Search results for: works-of-game

Works of Game

Author : John Sharp
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An exploration of the relationship between games and art that examines the ways that both gamemakers and artists create game-based artworks.

The works of Damiano Ruy Lopez and Salvio on the game of chess tr and arranged with remarks and notes by J H Sarratt

Author : Damiano (da Odemira.)
File Size : 23.67 MB
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The Works

Author : Thomas Middleton
File Size : 20.71 MB
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Game Work

Author : Ken S. McAllister
File Size : 57.94 MB
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Video and computer games in their cultural contexts. As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic analysis. Ken McAllister notes in his introduction to Game Work that, even though games are essentially impractical, they are nevertheless important mediating agents for the broad exercise of socio-political power. In considering how the languages, images, gestures, and sounds of video games influence those who play them, McAllister highlights the ways in which ideology is coded into games. Computer games, he argues, have transformative effects on the consciousness of players, like poetry, fiction, journalism, and film, but the implications of these transformations are not always clear. Games can work to maintain the status quo or celebrate liberation or tolerate enslavement, and they can conjure feelings of hope or despair, assent or dissent, clarity or confusion. Overall, by making and managing meanings, computer games—and the work they involve and the industry they spring from—are also negotiating power. This book sets out a method for "recollecting" some of the diverse and copious influences on computer games and the industry they have spawned. Specifically written for use in computer game theory classes, advanced media studies, and communications courses, Game Work will also be welcome by computer gamers and designers. Ken S. McAllister is Assistant Professor of Rhetoric, Composition, and the Teaching of English at the University of Arizona and Co-Director of the Learning Games Initiative, a research collective that studies, teaches with, and builds computer games.

Selected Mathematical Works Symbolic Logic The Game of Logic Feeding the Mind

Author : Lewis Carroll
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This carefully crafted ebook: “Selected Mathematical Works: Symbolic Logic + The Game of Logic + Feeding the Mind” is formatted for your eReader with a functional and detailed table of contents. Lewis Carroll wrote several mathematics books. He was mainly interested in using logic diagrams as a pedagogical tool. Symbolic Logic, first published in 1896, contains literally dozens of puzzles. He believed heartily that children would enjoy learning mathematics if they could be enticed by amusing stories and puzzles. The Game of Logic, published in 1897, was intended to teach logic to children. His "game" consisted of a card with two diagrams, together with a set of counters, five grey and four red. The two diagrams were Carroll's version of a two-set and a three-set Venn diagram. A manuscript of a brief lecture Lewis Carroll once gave, Feeding the Mind, discusses the importance of not only feeding the body, but also the mind. Carroll wittily puts forth connections between the diet of the body and mind, and gives helpful tips on how to best digest knowledge in the brain. This essay was originally printed in 1907. Lewis Carroll ((1832-1898) is best known as the author of Alice in Wonderland and Alice Through the Looking Glass. His real name was Charles Dodgson. His father, the Reverend Charles Dodgson, instilled in his son a love of mathematics from an early age. Lewis studied at Oxford, and later taught there as a Mathematics Lecturer.

Scoring Women and Relationships A Gentleman s Pocketbook for How the Game Works

Author : Joseph Sorrell
File Size : 20.49 MB
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Have you ever wanted to know how to approach a woman with confidence? This insightful, yet humorous read will get you up and going on the first day and is small enough to keep in the glove box.

The Works of Damiano Ruy Lopez and Salvio on the Game of Chess

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File Size : 27.56 MB
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The Works of Gianutio and Gustavus Selenus on the Game of Chess

Author : Orazio Gianutio
File Size : 76.22 MB
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The Works of Damiano Ruy Lopez and Salvio on the Game of Chess Translated and Arranged with Remarks Observations and Copious Notes on the Games To which are Added The Elements of the Art of Playing Without Seeing the Board chiefly Taken from Damiano s Treatise By J H Sarratt

Author :
File Size : 79.43 MB
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The Game of Work

Author : Charles A. Coonradt
File Size : 42.82 MB
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Since its original printing in 1984, The Game of Work helped thousands of companies and hundreds of thousands of managers and employees experience increased job enjoyment while producing extraordinary results. The Game of Work examines the question of why people work harder at sports and recreation than they do on the job and uses these as metaphors for inspirational leadership strategies. Corporations worldwide have enjoyed the increased productivity, employee satisfaction and motivation, and bottom-line profits by implementing the concepts taught in The Game of Work. As qualified people become increasingly difficult to attract and retain, the implementation of the five principles in this book is the one key factor to improving results, retention, and recruitment. Five principles of The Game of Work: Frequent feedback; Better scorekeeping; Clearly defined goals; Consistent coaching; A higher degree of personal choice.

