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Books > Computing & IT > Computer software packages > Computer games
All games are potentially transformative experiences because they
engage the player in dynamic action. When repurposed in an
educational context, even highly popular casual games played online
to pass the time can engage players in a way that deepens learning.
Games as Transformative Experiences for Critical Thinking, Cultural
Awareness, and Deep Learning: Strategies & Resources examines
the learning value of a wide variety of games across multiple
disciplines. Organized just like a well-made game, the book is
divided into four parts highlighting classroom experiences,
community and culture, virtual learning, and interdisciplinary
instruction. The author crosses between the high school and college
classroom and addresses a range of disciplines, both online and
classroom practice, the design of curriculum, and the
transformation of assessment practices. In addition to a wealth of
practical exercises, resources, and lesson ideas, the book explains
how to use a wide and diverse range of games from casual to
massively multiplayer online games for self-improvement as well as
classroom situations.
Featuring interviews with the creators of 43 popular video
games-including Spyro the Dragon, Syphon Filter, NFL GameDay 98 and
Final Fantasy VII - this book gives a behind-the-scenes look at
some of the most influential (and sometimes forgotten) titles of
the original PlayStation era. Interviewees recall the painstaking
development, challenges of working with mega publishers and
uncertainties of public reception, and discuss the creative
processes that produced some of gaming's all-time classics.
When viewed through the context of an interactive play, a video
game player fulfills the roles of both actor and spectator,
watching and influencing a game's story in real time. This book
presents video gaming as a virtual medium for performance,
scrutinizing the ways in which a player's interaction with the
narrative informs personal, historical, social and cultural
understanding. Centering the author's own experiences as both video
game player and performance scholar, the book thoroughly applies
concepts from theatre and performance studies. Chapters argue that
the posthuman player position now challenges what can be
contextualized as a lived experience, and how video games can
change players' relationships with historical events and
contemporary concerns, ultimately impacting how they develop a
sense of self. Using the author's own gaming experiences as a
framework, the book focuses on the intersection between player and
narrative, exploring what engagement with a storyline reveals about
identity and society.
This book covers the distinguishing characteristics and tropes of
visual novels (VNs) as choice-based games and analyzes VNs like
999: Nine Hours, Nine Persons, Nine Doors; Hatoful Boyfriend; and
Monster Prom, some of the best examples of the genre as
illustrations. The author covers structuring branching narrative
and plot, designing impactful and compelling choices, writing
entertaining relationships and character interactions,
understanding the importance of a VN's prose, and planning a VN's
overall narrative design and story delivery. The book contains
exercises at the end of chapters to practice the techniques
discussed. By the end of the book, if the reader finishes all the
exercises, they may have several portfolio pieces or a significant
portion of their own VN project designed. Features: Discusses
different aspects and genres of VNs, what makes them enjoyable, and
successful techniques developers can incorporate into their own
games Analyzes various VNs and choice-based games that use these
successful techniques Shares tips from developers on portfolio
pieces, hiring a team to work on VNs, and plotting and outlining
VNs Branching Story, Unlocked Dialogue: Designing and Writing
Visual Novels is a valuable resource for developers and narrative
designers interested in working on VNs. The book will show them how
they can design their own VN projects, design branching narratives,
develop entertaining plots and relationships, design impactful and
compelling choices, and write prose that's a pleasure to read.
Analyses a variety of approaches to development and publishing,
across a multitude of platforms and genres, to provide a new vision
for the next twenty years of game development. Considers technical
advances in adjacent markets and how they will impact the games
industry over the next twenty years. Includes insightful interviews
from leading game and entertainment industry figures.
Analyses a variety of approaches to development and publishing,
across a multitude of platforms and genres, to provide a new vision
for the next twenty years of game development. Considers technical
advances in adjacent markets and how they will impact the games
industry over the next twenty years. Includes insightful interviews
from leading game and entertainment industry figures.
Role-play as a Heritage Practice is the first book to examine
physically performed role-enactments, such as live-action role-play
(LARP), tabletop role-playing games (TRPG), and hobbyist historical
reenactment (RH), from a combined game studies and heritage studies
perspective. Demonstrating that non-digital role-plays, such as
TRPG and LARP, share many features with RH, the book contends that
all three may be considered as heritage practices. Studying these
role-plays as three distinct genres of playful, participatory and
performative forms of engagement with cultural heritage, Mochocki
demonstrates how an exploration of the affordances of each genre
can be valuable. Showing that a player's engagement with history or
heritage material is always multi-layered, the book clarifies that
the layers may be conceptualised simultaneously as types of
heritage authenticity and as types of in-game immersion. It is also
made clear that RH, TRPG and LARP share commonalities with a
multitude of other media, including video games, historical fiction
and film. Existing within, and contributing to, the fiction and
non-fiction mediasphere, these role-enactments are shaped by the
same large-scale narratives and discourses that persons, families,
communities, and nations use to build memory and identity.
Role-play as a Heritage Practice will be of great interest to
academics and students engaged in the study of heritage, memory,
nostalgia, role-playing, historical games, performance, fans and
transmedia narratology.
