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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...

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

Game-Based Learning
  • Language: en
  • Pages: 284

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.

Tai Chi Odyssey, Vol. 1
  • Language: en
  • Pages: 142

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...

Teaching Machines
  • Language: en
  • Pages: 216

Teaching Machines

  • Type: Book
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  • Published: 2014-11-17
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  • Publisher: JHU Press

Technology promises to make learning better, cheaper, faster—but rarely has it kept that promise. The allure of educational technology is easy to understand. Classroom instruction is an expensive and time-consuming process fraught with contradictory theories and frustratingly uneven results. Educators, inspired by machines’ contributions to modern life, have been using technology to facilitate teaching for centuries. In Teaching Machines, Bill Ferster examines past attempts to automate instruction from the earliest use of the postal service for distance education to the current maelstrom surrounding Massive Open Online Courses. He tells the stories of the entrepreneurs and visionaries wh...

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

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...

Animation
  • Language: en
  • Pages: 225

Animation

Guides students on the path to a career working in the field of animation. Job profiles include animators, college professors, directors, and editors.

Critical Digital Studies
  • Language: en
  • Pages: 625

Critical Digital Studies

An indispensable resource for instructors and students in digital studies programs, Critical Digital Studies is a comprehensive, creative, and fascinating look at a digital culture that is struggling to be born, survive, and flourish."--Publisher description.

Not at Your Service
  • Language: en
  • Pages: 528

Not at Your Service

  • Type: Book
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  • Published: 2020-12-16
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  • Publisher: Birkhäuser

Multiple answers to the question of what design can be and achieve today. Not at Your Service: Manifestos for Design brings together the broad spectrum of beliefs, subjects and practices of designers at Zurich University of the Arts. It offers different approaches and insights on the present-day role and impact of design. It is not conceived as a finished project, but as a fluid document of its time. Collaborative design, interaction within complex systems, attention economics, the ecological shift, visual literacy, gender-neutral design, "quick and dirty" design ethnography, social responsibility, the value of ugliness, death futures, immersive technologies, identity and crises, design as a transformative discipline – all of these topics are presented for debate with passion, conviction and professional expertise. A compact collection of discursive texts on the many roles and functions of design. Contributions to the current debate on the social role of design. Statements by experts from one of the leading universities of design. All texts are in German and English.