Search Results for "gender-inclusive-game-design"

Gender Inclusive Game Design

Gender Inclusive Game Design

Expanding the Market

  • Author: Sheri Graner Ray
  • Publisher: Charles River Media
  • ISBN: 9781584502395
  • Category: Computers
  • Page: 193
  • View: 9147
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Examining the relationship between women and computer games, this intriguing study of the computer gaming industry explains why such games appeal to a predominantly male audience and discusses the differences between male and female entertainment criteria and how to develop better games to attract a broader audience. (Intermediate)

Gender Inclusive Game Design

Gender Inclusive Game Design

Expanding the Market

  • Author: Sheri Graner Ray
  • Publisher: Cengage Learning
  • ISBN: 9781584502395
  • Category: Computers
  • Page: 193
  • View: 7658
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Examining the relationship between women and computer games, this intriguing study of the computer gaming industry explains why such games appeal to a predominantly male audience and discusses the differences between male and female entertainment criteria and how to develop better games to attract a broader audience. (Intermediate)

Diversifying Barbie and Mortal Kombat: Intersectional Perspectives and Inclusive Designs In Gaming

Diversifying Barbie and Mortal Kombat: Intersectional Perspectives and Inclusive Designs In Gaming

  • Author: Yasmin B. Kafai,Gabriela T. Richard,Brendesha M. Tynes
  • Publisher: Lulu Press, Inc
  • ISBN: 1365839133
  • Category: Education
  • Page: N.A
  • View: 6093
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In Diversifying Barbie and Mortal Kombat, the third edited volume in the series that includes From Barbie to Mortal Kombat and Beyond Barbie and Mortal Kombat, we expand the discussions on gender, race, and sexuality in gaming. We include intersectional perspectives on the experiences of diverse players, non-players and designers and promote inclusive designs for broadening access and participation in gaming, design and development. Contributors from media studies, gender studies, game studies, educational design, learning sciences, computer science, and game development examine who plays, how they play, where and what they play, why they play (or choose not to play), and with whom they play. This volume further explores how we can diversify access, participation and design for more inclusive play and learning.

Gender Inclusive

Gender Inclusive

Essays on Violence, Men, and Feminist International Relations

  • Author: Adam Jones
  • Publisher: Routledge
  • ISBN: 1135974004
  • Category: Political Science
  • Page: 336
  • View: 5745
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Gender Inclusive offers a challenging and unconventional reinterpretation of gender and mass violence. Compiling essays and excerpts drawn from nearly two decades of Adam Jones’s writing on gender and politics, this stimulating and diverse collection of essays explores vital issues surrounding ‘gendercide’ (gender-selective mass killing) including: How gender shapes men and women as victims and perpetrators of mass violence, including genocide. The range of gender-selective atrocities inflicted upon males, especially the gendercidal killing of civilian men of "battle age." The victimization of women and girls worldwide, including the structural forms of violence ("gendercidal institutions") directed against them. Genocidal violence throughout modern history, with a particular focus on the Balkans and Rwanda. In-depth critiques of prevailing gender framings in academic scholarship, mass media, and the policy sphere. Adam Jones – recently selected as "one of fifty key thinkers in Holocaust and genocide studies" – contests prevailing interpretations of gender and violence, arguing that they fail to capture the broad range of gendered experience. His global-historical treatment is essential reading for anyone with an interest in genocide, human rights and gender studies.

Women in Game Development

Women in Game Development

Breaking the Glass Level-Cap

  • Author: Jennifer Brandes Hepler
  • Publisher: CRC Press
  • ISBN: 9781138947924
  • Category: Computer software developers
  • Page: 224
  • View: 4689
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Videogame development is usually seen as a male dominated field; even playing videogames is often wrongly viewed as a pastime for men only. But behind the curtain, women have always played myriad important roles in gaming. From programmers to artists, designers to producers, female videogame developers endure not only the pressures of their jobs but also epic levels of harassment and hostility. Jennifer Brandes Hepler s Women in Game Development: Breaking the Glass Level-Cap gives voice to talented and experienced female game developers from a variety of backgrounds, letting them share the passion that drives them to keep making games. "

