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Situational Game Design

Situational Game Design
Author: Brian Upton
Publisher: CRC Press
Total Pages: 129
Release: 2017-10-31
Genre: Computers
ISBN: 131539801X

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Situational Design lays out a new methodology for designing and critiquing videogames. While most game design books focus on games as formal systems, Situational Design concentrates squarely on player experience. It looks at how playfulness is not a property of a game considered in isolation, but rather the result of the intersection of a game with an appropriate player. Starting from simple concepts, the book advances step-by-step to build up a set of practical tools for designing player-centric playful situations. While these tools provide a fresh perspective on familiar design challenges as well as those overlooked by more transactional design paradigms. Key Features Introduces a new methodology of game design that concentrates on moment-to-moment player experience Provides practical design heuristics for designing playful situations in all types of games Offers groundbreaking techniques for designing non-interactive play spaces Teaches designers how to create games that function as performances Provides a roadmap for the evolution of games as an art form.


BioShock

BioShock
Author: Robert Jackson
Publisher: John Hunt Publishing
Total Pages: 360
Release: 2014-11-28
Genre: Games & Activities
ISBN: 1782793461

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A historical, critical look at the famous videogame franchise BioShock, understanding it through philosophical, ideological and computational interpretations of systems, decisions and 'propaganda'.


Every Game Is an Island

Every Game Is an Island
Author: Riccardo Fassone
Publisher: Bloomsbury Publishing USA
Total Pages: 209
Release: 2017-02-23
Genre: Social Science
ISBN: 1501316613

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Despite the pervasive rhetorics of immersion and embodiment found in industrial and social discourses, playing a video game is an exercise in non-linearity. The pervasiveness of trial and error mechanics, unforgiving game over screens, loading times, minute tweakings of options and settings, should lead us to consider video games as a medium that cannot eschew fragmentation. Every Game is an Island is an analysis and a critique of grey areas, dead ends and extremities found in digital games, an exploration of border zones where play and non-play coexist or compete. Riccardo Fassone describes the complexity of the experience of video game play and brings integral but often overlooked components of the gameplay experience to the fore, in an attempt to problematize a reading of video games as grandiosely immersive, all-encompassing narrative experiences. Through the analysis of closures and endings, limits and borders, and liminal states, this field-advancing study looks at the heart of a medium starting from its periphery.


Primary Games

Primary Games
Author: Steve Sugar
Publisher: John Wiley & Sons
Total Pages: 393
Release: 2002-09-13
Genre: Business & Economics
ISBN: 0787965251

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Primary Games includes a wealth of games for K-8 students that will enliven instruction, boost student motivation, and enhance learning in the classroom or at home. The book features in- and out-of-desk activities that will engage and stimulate students, as well as promote teamwork, skill building, and interactive problem solving.


250 Indie Games You Must Play

250 Indie Games You Must Play
Author: Mike Rose
Publisher: CRC Press
Total Pages: 280
Release: 2011-05-02
Genre: Computers
ISBN: 1466503173

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This book is a guide to the expanding world of indie gaming. It helps readers to understand why indie games are so important to so many people in the entertainment industry. The book covers puzzlers, platformers, beat 'em ups, shoot 'em ups, role-playing, and strategy.


Differential Games

Differential Games
Author: Rufus Isaacs
Publisher: Courier Corporation
Total Pages: 420
Release: 2012-04-26
Genre: Mathematics
ISBN: 0486135985

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Definitive work draws on game theory, calculus of variations, and control theory to solve an array of problems: military, pursuit and evasion, athletic contests, many more. Detailed examples, formal calculations. 1965 edition.


Metagames

Metagames
Author: Agata Waszkiewicz
Publisher: Taylor & Francis
Total Pages: 209
Release: 2024-03-05
Genre: Social Science
ISBN: 1003861261

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Metagames: Games about Games scrutinizes how various meta devices, such as breaking the fourth wall and unreliable narrator, change and adapt when translated into the uniquely interactive medium of digital games. Through its theoretical analyses and case studies, the book shows how metafictional experimentation can be used to both challenge and push the boundaries of what a game is and what a player’s role is in play, and to raise more profound topics such as those describing experiences of people of oppressed identities. The book is divided into six chapters that deal with the following meta devices: breaking the fourth wall, hypermediation, unreliable narrator, abusive game design, fragmentation, and parody. The book will predominantly interest scholars and students of media studies and game studies as it continues discourses held in the discipline regarding the metareferential character of digital games.


