Search results for: levels-of-the-game

Ethics and Game Design Teaching Values through Play

Author : Schrier, Karen
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"This book addressing an emerging field of study, ethics and gamesand answers how we can better design and use games to foster ethical thinking and discourse in classrooms"--Provided by publisher.

Video Game Level Design

Author : Michael Salmond
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Level design connects the player to the game through challenges, experiences, and emotions. This book is an invaluable introduction to the evolving practices of Level Designers across the games industry. The increasingly complex role of the Level Designer requires technical and creative skill as it brings together architecture, art, player psychology, interaction design, usability, and experience design. This book explores in detail the principles designers employ when planning levels and building engaging spaces for the player. As well as practical approaches to level design, the book delves into the theoretical underpinnings of the processes and charts a path towards thinking like a Level Designer. Throughout the book you will be guided through the fundamentals of level design: each chapter builds on the types of research, ideation, best practices, and methodologies Level Designers employ when creating prototypes and shipped games. A series of interviews with designers and case studies from game studios examine the application of industry-wide expertise used to create triple-A and indie game titles. By the end of this book you will have gained valuable insight into the role of a Level Designer and be able to devise, plan, and build your own engaging and entertaining game levels.

Computer Games and Technical Communication

Author : Jennifer deWinter
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Taking as its point of departure the fundamental observation that games are both technical and symbolic, this collection investigates the multiple intersections between the study of computer games and the discipline of technical and professional writing. Divided into five parts, Computer Games and Technical Communication engages with questions related to workplace communities and gamic simulations; industry documentation; manuals, gameplay, and ethics; training, testing, and number crunching; and the work of games and gamifying work. In that computer games rely on a complex combination of written, verbal, visual, algorithmic, audio, and kinesthetic means to convey information, technical and professional writing scholars are uniquely poised to investigate the intersection between the technical and symbolic aspects of the computer game complex. The contributors to this volume bring to bear the analytic tools of the field to interpret the roles of communication, production, and consumption in this increasingly ubiquitous technical and symbolic medium.

Foundations of Intelligent Systems

Author : Aijun An
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This volume contains the papers selected for presentation at the 17th Inter- tional Symposium on Methodologies for Intelligent Systems (ISMIS 2008), held in York University, Toronto, Canada, May 21–23, 2008. ISMIS is a conference series started in 1986. Held twice every three years, ISMIS provides an inter- tional forum for exchanging scienti?c research and technological achievements in building intelligent systems. Its goal is to achieve a vibrant interchange - tween researchers and practitioners on fundamental and advanced issues related to intelligent systems. ISMIS 2008featureda selectionof latestresearchworkandapplicationsfrom the following areas related to intelligent systems: active media human–computer interaction, autonomic and evolutionary computation, digital libraries, intel- gent agent technology, intelligent information retrieval, intelligent information systems, intelligent language processing, knowledge representation and integ- tion, knowledge discovery and data mining, knowledge visualization, logic for arti?cial intelligence, soft computing, Web intelligence, and Web services. - searchers and developers from 29 countries submitted more than 100 full - pers to the conference. Each paper was rigorously reviewed by three committee members and external reviewers. Out of these submissions, 40% were selected as regular papers and 22% as short papers. ISMIS 2008 also featured three plenary talks given by John Mylopoulos, Jiawei Han and Michael Lowry. They spoke on their recent research in age- oriented software engineering, information network mining, and intelligent so- ware engineering tools, respectively.

Level Up The Guide to Great Video Game Design

Author : Scott Rogers
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Want to design your own video games? Let expert Scott Rogers show you how! If you want to design and build cutting-edge video games but aren’t sure where to start, then the SECOND EDITION of the acclaimed Level Up! is for you! Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maximo and SpongeBob Squarepants, this updated edition provides clear and well-thought out examples that forgo theoretical gobbledygook with charmingly illustrated concepts and solutions based on years of professional experience. Level Up! 2nd Edition has been NEWLY EXPANDED to teach you how to develop marketable ideas, learn what perils and pitfalls await during a game’s pre-production, production and post-production stages, and provide even more creative ideas to serve as fuel for your own projects including: Developing your game design from the spark of inspiration all the way to production Learning how to design the most exciting levels, the most precise controls, and the fiercest foes that will keep your players challenged Creating games for mobile and console systems – including detailed rules for touch and motion controls Monetizing your game from the design up Writing effective and professional design documents with the help of brand new examples Level Up! 2nd Edition is includes all-new content, an introduction by David “God of War” Jaffe and even a brand-new chili recipe –making it an even more indispensable guide for video game designers both “in the field” and the classroom. Grab your copy of Level Up! 2nd Edition and let’s make a game!

The Politics of Uncertainty

Author : Andreas Schedler
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This volume offers a major new theory of authoritarian politics. It studies regime struggles between government and opposition under electoral authoritarianism and argues that autocracies suffer from institutional uncertainties.

VR Simulations and Serious Games for Education

Author : Yiyu Cai
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This book introduces state-of-the-art research on simulation and serious games for education. Based partially on work presented at the 3rd Asia-Europe Symposium on Simulation and Serious Games (3rd AESSSG) held in Zhuhai, China as part of the 2016 ACM SIGGRAPH International Conference on Virtual-Reality Consortium and Applications in Industry (VRACI 2016), it includes a selection of the best papers from both. The book is divided into three major domains of education applications that use simulation and serious games: science, technology, engineering and mathematics (STEM) education; special needs education; and humanity and social science education. A valuable resource for researchers and developers in simulation and serious games for education benefit from this book, it also offers educators and professionals involved in training insights into the possible applications of simulation and serious games in various areas.

Performing Mixed Reality

Author : Steve Benford
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A computer scientist and a performance and new media theorist define and document the emerging field of mixed reality performance. Working at the cutting edge of live performance, an emerging generation of artists is employing digital technologies to create distinctive forms of interactive, distributed, and often deeply subjective theatrical performance. The work of these artists is not only fundamentally transforming the experience of theater, it is also reshaping the nature of human interaction with computers. In this book, Steve Benford and Gabriella Giannachi offer a new theoretical framework for understanding these experiences—which they term mixed reality performances—and document a series of landmark performances and installations that mix the real and the virtual, live performance and interactivity. Benford and Giannachi draw on a number of works that have been developed at the University of Nottingham's Mixed Reality Laboratory, describing collaborations with artists (most notably the group Blast Theory) that have gradually evolved a distinctive interdisciplinary approach to combining practice with research. They offer detailed and extended accounts of these works from different perspectives, including interviews with the artists and Mixed Reality Laboratory researchers. The authors develop an overarching theory to guide the study and design of mixed reality performances based on the approach of interleaved trajectories through hybrid structures of space, time, interfaces, and roles. Combinations of canonical, participant, and historic trajectories show how such performances establish complex configurations of real and virtual, local and global, factual and fictional, and personal and social.

Gamified Spirit

Author : Ajani Abdul-Khaliq
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You can find yourself in unexpected places, starting with the games you play or imagine. Gamified Spirit introduces you to the world of active self-representation through an easy-to-use game format which will reawaken the best, most fun parts of yourself.

The trade policy making process level one of the two level game country studies in the Western Hemisphere Occasional Paper ITD Documento de Divulgaci n ITD n 13

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