100 Principles of Game Design

100 Principles of Game Design

  • Author: DESPAIN
  • Publisher: New Riders
  • ISBN: 0133362744
  • Category: Computers
  • Page: 240
  • View: 7314
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Game designers spend their lives solving extraordinary problems and facing mind-bending paradoxes. It’s their job to make a meticulous plan for “spontaneous fun” players will want to experience over and over again. Pressure is heaped on with demands for innovation and blockbuster status. So designers find themselves facing an abyss of problems, pressure, and possibilities, armed only with their brains and an assortment of design principles they picked up over years of experience. For the first time, 100 Principles of Game Design gathers some of the best of these big ideas into one toolkit. Seasoned designers will be glad they don’t have to hold it all in their heads anymore, and beginning design students can use the book to learn the tools of the trade. When the going gets tough, everyone can turn to this book for guidance, inspiration, or just to remind them of what works. Collected from every popular school of thought in game design, these core principles are organized by theme: innovation, creation, balancing, and troubleshooting. • Includes advances from the world’s leading authorities on game design, some explained by the creators themselves • A reference book of finite, individual principles for easy access, providing a jumping off point for further research • Principles originating in fields as diverse as architecture, psychiatry, and economics, but shown here as they apply to game design • Richly designed with illustrations and photos, making each principle easy to understand and memorable • Timeless approach includes feedback loops, game mechanics, prototyping, economies of scale, user-centered design, and much more Professional designers and instructors at one of the world’s leading game design institutions lay out the building blocks of diverse knowledge required to design even the simplest of games.

Fundamentals of Game Design

Fundamentals of Game Design

  • Author: Ernest Adams
  • Publisher: Pearson Education
  • ISBN: 0321929675
  • Category: Computers
  • Page: 560
  • View: 9764
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Now in its third edition, the classic book on game design has been completely revised to include the latest developments in the game industry. Readers will learn all the fundamentals of concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. They'll be introduced to designing for mobile devices and touch screens, as well as for the Kinect and motion-capture gameplay. They'll learn how indie developers are pushing the envelope and how new business models such as free-to-play are influencing design. In an easy-to-follow approach, Adams offers a first-hand look into the process of designing a game, from initial concept to final tuning. This in-depth resource also comes with engaging end-of-chapter exercises, design worksheets, and case studies.

Minds in Play

Minds in Play

Computer Game Design As A Context for Children's Learning

  • Author: Yasmin B. Kafai
  • Publisher: Routledge
  • ISBN: 1136482466
  • Category: Education
  • Page: 360
  • View: 5269
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First Published in 1994. Routledge is an imprint of Taylor & Francis, an informa company.

Family Interventions in Domestic Violence

Family Interventions in Domestic Violence

A Handbook of Gender-Inclusive Theory and Treatment

  • Author: John Hamel, LCSW,Tonia L. Nicholls, PhD
  • Publisher: Springer Publishing Company
  • ISBN: 9780826103291
  • Category: Social Science
  • Page: 664
  • View: 2496
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In this exciting new book John Hamel, author of the ground-breaking Gender-Inclusive Treatment of Intimate Partner Abuse, and Tonia Nicholls go beyond the traditional intervention theories of domestic violence practiced today. Offering alternative, unbiased and sometimes controversial views, theories, and current research, they, along with renowned contributors in the field, provide new treatment options that encompass a wide range of gender dynamics. Here are just some of the key principles covered: Interventions Should Be Based on a Thorough Unbiased Assessment Victim/Perpetrator Distinctions are Overstated, and Much Partner Abuse is Mutual Regardless of Perpetrator Gender, Child Witnesses to Partner Abuse are Adversely Affected, and are at Risk for Perpetrating Partner Abuse as Adults This new gender-inclusive approach to assessment and intervention provides a significant departure from traditional paradigms of domestic violence, and offers a much-needed awareness to effectively prevent violence in our communities today and for future generations.

