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"Video Games offers a highly visual, example-led introduction to the video game industry, its context and practitioners. Filled with full-color, illustrated interviews and case studies, Bossom and Dunning give insights into the creative processes involved in making games, the global business behind the big budget productions, console and online markets, as well as web and app gaming and the (re)emergence of the indie game scene. Video Games is supported by web-based resources, exemplar work and extended interviews. Finally, both in print and online, the authors have selected links to relevant content, such as TED talks, studio addresses and other websites/blogs to help place the book in the wider games' industry community.Interviewees include: Ian Livingstone, OBE Dylan Beale, Chief Production Officer, Born Ready Games Alex Williams, Head of Games, Miniclip Anna Marsh - Project Manager/ Game Designer Lady Shotgun Aram Bartholl, Digital Artist Peter Molyneux, Founder 22 Cans David Bowman, 3D Artist, Blue Zoo"-- "The Game Business offers a highly visual, example-led introduction to the videogame industry, its context and practitioners. Filled with full-colour, illustrated interviews and case studies, Bossom and Dunning give insights into the creative processes involved in making games, the global business behind the big budget productions, console and online markets, as well as web and app gaming and the (re)emergence of the indie game scene. The Game Business is a visually engaging, easy to navigate resource providing discussion points, practical exercises and inspiring examples. It takes an enthusiastic and critical approach to the subject matter supported by insight from professionals working within and across various game industry formats, leaving the reader primed for their first steps in the industry. The breadth of topics covered in this book will stand out from other game industry titles for its inclusiveness; giving a truly unique overview of what has become a diverse business. With an eye on the changing nature of publishing The Game Business is supported by web-based resources, providing walk-through tutorials, additional exercises, interactive examples, exemplar work and extended interviews. Finally, both in print and online, the authors have selected links to relevant content, such as TED talks, studio addresses and other websites/blogs to help place the book in the wider games' industry community"--
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"Introduces a practical critical method for analyzing existing games and designing future games"--
Computer games. --- Computer games --- Video games. --- Video games --- Design. --- COMPUTERS / Programming / Games.
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"A monograph that surveys the formal elements of the 2D platforming game genre and examines how design choices act as ideological forms of pleasure, affect, and idea"--
Video games --- Computing platforms. --- GAMES & ACTIVITIES / Video & Mobile --- ART / Video Game Art --- COMPUTERS / Programming / Games --- Design.
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The rapid developments of new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in the last decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called "persuasive games", that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors. This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion, by further exploring persuasive games and some other kinds of persuasive playful interaction as well. The book critically integrates what has been accomplished in separate research traditions to offer a multidisciplinary approach to understanding persuasive gaming that is closely linked to developments in the industry by including the exploration of relevant case studies.
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Fábio Duarte and Ricardo Álvarez argue that the merely functional aspects of technology may undermine its transformative power. Technology is powerful not when it becomes optimally functional, but while it is still playful and open to experimentation. It is through play--in the sense of acting for one's own enjoyment rather than to achieve a goal--that we explore new territories, create new devices and languages, and transform ourselves. Only then can innovative spatial design create resonant spaces that go beyond functionalism to evoke an emotional response in those who use them. The authors show how creativity emerges in moments of instability, when a new technology overthrows an established one, or when internal factors change a technology until it becomes a different technology. Exploring the role of fantasy in design, they examine Disney World and its outsize influence on design and on forms of social interaction beyond the entertainment world. They also consider Las Vegas and Dubai, desert cities that combine technology with fantasies of pleasure and wealth. Video games and interactive media, they show, infuse the design process with interactivity and participatory dynamics, leaving spaces open to variations depending on the users' behavior. Throughout, they pinpoint the critical moments when technology plays a key role in reshaping how we design and experience spaces.
Public spaces --- Play environments. --- Augmented reality. --- Digital media --- Psychological aspects. --- Espaces publics --- Aires de jeux --- Réalité augmentée --- Médias numérique --- Aspect psychologique --- Electronic media --- New media (Digital media) --- Mass media --- Digital communications --- Online journalism --- AR (Augmented reality) --- Computer-augmented reality --- Reality --- Child play areas --- Children's play areas --- Children's play environments --- Play areas --- Play environment --- Recreation areas --- Public places --- Social areas --- Urban public spaces --- Urban spaces --- Cities and towns --- SOCIAL SCIENCE / Media Studies --- ARCHITECTURE / Design, Drafting, Drawing & Presentation --- COMPUTERS / Programming / Games
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"Squire draws on 15+ years of experience to describe how games are developed and deployed in the classroom"--
Video games --- Learning, Psychology of. --- Computer-assisted instruction --- Education --- Study and teaching. --- Psychological aspects. --- Design. --- Social aspects. --- Effect of technological innovations on. --- Technological innovations --- Learning --- Psychology of learning --- Educational psychology --- Comprehension --- Learning ability --- Television games --- Videogames --- Electronic games --- Psychological aspects --- Computer games --- Internet games --- Games --- Videojocs --- Psicologia de l'aprenentatge --- Aspectes psicològics --- Ensenyament --- Aprenentatge --- Aprenentatge, Psicologia de l' --- Animals --- Aprenentatge, Aptitud per a l' --- Infants --- Memòria --- Psicologia pedagògica --- Intel·ligència --- Psicologia --- EDUCATION / History --- COMPUTERS / Programming / Games --- EDUCATION / Teaching Methods & Materials / General --- Design
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