Gaming Utopia

Gaming Utopia
Author: Claudia Costa Pederson
Publisher: Indiana University Press
Total Pages: 281
Release: 2021-04-06
Genre: Games & Activities
ISBN: 0253054508

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In Gaming Utopia: Ludic Worlds in Art, Design, and Media, Claudia Costa Pederson analyzes modernist avant-garde and contemporary video games to challenge the idea that gaming is an exclusively white, heterosexual, male, corporatized leisure activity and reenvisions it as a catalyst for social change. By looking at over fifty projects that together span a century and the world, Pederson explores the capacity for sociopolitical commentary in virtual and digital realms and highlights contributions to the history of gaming by women, queer, and transnational artists. The result is a critical tool for understanding video games as imaginative forms of living that offer alternatives to our current reality. With an interdisciplinary approach, Gaming Utopia emphasizes how game design, creation, and play can become political forms of social protest and examines the ways that games as art open doors to a more just and peaceful world.


Thiagi's 100 Favorite Games

Thiagi's 100 Favorite Games
Author: Sivasailam Thiagarajan
Publisher: John Wiley & Sons
Total Pages: 402
Release: 2008-03-11
Genre: Business & Economics
ISBN: 0470354887

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Thiagi's 100 Favorite Gamesis an exciting new resource from Sivasailam "Thiagi" Thiagarajan, who is acknowledged as the world’s foremost authority on interactive learning. This is a first-of-its-kind collection that represents game play at its very best. Thiagi offers the "how-to" and the "lowdown" on his all-time favorite games. With this resource, you’ll never be stuck for a fun, innovative, and effective activity. Thiagi’s 100 Favorite Games can be used to: Illustrate concepts Aid learning transfer Improve team work Build critical skills in any training event Energize meetings Or us as icebreakers, or openers and closers to a formal training session


Landscapes for Learning

Landscapes for Learning
Author: Sharon Stine
Publisher: John Wiley & Sons
Total Pages: 270
Release: 1996-12-06
Genre: Architecture
ISBN: 9780471162223

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Ask people what they remember most about the physical surroundingsof their childhood and they're likely to describe a special placeout of doors--a school yard, a patch of woods, a community garden.For it is outside space that is most conducive to the ebb and flowof spontaneous activities, offers rich and often surprising sensoryinput, and provides endless possibilities for exploration. If theclassroom is the place where children are taught, the outdoors iswhere they learn on their own. A growing legion of landscape architects is exploring andexploiting the ability to create outdoor environments that optimizethe learning experience and mirror the ideas, values, attitudes,and cultures of those who inhabit them. In Landscapes for Learning,Dr. Sharon Stine presents 11 case studies of the very best of thesedesign projects from around the world. Her findings describe notonly design concepts and end results--rich outdoor learningenvironments--but, more importantly, the processes that led to thecreation of these environments. She examines the roles ofdesigners, teachers, and the children themselves, and how theirinteraction affects the planning, building, and use of thespace. Dr. Stine shows how the most successful designs address the needsof both the children whose job it is to "mess up" the space and theadults who supervise them. She defines nine pairs of contrastingelements that are essential to any play environment and uses theseboth as the basis for her analyses of particular environments andas the foundation of a common language that designers and educatorscan use when developing a new design. She also addresses the issuesof safety and security and demonstrates that learning environmentscan be stimulating, interesting links with the natural world andsafe places for children to run free. Landscapes for Learning is the ideal source for landscapearchitects, architects, planners, school administrators, andteachers who want to collaborate in the development of useful,intriguing outdoor environments for students in day care,preschool, elementary school, junior high, and high school. Discover the keys to creating delightful, stimulating, challenging,and educational outdoor environments for children and youth This unique volume explores the vital and growing movement that istransforming school yards, day-care facilities, and museum groundsaround the world. Dr. Sharon Stine presents detailed analyses of awide variety of outdoor environments for children and theprinciples and processes that enabled their design, creation, andongoing operation. Special features of this book include: * Eleven case studies of outstanding outdoor environments forchildren and youth--both contemporary and historical * More than 140 photos and line drawings that illustrate theapplication of specific design principles * Nine pairs of contrasting elements essential in any playenvironment that form the basis of a shared language for the designand analysis of outdoor learning environments * In-depth analyses of the development and evolution of outsidespace in two schools over a period of 80 years * And much more