A Game Design Vocabulary

A Game Design Vocabulary

Exploring the Foundational Principles Behind Good Game Design

  • Author: Anna Anthropy,Naomi Clark
  • Publisher: Addison-Wesley Professional
  • ISBN: 0133155218
  • Category: Computers
  • Page: 240
  • View: 5369
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Master the Principles and Vocabulary of Game Design Why aren’t videogames getting better? Why does it feel like we’re playing the same games, over and over again? Why aren’t games helping us transform our lives, like great music, books, and movies do? The problem is language. We still don’t know how to talk about game design. We can’t share our visions. We forget what works (and doesn’t). We don’t learn from history. It’s too hard to improve. The breakthrough starts here. A Game Design Vocabulary gives us the complete game design framework we desperately need—whether we create games, study them, review them, or build businesses on them. Craft amazing experiences. Anna Anthropy and Naomi Clark share foundational principles, examples, and exercises that help you create great player experiences…complement intuition with design discipline…and craft games that succeed brilliantly on every level. Liberate yourself from stale clichés and genres Tell great stories: go way beyond cutscenes and text dumps Control the crucial relationships between game “verbs” and “objects” Wield the full power of development, conflict, climax, and resolution Shape scenes, pacing, and player choices Deepen context via art, animation, music, and sound Help players discover, understand, engage, and “talk back” to you Effectively use resistance and difficulty: the “push and pull” of games Design holistically: integrate visuals, audio, and controls Communicate a design vision everyone can understand

Masculinities Matter!

Masculinities Matter!

Men, Gender and Development

  • Author: Frances Cleaver
  • Publisher: Zed Books
  • ISBN: 9781842770658
  • Category: Political Science
  • Page: 242
  • View: 2513
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Men appear to be missing from much gender and development policy, but many emerging critiques suggest the need to pay more attention to understanding men and masculinities, and to analyzing the social relationships between men and women. This book considers the case for a focus on men in gender and development, which requires us to reconsider some of the theories and concepts which underlie policies. It includes arguments based on equality and social justice, the specific gendered vulnerabilities of men, the emergence of a crisis of masculinity and the need to include men in development as partners for strategic change.

Computer Games

Computer Games

Text, Narrative and Play

  • Author: Diane Carr,David Buckingham,Andrew Burn,Gareth Schott
  • Publisher: John Wiley & Sons
  • ISBN: 0745687504
  • Category: Social Science
  • Page: 224
  • View: 5770
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Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys. This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory in an accessible and concrete manner; and it tests their use and relevance by applying them to a small but representative selection of role-playing and action-adventure games. It combines methods of textual analysis and audience research, showing how the combination of such methods can give a more complete picture of these playable texts and the fan cultures they generate. Clearly written and engaging, it will be a key text for students in the field and for all those with an interest in taking games seriously.

Learning 2D Game Development with Unity

Learning 2D Game Development with Unity

A Hands-On Guide to Game Creation

  • Author: Matthew Johnson,James A. Henley
  • Publisher: Addison-Wesley Professional
  • ISBN: 0133523403
  • Category: Computers
  • Page: 384
  • View: 5239
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The Unity Engine Tutorial for Any Game Creator ¿ Unity is now the world’s #1 game engine, thanks to its affordability, continuous improvements, and amazing global community. With Unity, you can design, code, and author your game once, and then deploy it to multiple platforms, reaching huge audiences and earning maximum returns. Learning 2D Game Development with Unity® will help you master Unity and build powerful skills for success in today’s game industry. It also includes a bonus rundown of the new GUI tools introduced in Unity’s version 4.6 beta. ¿ With this indispensable guide, you’ll gain a solid, practical understanding of the Unity engine as you build a complete, 2D platform-style game, hands-on. The step-by-step project will get you started fast, whether you’re moving to Unity from other engines or are new to game development. ¿ This tutorial covers the entire development process, from initial concept, plans, and designs to the final steps of building and deploying your game. It illuminates Unity’s newly integrated 2D toolset, covering sprites, 2D physics, game scripts, audio, and animations. Throughout, it focuses on the simplest and lowest-cost approaches to game development, relying on free software and assets. Everything you’ll need is provided. ¿ Register your book at informit.com/title/9780321957726 to access assets, code listings, and video tutorials on the companion website. ¿ Learn How To Set up your Unity development environment and navigate its tools Create and import assets and packages you can add to your game Set up game sprites and create atlas sheets using the new Unity 2D tools Animate sprites using keyframes, animation controllers, and scripting Build a 2D game world from beginning to end Establish player control Construct movements that “feel right” Set up player physics and colliders Create and apply classic gameplay systems Implement hazards and tune difficulty Apply audio and particle effects to the game Create intuitive game menus and interface elements Debug code and provide smooth error handling Organize game resources and optimize game performance Publish your game to the web for others to see and play ¿

