement and disapproval in Washington finally led to successful diplomacy and a reluctant peace. LeRoy R. and Ann W. Hafen have brought together the principal official documents pertaining to these singular and nearly tragic events as well as excerpts from the diaries and journals of the central figures, speeches given in Congress and in Utah, and pertinent correspondence. ø

Design, Gamification, and Usability Affecting Social Change for LGBTQIA People
  • Language: en
  • Pages: 91

Design, Gamification, and Usability Affecting Social Change for LGBTQIA People

Media overgeneralization fosters a lack of connectedness, socialization, and understanding of the lesbian, gay, bisexual, transgender, questioning, intersex, and asexual (LGBTQIA) community. Persons of the LGBTQIA community are very much impacted by design campaigns, and by examining the communication strategies that occur within specific campaigns, potential solutions can be discovered to positively impact the community’s perception. Visual communicators are well equipped with design skillsets to develop and prototype experiences to benefit the LGBTQIA community; likewise, visual communicators possess comparable skillsets to gamification practitioners, which use game mechanics and game th...

Game Wizards
  • Language: en
  • Pages: 401

Game Wizards

  • Type: Book
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  • Published: 2021-10-12
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  • Publisher: MIT Press

The story of the arcane table-top game that became a pop culture phenomenon and the long-running legal battle waged by its cocreators. When Dungeons & Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success--and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson--a noted authority on role-playing games--explains how D&D and its creators navigat...

King Arthur in Popular Culture
  • Language: en
  • Pages: 273

King Arthur in Popular Culture

  • Type: Book
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  • Published: 2015-10-03
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  • Publisher: McFarland

The legend of King Arthur is embedded in British and American culture. Contemporary America, in particular, is a rich breeding ground for the Arthurian mythos, not only in films, novels, short stories, and fantasy and science fiction, but in other areas of popular and mass culture as well. This work is a collection of 18 previously unpublished essays that demonstrate the impressive extent to which the Arthurian legend continues to permeate contemporary culture beyond film and literature. The essays cover the Arthurian legend in economics, ethics, education, entertainment, music, fun and games, the Internet, and esoterica. Instructors considering this book for use in a course may request an examination copy here.

Paper Time Machines
  • Language: en
  • Pages: 335

Paper Time Machines

James Dunnigan’s memorable phrase serves as the first part of a title for this book, where it seeks to be applicable not just to analog wargames, but also to board games exploring non-expressly military history, that is, to political, diplomatic, social, economic, or other forms of history. Don’t board games about history, made predominantly out of (layered) paper, permit a kind of time travel powered by our imagination? Paper Time Machines: Critical Game Design and Historical Board Games is for those who consider this a largely rhetorical question; primarily for designers of historical board games, directed in its more practice-focused sections (Parts Two, Three, and Four) toward those ...