In this textbook the author takes as inspiration recent
breakthroughs in game playing to explain how and why deep
reinforcement learning works. In particular he shows why two-person
games of tactics and strategy fascinate scientists, programmers,
and game enthusiasts and unite them in a common goal: to create
artificial intelligence (AI). After an introduction to the core
concepts, environment, and communities of intelligence and games,
the book is organized into chapters on reinforcement learning,
heuristic planning, adaptive sampling, function approximation, and
self-play. The author takes a hands-on approach throughout, with
Python code examples and exercises that help the reader understand
how AI learns to play. He also supports the main text with detailed
pointers to online machine learning frameworks, technical details
for AlphaGo, notes on how to play and program Go and chess, and a
comprehensive bibliography. The content is class-tested and
suitable for advanced undergraduate and graduate courses on
artificial intelligence and games. It's also appropriate for
self-study by professionals engaged with applications of machine
learning and with games development. Finally it's valuable for any
reader engaged with the philosophical implications of artificial
and general intelligence, games represent a modern Turing test of
the power and limitations of AI.
Prior to the arrival of the Sega Genesis, video games were still
largely considered "kid stuff," but with a far more mature and
eclectic range of titles, and an understanding of what gamers
wanted, Sega and its Genesis/Mega Drive console began to shift the
expectations for what gaming could be. Never scared to innovate,
Sega's impact on the industry continues to this day through the
games they originally developed and the technology their consoles
pushed into the mainstream. Featuring interviews with the creators
of over 40 games on the Sega Genesis console including Sonic the
Hedgehog 2, Altered Beast, Aladdin, Earthworm Jim and NHL 95, this
book gives a behind-the-scenes look at the creation of some of the
influential, iconic, and sometimes forgotten games on Sega's most
important contribution to the game industry. The interviewees
reveal the challenges of working with mega publishers, the
uncertainties of public reception, and the creative processes that
produced some of the 16-bit era's classic titles.
The First World War in Computer Games analyses the depiction of
combat, the landscape of the trenches, and concepts of how the war
ended through computer games. This book explores how computer games
are at the forefront of new representations of the First World War.
The Paradox of Transgression in Games looks at transgressive games
as an aesthetic experience, tackling how players respond to game
content that shocks, disturbs, and distresses, and how contemporary
video games can evoke intense emotional reactions. The book delves
into the commercial success of many controversial videogames:
although such games may appear shocking for the observing
bystander, playing them is experienced as deeply rewarding for the
player. Drawing on qualitative player studies and approaches from
media aesthetics theory, the book challenges the perception of
games as innocent entertainment, and examines the range of
emotional, moral, and intellectual experiences of players. As they
explore what players consider transgressive, the authors ask
whether there is something about the gameplay situation that works
to mitigate the sense of transgression, stressing gameplay as an
aesthetic experience. Anchoring the aesthetic game experience both
in play studies as well as in aesthetic theory, this book will be
an essential resource for scholars and students of game studies,
aesthetics, media studies, philosophy of art, and emotions.
This book explores hybrid play as a site of interdisciplinary
activity-one that is capable of generating new forms of mobility,
communication, subjects, and artistic expression as well as new
ways of interacting with and understanding the world. The chapters
in this collection explore hybrid making, hybrid subjects, and
hybrid spaces, generating interesting conversations about the past,
current and future nature of hybrid play. Together, the authors
offer important insights into how place and space are
co-constructed through play; how, when, and for what reasons people
occupy hybrid spaces; and how cultural practices shape elements of
play and vice versa. A diverse group of scholars and practitioners
provides a rich interdisciplinary perspective, which will be of
great interest to those working in the areas of games studies,
media studies, communication, gender studies, and media arts.
Locating Imagination in Popular Culture offers a multi-disciplinary
account of the ways in which popular culture, tourism and notions
of place intertwine in an environment characterized by ongoing
processes of globalization, digitization and an increasingly
ubiquitous nature of multi-media. Centred around the concept of
imagination, the authors demonstrate how popular culture and media
are becoming increasingly important in the ways in which places and
localities are imagined, and how they also subsequently stimulate a
desire to visit the actual places in which people's favourite
stories are set. With examples drawn from around the globe, the
book offers a unique study of the role of narratives conveyed
through media in stimulating and reflecting desire in tourism. This
book will have appeal in a wide variety of academic disciplines,
ranging from media and cultural studies to fan- and tourism
studies, cultural geography, literary studies and cultural
sociology.
Artificial Intelligence Techniques in IoT Sensor Networks is a
technical book which can be read by researchers, academicians,
students and professionals interested in artificial intelligence
(AI), sensor networks and Internet of Things (IoT). This book is
intended to develop a shared understanding of applications of AI
techniques in the present and near term. The book maps the
technical impacts of AI technologies, applications and their
implications on the design of solutions for sensor networks. This
text introduces researchers and aspiring academicians to the latest
developments and trends in AI applications for sensor networks in a
clear and well-organized manner. It is mainly useful for research
scholars in sensor networks and AI techniques. In addition,
professionals and practitioners working on the design of real-time
applications for sensor networks may benefit directly from this
book. Moreover, graduate and master's students of any departments
related to AI, IoT and sensor networks can find this book
fascinating for developing expert systems or real-time
applications. This book is written in a simple and easy language,
discussing the fundamentals, which relieves the requirement of
having early backgrounds in the field. From this expectation and
experience, many libraries will be interested in owning copies of
this work.
