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Books > Computing & IT > Computer software packages > Computer games
An exploration of the way videogames mount arguments and make
expressive statements about the world that analyzes their unique
persuasive power in terms of their computational properties.
Videogames are an expressive medium, and a persuasive medium; they
represent how real and imagined systems work, and they invite
players to interact with those systems and form judgments about
them. In this innovative analysis, Ian Bogost examines the way
videogames mount arguments and influence players. Drawing on the
2,500-year history of rhetoric, the study of persuasive expression,
Bogost analyzes rhetoric's unique function in software in general
and videogames in particular. The field of media studies already
analyzes visual rhetoric, the art of using imagery and visual
representation persuasively. Bogost argues that videogames, thanks
to their basic representational mode of procedurality (rule-based
representations and interactions), open a new domain for
persuasion; they realize a new form of rhetoric. Bogost calls this
new form "procedural rhetoric," a type of rhetoric tied to the core
affordances of computers: running processes and executing
rule-based symbolic manipulation. He argues further that videogames
have a unique persuasive power that goes beyond other forms of
computational persuasion. Not only can videogames support existing
social and cultural positions, but they can also disrupt and change
these positions themselves, leading to potentially significant
long-term social change. Bogost looks at three areas in which
videogame persuasion has already taken form and shows considerable
potential: politics, advertising, and learning.
In just 24 lessons of one hour or less, Sams Teach Yourself Unity
Game Development in 24 Hours will help you master the Unity 2018
game engine at the heart of Ori and the Blind Forest, Firewatch,
Monument Valley, and many other sizzling-hot games! This book's
straightforward, step-by-step approach teaches you everything from
the absolute basics through sophisticated game physics, animation,
and mobile device deployment techniques. Every lesson builds on
what you've already learned, giving you a rock-solid foundation for
real-world success. Step-by-step instructions carefully walk you
through the most common Unity game development tasks. Practical,
hands-on examples show you how to apply what you learn. Quizzes and
exercises help you test your knowledge and stretch your skills.
Notes and Tips point out shortcuts and solutions Learn how to...
Get up and running fast with the Unity 2018 game engine and editor
Work efficiently with Unity's graphical asset pipeline Make the
most of lights and cameras Sculpt stunning worlds with Unity's
terrain and environmental tools Script tasks ranging from capturing
input to building complex behaviors Quickly create repeatable,
reusable game objects with prefabs Implement easy, intuitive game
user interfaces Control players through built-in and custom
character controllers Build realistic physical and trigger
collisions Leverage the full power of Unity's Animation and new
Timeline systems Integrate complex audio into your games Use mobile
device accelerometers and multi-touch displays Build engaging 2D
games with Unity's 2D tools and Tilemap Apply the "finishing
touches" and deploy your games
Argues for the queer potential of video games While popular
discussions about queerness in video games often focus on big-name,
mainstream games that feature LGBTQ characters, like Mass Effect or
Dragon Age, Bonnie Ruberg pushes the concept of queerness in games
beyond a matter of representation, exploring how video games can be
played, interpreted, and designed queerly, whether or not they
include overtly LGBTQ content. Video Games Have Always Been Queer
argues that the medium of video games itself can-and should-be read
queerly. In the first book dedicated to bridging game studies and
queer theory, Ruberg resists the common, reductive narrative that
games are only now becoming more diverse. Revealing what reading D.
A. Miller can bring to the popular 2007 video game Portal, or what
Eve Sedgwick offers Pong, Ruberg models the ways game worlds offer
players the opportunity to explore queer experience, affect, and
desire. As players attempt to 'pass' in Octodad or explore the
pleasure of failure in Burnout: Revenge, Ruberg asserts that, even
within a dominant gaming culture that has proved to be openly
hostile to those perceived as different, queer people have always
belonged in video games-because video games have, in fact, always
been queer.