Brenda Laurel

Brenda Laurel

Pioneering Games for Girls

  • Author: Carly A. Kocurek
  • Publisher: Bloomsbury Publishing USA
  • ISBN: 1501319795
  • Category: Games & Activities
  • Page: 184
  • View: 1040
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Brenda Laurel is best known for her work with Purple Moon, the pioneering game company she cofounded in the 1990s. Purple Moon's games were based on years of research Laurel completed in an effort to understand why computer games seemed to be of so little interest to girls. Using diverse archival sources such as trade journals, newspapers, and recorded interviews, alongside Laurel's completed games and own writings and an original interview with Laurel herself, this volume offers insight into both the early development of the games for girls movement of the 1990s and the lasting impact of Laurel's game design breakthroughs. In her work with Purple Moon, Laurel drew on her background in theatre as well as her expertise in human computer interaction and qualitative research. By relying on this interdisciplinary background, Laurel made significant contributions to our understanding of the design and development of games as a medium for emotional rehearsal and storytelling. Additionally, her dedication to research-informed design has had a longstanding impact as companies and designers increasingly rely on audience research and metrics to shape their practices. The newest in Bloomsbury's Influential Video Game Designers series, Carly Kocurek highlights the contributions of a designer whose work has had a profound impact on the development of both games for girls and empathy games.

Beyond Barbie and Mortal Kombat

Beyond Barbie and Mortal Kombat

New Perspectives on Gender and Gaming

  • Author: Yasmin B. Kafai,Carrie Heeter,Jill Denner
  • Publisher: MIT Press (MA)
  • ISBN: 9780262516068
  • Category: Computers
  • Page: 371
  • View: 6752
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Girls and women as game players and game designers in the new digital landscape of massively multiplayer online games, "second lives," "modding," serious games, and casual games.

Fundamentals of Game Design

Fundamentals of Game Design

  • Author: Ernest Adams
  • Publisher: Pearson Education
  • ISBN: 0321929675
  • Category: Computers
  • Page: 560
  • View: 2927
DOWNLOAD NOW »
Now in its third edition, the classic book on game design has been completely revised to include the latest developments in the game industry. Readers will learn all the fundamentals of concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. They'll be introduced to designing for mobile devices and touch screens, as well as for the Kinect and motion-capture gameplay. They'll learn how indie developers are pushing the envelope and how new business models such as free-to-play are influencing design. In an easy-to-follow approach, Adams offers a first-hand look into the process of designing a game, from initial concept to final tuning. This in-depth resource also comes with engaging end-of-chapter exercises, design worksheets, and case studies.

From Barbie to Mortal Kombat

From Barbie to Mortal Kombat

Gender and Computer Games

  • Author: Justine Cassell,Henry Jenkins
  • Publisher: MIT Press
  • ISBN: 9780262531689
  • Category: Business & Economics
  • Page: 360
  • View: 3739
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The contributors to From Barbie(R) to Mortal Kombat explore how assumptions about gender, games, and technology shape the design, development, and marketing of games as industry seeks to build the girl market.

