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Gameworld Interfaces
  • Language: en
  • Pages: 191

Gameworld Interfaces

  • Type: Book
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  • Published: 2013-12-20
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  • Publisher: MIT Press

An investigation into computer game interfaces, both naturalistic and symbolic, and the distinction between gameworlds and other kinds of fictional worlds. Computer games usually take one of two approaches to presenting game information to players. A game might offer information naturalistically, as part of the game's imaginary universe; or it might augment the world of the game with overlays, symbols, and menus. In this book, Kristine Jørgensen investigates both kinds of gameworld interfaces. She shows that although the naturalistic approach may appear more integral to the imaginary world of the game, both the invisible and visible interfaces effectively present information that players ne...

The Art of Game Design
  • Language: en
  • Pages: 604

The Art of Game Design

  • Type: Book
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  • Published: 2014-11-06
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  • Publisher: CRC Press

Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.

Move On Up
  • Language: en
  • Pages: 255

Move On Up

A Chicago Tribune Book of 2019, Notable Chicago Reads A Booklist Top 10 Arts Book of 2019 A No Depression Top Music Book of 2019 Curtis Mayfield. The Chi-Lites. Chaka Khan. Chicago’s place in the history of soul music is rock solid. But for Chicagoans, soul music in its heyday from the 1960s to the 1980s was more than just a series of hits: it was a marker and a source of black empowerment. In Move On Up, Aaron Cohen tells the remarkable story of the explosion of soul music in Chicago. Together, soul music and black-owned businesses thrived. Record producers and song-writers broadcast optimism for black America’s future through their sophisticated, jazz-inspired productions for the Dells...

Exploring Videogames: Culture, Design and Identity
  • Language: en
  • Pages: 189

Exploring Videogames: Culture, Design and Identity

  • Type: Book
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  • Published: 2019-01-04
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  • Publisher: BRILL

This volume was first published by Inter-Disciplinary Press in 2013. This volume brings together perspectives on videogames and interactive entertainment from film and media studies, Russian studies, health, philosophy and human-computer interaction, among others. It includes theoretically and practically-informed explorations of the nature of games, their design and development, and their communities and culture.

Artificial Intelligence & Games
  • Language: en
  • Pages: 390

Artificial Intelligence & Games

As has been pointed out by several industrial game AI developers the lack of behavioral modularity across games and in-game tasks is detrimental for the development of high quality AI [605, 171]. An increasingly popular method for ad-hoc behavior authoring that eliminates the modularity limitations of FSMs and BTs is the utility-based AI approach which can be used for the design of control and decision making systems in games [425, 557]. Following this approach, instances in the game get assigned a particular utility function that gives a value for the importance of the particular instance [10, 169]. For instance, the importance of an enemy being present at a particular distance or the impor...

Game Usability
  • Language: en
  • Pages: 400

Game Usability

  • Categories: Art
  • Type: Book
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  • Published: 2008-08-12
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  • Publisher: CRC Press

Computers used to be for geeks. And geeks were fine with dealing with a difficult and finicky interface--they liked this--it was even a sort of badge of honor (e.g. the Unix geeks). But making the interface really intuitive and useful--think about the first Macintosh computers--took computers far far beyond the geek crowd. The Mac made HCI (human computer interaction) and usability very popular topics in the productivity software industry. Suddenly a new kind of experience was crucial to the success of software - the user experience. Now, 20 years later, developers are applying and extending these ideas to games. Game companies are now trying to take games beyond the 'hardcore' gamer market-...

Labor and Employment Law Initiatives and Proposals Under the Obama Administration
  • Language: en
  • Pages: 732

Labor and Employment Law Initiatives and Proposals Under the Obama Administration

  • Categories: Law

Barack Obama's famous "Blueprint for Change," part and parcel of the campaign that culminated in his historic election as U.S. president in November 2008, openly announced his support for the Employee Free Choice Act (H.R. 1409) suggesting that major change was imminent in U.S. labor and employment law. Although promised legislative change has yet to materialize, there appears to be a growing consensus that the current system for addressing employment disputes in union-represented and non-union workplaces deserves renewed attention and needs significant restructuring. Thus, the issues taken up by this prominent U.S. conference remain relevant to policy debates which will likely continue to r...

Gentleman of Jazz
  • Language: en
  • Pages: 176

Gentleman of Jazz

This immersive new autobiography provides insight into the early life and illustrious career of the late great Ramsey Lewis, one of the most popular jazz pianists of all time. Beginning with his childhood growing up in Chicago’s Cabrini Green neighborhood, Ramsey Lewis recounts his memories of the music in his parents’ church and his early piano lessons. As he learned classical technique, Lewis also absorbed countless jazz records and heard gospel music weekly, finally becoming a performer himself in his teenage years. With his coauthor and collaborator, Aaron Cohen, Lewis describes his early steps in jazz from joining the Clefs in the ’50s, to eventually establishing the Ramsey Lewis ...

Refiguring Minds in Narrative Media
  • Language: en
  • Pages: 331

Refiguring Minds in Narrative Media

"Explores how writers and artists represent cognition in print fiction, digital fiction, and video games and what these representations tell us about our minds across media"--

Keys to Play
  • Language: en
  • Pages: 468

Keys to Play

A free ebook version of this title is available through Luminos, University of California Press’s Open Access publishing program for monographs. Visit www.luminosoa.org to learn more. How do keyboards make music playable? Drawing on theories of media, systems, and cultural techniques, Keys to Play spans Greek myth and contemporary Japanese digital games to chart a genealogy of musical play and its animation via improvisation, performance, and recreation. As a paradigmatic digital interface, the keyboard forms a field of play on which the book’s diverse objects of inquiry—from clavichords to PCs and eighteenth-century musical dice games to the latest rhythm-action titles—enter into analogical relations. Remapping the keyboard’s topography by way of Mozart and Super Mario, who head an expansive cast of historical and virtual actors, Keys to Play invites readers to unlock ludic dimensions of music that are at once old and new.