The issue of video games and their harmful/helpful effects on
children and young adults is a hot topic. The Hardback sold very
well. The book does not shy away from controversy, even finding
good news in shooter games vis a vis adolescent cognitive
development. "The Observer" newspaper recently called Gee 'One of
the worlds leading educational experts'.This title provides a
controversial look at the positive things that can be learned from
video games by a well known professor of education. James Paul Gee
begins his new book with 'I want to talk about video games- yes,
even violent video games - and say some positive things about
them'. With this simple but explosive beginning, one of America's
most well-respected professors of education looks seriously at the
good that can come from playing video games. Gee is interested in
the cognitive development that can occur when someone is trying to
escape a maze, find a hidden treasure and, even, blasting away an
enemy with a high-powered rifle. Talking about his own video-gaming
experience learning and using games as diverse as Lara Croft and
Arcanum, Gee looks at major specific cognitive activities such as:
how individuals develop a sense of identity; how one grasps
meaning; how one evaluates and follows a command; how one picks a
role model; and, how one perceives the world.This is a
ground-breaking book that takes up a new electronic method of
education and shows the positive upside it has for learning.
Computer game creation is a fascinating but very complex subject,
and this complexity can be off -putting to many. However, you
shouldn't lose heart if you want to learn how to create great
games; all you need is this book, some enthusiasm, and a good
imagination. The Game Maker's Apprentice shows you how to create 9
complete, exciting games of different types (action, adventure,
puzzle, and more) using the wildly popular Game Maker game creation
tool, complete with professional quality sounds and visuals. It
also teaches you all you need to know about game design theory
(challenges, learning curves, level design etc) and programming to
give you a solid grounding in game design. Game Maker uses an easy
drag-and-drop interface for the most part, so you don't need to
have any coding experience to start creating games. It also
features a built-in programming language to allow you to add
advanced features to your games. You can progress to using this
when you are ready. Go to http: //www.gamemaker.nl/ for more
information.
When it comes to game programming, C++ is the name of the game. If
you aspire to move from game player to game creator, it all starts
with learning the fundamentals of C++ and game-programming basics.
With BEGINNING C++ THROUGH GAME PROGRAMMING, FOURTH EDITION, you
will find an up-to-date and thorough introduction to everything you
need to get started-with no previous programming experience
required. In the new fourth edition of this popular guide to
learning C++, you will work with a complete program while learning
each new concept and a game program at the end of each chapter. A
final game project at the end of the book draws together everything
you've learned. Written with the beginning programmer in mind,
BEGINNING C++ THROUGH GAME PROGRAMMING, FOURTH EDITION is a great
way to get started in game programming.
Visionary game designer Jane McGonigal reveals how we can harness
the power of games to solve real world problems and improve our
day-to-day living.
Invent Your Own Computer Games with Python will teach you how to
make computer games using the popular Python programming language
even if you ve never programmed before! Begin by building classic
games like Hangman, Guess the Number, and Tic-Tac-Toe, and then
work your way up to more advanced games, like a text-based treasure
hunting game and an animated collision-dodging game with sound
effects. Along the way, you ll learn key programming and math
concepts that will help you take your game programming to the next
level. Learn how to: Combine loops, variables, and flow control
statements into real working programs Choose the right data
structures for the job, such as lists, dictionaries, and tuples Add
graphics and animation to your games with the pygame module Handle
keyboard and mouse input Program simple artificial intelligence so
you can play against the computer Use cryptography to convert text
messages into secret code Debug your programs and find common
errors As you wo
Start building commercial and playable games in Unity with C#
through a series of practical projects ranging from a simple 2D
game to adding AR/VR experiences with this full-color guide Key
Features * Create game apps, including a 2D adventure game, a 3D
first-person shooter, and more * Explore Unity's component-based
approach to implementing features in Unity 2022 through a
GameObject hierarchy based on C# scripts * Follow steps for
publishing, marketing, and maintaining your games effectively Book
Description Unity 2022 by Example is a complete introduction to
building games in Unity following a project-based approach. You'll
be introduced to the Unity game engine and the tools available for