Agile Game Development with Scrum (Adobe Reader)

Agile Game Development with Scrum (Adobe Reader)

  • Author: Clinton Keith
  • Publisher: Pearson Education
  • ISBN: 9780321670281
  • Category: Computers
  • Page: 384
  • View: 1765
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Deliver Better Games Faster, On Budget—And Make Game Development Fun Again! Game development is in crisis—facing bloated budgets, impossible schedules, unmanageable complexity, and death march overtime. It’s no wonder so many development studios are struggling to survive. Fortunately, there is a solution. Scrum and Agile methods are already revolutionizing development outside the game industry. Now, long-time game developer Clinton Keith shows exactly how to successfully apply these methods to the unique challenges of game development. Keith has spent more than fifteen years developing games, seven of them with Scrum and agile methods. Drawing on this unparalleled expertise, he shows how teams can use Scrum to deliver games more efficiently, rapidly, and cost-effectively; craft games that offer more entertainment value; and make life more fulfilling for development teams at the same time. You’ll learn to form successful agile teams that incorporate programmers, producers, artists, testers, and designers—and promote effective collaboration within and beyond those teams, throughout the entire process. From long-range planning to progress tracking and continuous integration, Keith offers dozens of tips, tricks, and solutions—all based firmly in reality and hard-won experience. Coverage includes Understanding Scrum’s goals, roles, and practices in the context of game development Communicating and planning your game’s vision, features, and progress Using iterative techniques to put your game into a playable state every two to four weeks— even daily Helping all team participants succeed in their roles Restoring stability and predictability to the development process Managing ambiguous requirements in a fluid marketplace Scaling Scrum to large, geographically distributed development teams Getting started: overcoming inertia and integrating Scrum into your studio’s current processes Increasingly, game developers and managers are recognizing that things can’t go on the way they have in the past. Game development organizations need a far better way to work. Agile Game Development with Scrum gives them that—and brings the profitability, creativity, and fun back to game development.

The Women, Gender and Development Reader

The Women, Gender and Development Reader

  • Author: Nalini Visvanathan,Lynn Duggan,Nan Wiegersma,Laurie Nisonoff
  • Publisher: Zed Books Ltd.
  • ISBN: 1780321384
  • Category: Social Science
  • Page: 472
  • View: 1268
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The Women, Gender and Development Reader II is the definitive volume of literature dedicated to women in the development process. Now in a fully revised second edition, the editors expertly present the impacts of social, political and economic change by reviewing such topical issues as migration, persistent structural discrimination, the global recession, and climate change. Approached from a multidisciplinary perspective, the theoretical debates are vividly illustrated by an array of global case studies. This now classic book, has been designed as a comprehensive reader, presenting the best of the now vast body of literature. The book is divided into five parts, incorporating readings from the leading experts and authorities in each field. The result is a unique and extensive discussion, a guide to the evolution of the field, and a vital point of reference for those studying or with a keen interest in women in the development process.

What Works

What Works

Gender Equality by Design

  • Author: Iris Bohnet
  • Publisher: Belknap Press
  • ISBN: 9780674986565
  • Category: Business & Economics
  • Page: 400
  • View: 3031
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Shortlisted for the Financial Times and McKinsey Business Book of the Year Award A Financial Times Best Business Book of the Year A Times Higher Education Book of the Week Best Business Book of the Year, 800-CEO-READ Gender equality is a moral and a business imperative. But unconscious bias holds us back, and de-biasing people's minds has proven to be difficult and expensive. By de-biasing organizations instead of individuals, we can make smart changes that have big impacts. Presenting research-based solutions, Iris Bohnet hands us the tools we need to move the needle in classrooms and boardrooms, in hiring and promotion, benefiting businesses, governments, and the lives of millions. "Bohnet assembles an impressive assortment of studies that demonstrate how organizations can achieve gender equity in practice...What Works is stuffed with good ideas, many equally simple to implement." --Carol Tavris, Wall Street Journal "A practical guide for any employer seeking to offset the unconscious bias holding back women in organizations, from orchestras to internet companies." --Andrew Hill, Financial Times