How Software Works

Author : V. Anton Spraul
File Size : 57.71 MB
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We use software every day to perform all kinds of magical, powerful tasks. It's the force behind stunning CGI graphics, safe online shopping, and speedy Google searches. Software drives the modern world, but its inner workings remain a mystery to many. How Software Works explains how computers perform common-yet-amazing tasks that we take for granted every day. Inside you'll learn: -How data is encrypted -How passwords are used and protected -How computer graphics are created -How video is compressed for streaming and storage -How data is searched (and found) in huge databases -How programs can work together on the same problem without conflict -How data travels over the Internet How Software Works breaks down these processes with patient explanations and intuitive diagrams so that anyone can understand—no technical background is required, and you won't be reading through any code. In plain English, you'll examine the intricate logic behind the technologies you constantly use but never understood. If you've ever wondered what really goes on behind your computer screen, How Software Works will give you fascinating look into the software all around you.

The Game

Author : Alex Buchanan
File Size : 42.21 MB
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The Game is an accessible, frank, and witty guide to the murky world of finance from an insider's perspective. Each chapter looks at a different role within banks, including: Stockbroking, Trading, Research and Analysis, and Corporate Finance. Along with explanations of the roles, there are personal anecdotes and contributions from industry figures. Aimed at anyone working in finance or the law, students of the subject, or simply interested readers wanting to learn how the system really works, it includes contributions from leading finance and political figures such as George Osborne and Geordie Greig. An in-depth look at the real workings of City institutions, this guide is a guide on everything from investment banking to hedge fund management, stockbroking, and more.

Torque 3D Game Development Cookbook

Author : David Wyand
File Size : 29.80 MB
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Cookbook; packed with recipes to help you create amazing 3D games with Torque. The recipes provide clear step-by-step instruction and practical examples to advance your understanding of Torque 3D and all of its subsystems. The book is written for professional and indie game developers that have basic knowledge of TorqueScript, are acquainted with Torque 3D's built-in tools, and wish to take their skills to the next level. Having gone through the comprehensive Torque 3D 1.2 FPS game tutorial on the GarageGames website (or its equivalent) is assumed.

Play Games and Sport

Author : Kathleen Blake
File Size : 33.49 MB
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"Ms. Blake views the whole of Carroll's imaginative writing in the light of play, through the card game, the croquet match, the chessboard, and the hunt ... Combining sound psychological insight and keen literary analysis, Ms. Blake offers a new ... approach to the writings of Lewis Carroll, while at the same time shedding light on the Victorian age"--Cover.

The Works

Author : SYDNEY SMITH
File Size : 85.46 MB
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Online Game Pioneers at Work

Author : Morgan Ramsay
File Size : 27.13 MB
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In this groundbreaking collection of 15 interviews, successful founders of entertainment software companies reflect on their challenges and how they survived. You will learn of the strategies, the sacrifices, the long hours, the commitment, and the dedication to quality that led to their successes but also of the toll that this incredibly competitive market has on even its most brilliant minds. For the hundreds of thousands of game developers out there, this is a must read survival guide. For those who simply enjoy games and know of some of these founders, this will be a most interesting read. Sales of video games, hardware, and accessories reach upwards of $20 billion every year in the United States alone, and more than two-thirds of American households include video games in their daily lives. In a world that seems to be overflowing with fortune and success, the vicious truth of this booming industry is easily forgotten: failure is tradition. Video games define a cultural crossroad where business, entertainment, and technology converge, where the risks are great, cutting edge technology is vitally important and competition is intense. Here are the stories of survival from many of the industries luminaries who founded companies, created industries in their home countries, took amazing risks, innovated technologies, and invented new ways to sell. Among this outstanding group of pioneers are Richard Garriott, founder of Origin, astronaut, and the producer of the revolutionary Ultima Online, John Romero of Doom, Wolfenstein and Quake fame, and Victor Kislyi whose World of Tanks set the Guinness world record for the most people online at once with over 1.1 million people playing). You will read their stories and you will gain an understanding of how they managed in such a demanding business. There are a few game development companies that have withstood the test of time; most startups exit as quickly as they enter the scene. Many firms are outpaced by the explosive worldwide growth and economic realities of the sector. Here are enlightening the stories of entrepreneurs who found success and many who subsequently could not repeat it. They walk you through their incredible journeys of success and failure while expressing their views on development, design, hiring, finance, business models, selling their organization, the business life cycle, their frustrations and mistakes, while showing their intensity and their passion for the business along the way. Online Game Pioneers at Work: Explores the formation of entertainment software companies from the perspectives of successful founders who defied the odds Provides insight into why experienced professionals sacrifice the comfort of gainful employment for the uncertainty and risk of the startup Shares the experiences and lessons that shape the lives, decisions, and struggles of entrepreneurs in this volatile business Other books in the Apress At Work Series: Gamers at Work, Ramsay. 978-1-4302-3351-0 Coders at Work, Seibel, 978-1-4302-1948-4 Venture Capitalists at Work, Shah & Shah, 978-1-4302-3837-9 CIOs at Work, Yourdon, 978-1-4302-3554-5 CTOs at Work, Donaldson, Seigel, & Donaldson, 978-1-4302-3593-4 Founders at Work, Livingston, 978-1-4302-1078-8 European Founders at Work, Santos, 978-1-4302-3906-2 Women Leaders at Work, Ghaffari, 978-1-4302-3729-7 Advertisers at Work, Tuten, 978-1-4302-3828-7