building and customizing a game exactly the way you want while
maintaining a good code foundation to build upon. Once you get
familiar with the fundamentals of Unity game development, you'll
start creating a 2D collection game and an adventure game followed
by a 3D first-person shooter game. You'll then explore advanced
topics such as machine learning by creating AI-based enemy
behavior, virtual reality by extending the first-person game, and
augmented reality by exploring a farming sim in a real-world
setting. These topics are completed in practice while building
projects using the latest game tool kits. Finally, you'll learn how
to commercialize your game by publishing it to a distribution
platform and maintain and support it throughout its lifespan. As
you progress, you'll gain real-world knowledge and experience by
taking a game from conceptual design to completion. By the end of
this Unity book, you'll have strong foundational knowledge of how
to structure a Unity project that is both maintainable and
extensible for commercially released games. What you will learn *
Navigate and use the primary windows of the editor, and the new
features introduced in Unity 2022 * Create new Unity game projects
and add functionality with C# code * Specify your game design and
break it down into systems and components for implementation *
Create beautiful playable environments quickly and use them for
both 2D and 3D games * Build player characters and use them to
develop complete game mechanics, the core game loop, and win/lose
conditions * Get up to speed with Unity Gaming Services available
for creating commercially viable games Who This Book Is For If you
find yourself struggling with completing game projects in Unity and
want to follow best practices while maintaining a good coding
structure, then this book is for you. Aspiring game developers, as
well as anyone with some experience in developing games who wants
to design basic playable and commercial games in Unity with a core
loop, player verbs, simple mechanics, and win/lose conditions will
find this book useful. Readers are expected to have experience with
the Unity Editor interface and implementing functionality by
creating C# scripts.
BlackBerry smart phones aren't just for business. In fact, throw
away that boring spreadsheet, tear up that yearly budget reportthe
BlackBerry is a lean, mean game-playing machine. Carol Hamer and
Andrew Davison, expert software game developers, show you how to
leverage the BlackBerry Java Development Environment (based on Java
ME) to design and create fun, sophisticated game applications from
role playing to dueling with light sabers. The BlackBerry: not as
clumsy or as random as a blasteran elegant device, for a more
civilized age.
In this book, Carol and Andrew give you the professional
techniques you need to use music, 2D and 3D graphics, maps, and
game design patterns to build peer-to-peer games, role playing
games, and more for the BlackBerry. What you'll learn How to build
a custom user interface with your game's theme How to take your
graphics to the next level with SVG and OpenGL ES How to boogie on
down with a MMAPI music player How to optimize your games with
BlackBerry-specific APIs and tools How to program games for any
BlackBerry device, from the earliest Java-enabled smartphones to
models that run the BlackBerry 5 operating system How to build
games for two players or the whole world with GPS, SMS, and the
Internet How to create space adventures that may confound your mind
with their awesomeness. How to drive a toy sports car from your
BlackBerry using Bluetooth and USB How to sell your game on
BlackBerry App World and beyond Who this book is for
This book is for game enthusiasts and software engineers who
know at least a bit of Java and want to program games for the
BlackBerry. No prior knowledge of Micro Edition programming is
required. Table of Contents Gaming on BlackBerry BlackBerry
Application Basics Game Graphics and Events with MIDP and RIM
Classes Adding a Professional Look and Feel Security and Selling
Your Game Swingin' Light Saber Play a Live Opponent with SMS Using
Scalable Vector Graphics Creating Role-Playing Games on the
Internet Remotely Drive a (Toy) Sports Car Fox and Hounds
Introducing 3D with JSR 239
The creation of computer-animated human faces is a long-standing
and challenging problem since the early 1970s. There are numerous
approaches to facial animation, but to this day no general-purpose
system exists that solves the problem in a manner satisfying the
needs of all practical applications. An obvious approach to achieve
generality is the simulation of the inner workings of a real face.
The ultimate goal is to have the full range of conformation and
expressiveness in the face emerge "naturally" through precise
modeling of the anatomical structure and accurate simulation of
tissue properties. This has so far only been realized in parts, and
no current implementation catches all the intricacies of the human
face. This text describes an approach for building and animating
virtual head models with anatomical structure, animated in a
physics-based manner by use of muscle contractions that in turn
cause skin deformations.
