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Serious Games
  • Language: en
  • Pages: 324

Serious Games

Learn how to take the skills and knowledge you use to make games for entertainment to make serious games: games for education, training, healing, and more. "Serious Games: Games That Educate, Train, and Inform" teaches game developers how to tap into the rapidly expanding market of serious games. Explore the numerous possibilities that serious games represent such as the ability to teach military training in a non-lethal environment and the ability to convey a particular political viewpoint through a game's storyline. You'll get a detailed overview of all of the major markets for serious games, including the military, educators, government agencies, corporations, hospitals, non-profit organi...

Tai Chi Odyssey, Vol. 1
  • Language: en
  • Pages: 133

Tai Chi Odyssey, Vol. 1

As a digital edition, this two-volume anthology offers not only a handy historical overview of taijiquan history, but most chapters focus on actual practice. Guidance is provided through Carol Derrickson’s discussions on taijiquan classic writings as well as from other highly experienced instructors in their own chapters. Dr. Linda Lehrhaupt’s chapter inspires one to practice by explaining how mental changes occur in a student during initial weeks of classes. Although most taiji classes are offered by individuals in their own schools, a number of classes are also offered in academic settings. Andrew Peck gives a fine example of how taiji is taught in a university setting. Other authors p...

Writing for Video Game Genres
  • Language: en
  • Pages: 282

Writing for Video Game Genres

  • Type: Book
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  • Published: 2009-02-26
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  • Publisher: CRC Press

This book, written and edited by members of the International Game Developers Association (IGDA) Game Writing Special Interest Group, follows the acclaimed Professional Techniques for Video Game Writing to deliver practical advice from seasoned veterans on the special challenges of writing for first-person shooter games (FPS), role-playing games (R

Professional Techniques for Video Game Writing
  • Language: en
  • Pages: 241

Professional Techniques for Video Game Writing

  • Type: Book
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  • Published: 2008-04-24
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  • Publisher: CRC Press

This book by the International Game Developers Association (IGDA) Game Writing Special Interest Group focuses on various aspects of working as a professional game writer, including how to break in to game writing, writing manuals, narrative design, writing in a team, working as a freelancer, working with new intellectual property, and more. It incl

Handbooks and Anthologies for Officials in Imperial China (2 vols)
  • Language: en
  • Pages: 1570

Handbooks and Anthologies for Officials in Imperial China (2 vols)

  • Type: Book
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  • Published: 2020-02-17
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  • Publisher: BRILL

The 1,165 entries of Handbooks and Anthologies for Officials in Imperial China by Pierre-Étienne Will and collaborators provide a descriptive list of extant manuscript and printed works—mainly from the Song, Ming, and Qing dynasties—created with the aim to instruct officials and other administrators of imperial China about the technical and ethical aspects of government, and to provide tools and guides to help with the relevant procedures. Both generalist and specialized texts are considered. Among the latter, such disciplines as the administration of justice, famine relief, and the military receive particular attention. Each entry includes the publishing history of the work considered (including modern editions), an analysis of contents, and a biographical sketch of the author.

Persuasive Games
  • Language: en
  • Pages: 463

Persuasive Games

  • Type: Book
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  • Published: 2010-08-13
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  • Publisher: MIT Press

An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies ...

Teaching and Learning in Environmental Law
  • Language: en
  • Pages: 320

Teaching and Learning in Environmental Law

  • Categories: Law

This unique book focuses specifically on teaching and learning in environmental law, exploring theory and practice as well as innovative techniques, tools and technologies employed across the globe to teach this ever more important subject. Chapters identify particular challenges that environmental law poses for pedagogy. It offers practical guidance and serves as a source of authority to legal scholars who are seeking to take up, or improve, their teaching and knowledge of this subject.

Game-Based Learning
  • Language: en
  • Pages: 280

Game-Based Learning

This book is an invitation to delve into the world of Game-Based Learning, to understand the many facets that make games a truly interesting and effective tool to teach and train in the 21st century. It includes nine chapters which were initially presented at the iGBL conference, a conference held throughout Ireland, where researchers, practitioners, students and other stakeholders meet and share their interest in games and education. These chapters touch on some very important topics, including games for health; formal education; poetry and games; science teaching through mobile games; relaxation with gaming devices; and accounting for disabilities with handheld devices. Together, these chapters illustrate the advancements in the field of Game-Based Learning, the challenges faced by developers and educators, as well as the opportunities that this medium can offer. Each chapter is written with practicality in mind in an effort to provide the reader with both a solid theoretical approach and background, coupled to some practical guidelines and suggestions that can be applied easily.

Engaging with Videogames: Play, Theory and Practice
  • Language: en
  • Pages: 297

Engaging with Videogames: Play, Theory and Practice

  • 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 2014. Engaging with Videogames focuses on the multiplicity of lenses through which the digital game can be understood, particularly as a cultural artefact, economic product, educational tool, and narrative experience. Game studies remains a highly interdisciplinary field, and as such tends to bring together scholars and researchers from a wide variety of fields and analytical practices. As such, this volume includes explorations of videogames from the fields of literature, visual art, history, classics, film studies, new media studies, phenomenology, education, philosophy, psychology, and the social sciences, as well as game stud...

From UXD to LivXD
  • Language: en
  • Pages: 282

From UXD to LivXD

Living eXperience Design – the design of life experiences – is an extension of user experience design (UXD). The context comprises usage and practice in real contexts in which spatial, urban, social, temporal, historical and legal dimensions are considered. Reflecting upon LivXD is to examine the whole experience of a target audience in a variety of situations – and not only in those involving digital technology. This book begins with the definition of LivXD and its associated epistemology, and proceeds to detail field experiments in certain privileged areas: the relation to creation and works, mediation and adult education.