Game Design Workshop

Author : Tracy Fullerton
File Size : 71.3 MB
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Create the Digital Games You Love to Play Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic expertise using Game Design Workshop, Third Edition. Author Tracy Fullerton demystifies the creative process with a clear and accessible analysis of the formal and dramatic systems of game design. Examples of popular games, illustrations of design techniques, and refined exercises strengthen your understanding of how game systems function and give you the skills and tools necessary to create a compelling and engaging game. The book puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. It provides you with the foundation to advance your career in any facet of the game industry, including design, producing, programming, and visual design.

Power Game

Author : Hedrick Smith
File Size : 37.92 MB
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Washington, D.C. The one city that affects all our lives. The one city where the game has only one name: Power. Hedrick Smith, the Pulitzer Prize-winning ex-Washington bureau chief of The New York Times, takes us inside the beltway to show who wields the most power—and for what ends. The Power Game explains how some members of Congress have built personal fortunes on PAC money, how Michael Deaver was just the tip of the influence-peddling iceberg, how “dissidents” in the Pentagon work to keep the generals honest, how insiders and “leakers” use the Times and The Washington Post and their personal bulletin boards. Congressional staffers more powerful than their bosses, media advisors more powerful than the media, money that not only talks but intimidated and threatens. That’s Washington. That’s The Power Game. Praise for Power Game “The Power Game may be the most sweeping and in many ways the most impressive portrait of the culture of the federal government to appear in a single work in many decades. . . . Knowledgeable and informative.”—The New York Times Book Review “There are oodles of good yarns in this book about the nature of power and the eccentricities that accompany it. . . . Delightfully fresh . . . [Hedrick] Smith is a superb writer.”—The Washington Post “Not only the inside stuff, but the insightful stuff—an original view of the power playing.”—William Safire

Cinematic Game Secrets for Creative Directors and Producers

Author : Rich Newman
File Size : 22.27 MB
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Cinematography for Games covers the space between the game and film industries by pointing out the most relevant cinematic techniques in today's hottest games, and including interviews with the game industry's greatest luminaries (including Will Wright: Sims legend, Harvey Smith, legendary game Deus Ex, Warren Spector creator of one of the original game companies, Origin). The convergence of games and film is a widely discussed and debated topic in the game industry. Many major publishers, along with some high-profile directors (John Woo, James Cameron, Steven Spielberg, Tony Scott) are exploring the middle ground between the industries. This book introduces game producers and directors to the tried and true techniques cinematographers have relied on for years. Game developers learn how to create compelling video games by: developing quality stories and characters; visualizing scenes within the game through the eyes of a cinematographer; using tried and true film industry methods for casting, voice-over, direction, and production. The book will also feature screen shots from some of today's hottest titles that illustrate key cinematic concepts, as well as advice from successful game industry professionals already using these techniques.

Games in Operations Management

Author : Jens O. Riis
File Size : 88.9 MB
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Learning has become a constant state of mind for most professionals in today's organizations. However, to become a true learning enterprise, organizations cannot stop at instilling this yearning for knowledge into their collaborators. They must also capture and formalize the common know-how of the organization, as well as provide time and infrastructure to allow learning moments to happen. The aim of the Gaming Workgroup within IFIP 5.7 on Integrated Production Management Systems and the European Group of University Teachers for Industrial Management EHTB is to develop tools and formalisms to support experimental learning in these organizations. It has been proven that modelling the know-how, using visual environments such as multimedia and graphic simulations, is a first step. This in turn allows for the development of games, i.e. challenging settings that foster group interaction and problem solving. Games in Operations Management provides an excellent overview of the different game formats that have been developed and tested in past years, and includes games in a manufacturing environment, games in a services environment, and games for teaching organizational values. The book comprises the selected, revised proceedings of the 4th International Workshop on Games in Production Management: Experimental Learning in Industrial Management, which was sponsored by the International Federation for Information Processing (IFIP) and held in November, 1998, in Ghent, Belgium. The book will be of particular interest to organizational trainers, providing a good overview of state-of-the-art game and training formats as well as hints and advice on how to organize interactive training sessions. It will also be of interest to researchers in industrial engineering, industrial management, and operations management.