Based on 48 interviews and years of research, Game of X v.1: Xbox
tells the many stories of Microsoft's unlikely entry into the game
console business. In addition to the personal insights of the key
players in the story, Game of X includes many previously unreleased
documents that show what was going on behind the scenes. This is
the story of Xbox and Xbox Live. Key Features Based on 48
interviews and years of research, Game of X v.1: Xbox tells the
many stories of Microsoft's unlikely entry into the game console
business. In addition to the personal insights of the key players
in the story, Game of X includes many previously unreleased
documents that show what was going on behind the scenes. This is
the story of Xbox and Xbox Live.
Improve your game's code to make it more readable, reusable,
modular and optimized following design patterns, and enhance your
overall use of C++ with Unreal Engine Key Features * Explore the
fascinating world of design patterns and their application to game
development in Unreal Engine 5 * Learn how to translate code from
Blueprint to C++ to produce performant solutions for your game's
development * Discover best practices for clean code and apply them
to Unreal Engine 5 and C++ Book Description Design patterns are a
series of tools and practices by which we can learn to write faster
and easier to work with code. With this book, you will explore a
range of design patterns and how they can be applied to projects
developed in Unreal Engine 5. The book begins by exploring the key
principles which underpin code and develop an understanding of the
concepts, challenges, and key benefits of using patterns in your
code. We'll then move on to identifying patterns which are woven
into the core of Unreal Engine 5 such as Double Buffer, Flyweight
and Spatial Partitioning, then explore some of the existing tool
sets which embody patterns in their design and usage including
Component, Behaviour Tree and Update. You'll then start to develop
a series of gameplay use cases through C++ to implement a range of
design patterns including Interface and Event based Observers to
build a decoupled communications hierarchy and explore Singleton,
Command and State, as well as Behavioural Patterns, Template,
Subclass Sandbox and Type Object. The final section of the book
will introduce the use of design patterns for optimization
including Dirty Flag, Data Locality and Object Pooling. By the end
of this book, you will be able to design systems with the perfect
C++/Blueprint blend for maintainable and scalable systems. What you
will learn * Understand what a design pattern is and why it is
useful * Understand the layers within UE5 and how they work
together * Develop an understanding of the relationship between C++
code and Blueprint in Unreal Engine 5 * Translate code from
Blueprint to C++ in Unreal Engine 5 * Understand design patterns
found within existing Unreal Engine 5 functions * Explore design
patterns to understand their purpose and application within Unreal
Engine 5 * Creatively apply design patterns to existing code to
simplify common problems * Apply best practice principles for clean
code Who This Book Is For If you are a beginner or intermediate
game developer who is working with Unreal Engine and would like to
improve your C++ coding practices, this book will help you produce
clean, reusable code using design patterns. The book will cover
introductory tasks to show the key fundamentals of using Unreal
Engine 5 however learning Unreal Engine from scratch is not the
purpose of this book. You would benefit from having some experience
of the Unreal Engine but deep working knowledge is not required as
activities will introduce the tools and features when needed.
A wide-ranging anthology of essays exploring one of the most vital art forms on the planet today.
From the earliest computers to the smartphones in our pockets, video games have been on our screens and part of our lives for over fifty years. Critical Hits celebrates this sophisticated medium and considers its lasting impact on our culture and ourselves.
This collection of stylish, passionate, and searching essays opens with an introduction by Carmen Maria Machado, who edited the anthology alongside J. Robert Lennon. In these pages, writer-gamers find solace from illness and grief, test ideas about language, bodies, power, race, and technology, and see their experiences and identities reflected in―or complicated by―the interactive virtual worlds they inhabit. Elissa Washuta immerses herself in The Last of Us during the first summer of the pandemic. Nana Kwame Adjei-Brenyah describes his last goodbye to his father with the help of Disco Elysium. Jamil Jan Kochai remembers being an Afghan American teenager killing Afghan insurgents in Call of Duty.
Also included are a comic by MariNaomi about her time as a video game producer; a deep dive into “portal fantasy” movies about video games by Charlie Jane Anders; and new work by Alexander Chee, Hanif Abdurraqib, Larissa Pham, and many more.
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