This book offers critical perspectives on the digital 'iconic',
exploring how the notion of the iconic is re-appropriated and
re-made online, and the consequences for humanity and society.
Examining cross-cultural case studies of iconic images in digital
spaces, the author offers original and critical analyses, theories
and perspectives on the notion of the 'iconic', and on its
movement, re-appropriation and meaning making on digital platforms.
A carefully curated selection of case studies illustrates topics
such as phantom memory; martyrdom; denigration and pornographic
recoding; digital games as simulacra; and memes as 'artification'.
Situating the notion of the iconic firmly within contemporary
cultures, the author takes a thematic approach to investigate the
iconic as an unstable and unfinished phenomenon online as it
travels through platforms temporally and spatially. The book will
be an important resource for academics and students in the areas of
media and communications, digital culture, cultural studies, visual
communication, visual culture, journalism studies and digital
humanities.
With annual gross sales surpassing 100 billion U.S. dollars each of
the last two years, the digital games industry may one day
challenge theatrical-release movies as the highest-grossing
entertainment media in the world. In their examination of the
tremendous cultural influence of digital games, Daniel Reardon and
David Wright analyze three companies that have shaped the industry:
Bethesda, located in Rockville, Maryland, USA; BioWare in Edmonton,
Alberta, Canada; and CD Projekt Red in Warsaw, Poland. Each company
has used social media and technical content in the games to promote
players' belief that players control the companies' game
narratives. The result has been at times explosive, as empowered
players often attempted to co-op the creative processes of games
through discussion board forum demands, fund-raising campaigns to
persuade companies to change or add game content, and modifications
("modding") of the games through fan-created downloads. The result
has changed the way we understand the interactive nature of digital
games and the power of fan culture to shape those games.
Expert advice from several industrial professionals who have worked
for some of the world's biggest tech and interactive companies.
Best practices that not only prepare writers on how to apply their
craft to new fields, but also prepare them for the common ambiguity
they will find in corporate and start-up environments. Breakdown of
platforms that shows how tech capabilities can fulfill content
expectations and how content can fulfill tech expectations. Basic
storytelling mechanics customized to today's popular technologies
and traditional gaming platforms.
a balanced blend of theoretical and practical information that
enables readers to develop 3D worlds quickly and efficiently.
a balanced blend of theoretical and practical information that
enables readers to develop 3D worlds quickly and efficiently.
Expert advice from several industrial professionals who have worked
for some of the world's biggest tech and interactive companies.
Best practices that not only prepare writers on how to apply their
craft to new fields, but also prepare them for the common ambiguity
they will find in corporate and start-up environments. Breakdown of
platforms that shows how tech capabilities can fulfill content
expectations and how content can fulfill tech expectations. Basic
storytelling mechanics customized to today's popular technologies
and traditional gaming platforms.
See How to Unobtrusively Incorporate Good Teaching into Your Game's
Mechanics Learn to Play: Designing Tutorials for Video Games shows
how to embed a tutorial directly into your game design mechanics so
that your games naturally and comfortably teach players to have
fun. The author deciphers years of research in game studies,
education, psychology, human-computer interaction, and user
interface and experience that equip you to make dynamic tutorials
that help players enjoy your games. The book links game design
principles with psychology through the game tutorial. It offers
easy-to-implement changes that can make a huge difference in how
players receive your games. It explains how you can educate new
players and engage experienced players at the same time through a
combination of good design and basic understanding of human
educational, motivational, and cognitive psychologies. Transcending
disciplinary boundaries, this book improves your understanding of
the science of learning and the art of teaching. It helps you
design game mechanics, or tutorials, that teach people how to have
fun with your games without ever feeling as though they're being
instructed.
Explores the basics of indie game marketing Helps the reader with
how to communicate to talk to investors, pbulishers, and major
platforms Illustrates different negotiation tactics
Combining theory and practice, this updated new edition provides a
complete overview of how to create deep and meaningful quests for
games. It uses the Unity game engine in conjunction with Fungus and
other free plugins to provide an accessible entry into quest
design. The book begins with an introduction to the theory and
history of quests in games, before covering four theoretical
components of quests: their spaces, objects, actors, and
challenges. Each chapter also includes a practical section, with
accompanying exercises and suggestions for the use of specific
technologies for four crucial aspects of quest design: * level
design * quest item creation * NPC and dialogue construction *
scripting This book will be of great interest to all game designers
looking to create new, innovative quests in their games. It will
also appeal to new media researchers, as well as humanities
scholars in the fields of mythology and depth-psychology that want
to bring computer-assisted instruction into their classroom in an
innovative way. The companion website includes lecture and workshop
slides, and can be accessed at: www.designingquests.com
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