Surviving Game School...and the Game Industry After That

Surviving Game School...and the Game Industry After That
Author :
Publisher : CRC Press
Total Pages : 469
Release :
ISBN-10 : 9781351339698
ISBN-13 : 1351339699
Rating : 4/5 (98 Downloads)

Synopsis Surviving Game School...and the Game Industry After That by : Michael Lynch

Surviving Game School speaks about what to expect in a top game design or game development college program, and what to expect once students get out. Making games is not at all the same as playing games. Uncommonly blunt, the book reveals the rigors – and the joys – of working in this industry. Along the way the book touches on themes of time management, creativity, teamwork, and burnout. The authors explore the impact working in the game industry can have on personal relationships and family life. The book closes with advice about life’s goals and building and keeping a sensible balance between work and everything else.

The Game Production Toolbox

The Game Production Toolbox
Author :
Publisher : CRC Press
Total Pages : 330
Release :
ISBN-10 : 9780429801778
ISBN-13 : 0429801777
Rating : 4/5 (78 Downloads)

Synopsis The Game Production Toolbox by : Heather Maxwell Chandler

The Game Production Toolbox focuses on the nuts and bolts of producing interactive content and how you can organize and support the creative, technical, and business efforts that are all part of interactive game development. This book isn’t going to tell you how to design a game or what technologies to use. Instead it provides techniques for and insights into managing, from concept to release, all the pieces that must come together in order to get a game into the hands of a player. Readers will learn about each phase of game production: prototyping, defining the requirements, assembling the team, making the game, and releasing to the players. Interviews from professional game developers give a behind-the-scenes look at what it takes to make a game. Key Features A framework for how to get an interactive game from concept to release, including information on financing and pitching to publishers and investors. Techniques for working with the game development team to get effective prototypes and documentation to prove out game concept and mechanics. Concrete information on how to plan and execute the different aspects of game production, such as audio, localization, testing, and software ratings. Advice from industry experts on managing teams, project management, communicating effectively, and keeping everyone happy. Information about working effectively with marketing, PR, and other people that are involved with the publishing and release process.

Encyclopedia of Video Games [3 volumes]

Encyclopedia of Video Games [3 volumes]
Author :
Publisher : Bloomsbury Publishing USA
Total Pages : 1173
Release :
ISBN-10 : 9798216161820
ISBN-13 :
Rating : 4/5 (20 Downloads)

Synopsis Encyclopedia of Video Games [3 volumes] by : Mark J. P. Wolf

Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

School and Home Education

School and Home Education
Author :
Publisher :
Total Pages : 368
Release :
ISBN-10 : IND:30000091869184
ISBN-13 :
Rating : 4/5 (84 Downloads)

Synopsis School and Home Education by :

Flash of Genius

Flash of Genius
Author :
Publisher : Macmillan
Total Pages : 388
Release :
ISBN-10 : 0312535724
ISBN-13 : 9780312535728
Rating : 4/5 (24 Downloads)

Synopsis Flash of Genius by : John Seabrook

Essays explore inspiration and entrepreneurship in everyday Americans, including the story of Bob Kearns, who invented the intermittent windshield wiper.

Press Reset

Press Reset
Author :
Publisher : Grand Central Publishing
Total Pages : 304
Release :
ISBN-10 : 9781538735480
ISBN-13 : 1538735482
Rating : 4/5 (80 Downloads)

Synopsis Press Reset by : Jason Schreier

From the bestselling author of Blood, Sweat, and Pixels comes the next definitive, behind-the-scenes account of the video game industry: how some of the past decade's most renowned studios fell apart—and the stories, both triumphant and tragic, of what happened next. Jason Schreier's groundbreaking reporting has earned him a place among the preeminent investigative journalists covering the world of video games. In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it. The business of videogames is both a prestige industry and an opaque one. Based on dozens of first-hand interviews that cover the development of landmark games—Bioshock Infinite, Epic Mickey, Dead Space, and more—on to the shocking closures of the studios that made them, Press Reset tells the stories of how real people are affected by game studio shutdowns, and how they recover, move on, or escape the industry entirely. Schreier's insider interviews cover hostile takeovers, abusive bosses, corporate drama, bounced checks, and that one time the Boston Red Sox's Curt Schilling decided he was going to lead a game studio that would take out World of Warcraft. Along the way, he asks pressing questions about why, when the video game industry is more successful than ever, it's become so hard to make a stable living making video games—and whether the business of making games can change before it's too late.

New Pedagogical Approaches in Game Enhanced Learning

New Pedagogical Approaches in Game Enhanced Learning
Author :
Publisher : IGI Global
Total Pages : 321
Release :
ISBN-10 : 9781466639515
ISBN-13 : 1466639512
Rating : 4/5 (15 Downloads)

Synopsis New Pedagogical Approaches in Game Enhanced Learning by : Sara de Freitas

"This book addresses the major challenges associated with adopting digital games into a standard curriculum, providing fresh perspectives from current practitioners in the education field"--Provided by publisher.

Assassination Generation

Assassination Generation
Author :
Publisher : Little, Brown
Total Pages : 272
Release :
ISBN-10 : 9780316265966
ISBN-13 : 0316265969
Rating : 4/5 (66 Downloads)

Synopsis Assassination Generation by : Lieutenant Colonel Dave Grossman

The author of the 400,000-copy bestseller On Killing reveals how violent video games have ushered in a new era of mass homicide--and what we must do about it. Paducah, Kentucky, 1997: a 14-year-old boy shoots eight students in a prayer circle at his school. Littleton, Colorado, 1999: two high school seniors kill a teacher, twelve other students, and then themselves. Utoya, Norway, 2011: a political extremist shoots and kills sixty-nine participants in a youth summer camp. Newtown, Connecticut, 2012: a troubled 20-year-old man kills 20 children and six adults at the elementary school he once attended. What links these and other horrific acts of mass murder? A young person's obsession with video games that teach to kill. Lt. Col. Dave Grossman, who in his perennial bestseller On Killing revealed that most of us are not "natural born killers" -- and who has spent decades training soldiers, police, and others who keep us secure to overcome the intrinsic human resistance to harming others and to use firearms responsibly when necessary -- turns a laser focus on the threat posed to our society by violent video games. Drawing on crime statistics, cutting-edge social research, and scientific studies of the teenage brain, Col. Grossman shows how video games that depict antisocial, misanthropic, casually savage behavior can warp the mind -- with potentially deadly results. His book will become the focus of a new national conversation about video games and the epidemic of mass murders that they have unleashed.

Teaching and Reading New Adult Literature in High School and College

Teaching and Reading New Adult Literature in High School and College
Author :
Publisher : Taylor & Francis
Total Pages : 221
Release :
ISBN-10 : 9781000688955
ISBN-13 : 100068895X
Rating : 4/5 (55 Downloads)

Synopsis Teaching and Reading New Adult Literature in High School and College by : Sharon Kane

An introduction to the rapidly growing category of New Adult (NA) literature, this text provides a roadmap to understanding and introducing NA books to young people in high school, college, libraries, and other settings. As a window into the experiences and unique challenges that young and new adults encounter, New Adult literature intersects with but is distinct from Young Adult literature. This rich resource provides a framework, methods, and plentiful reading recommendations by genre, theme, and discipline on New Adult literature. Starting with a definition of New Adult literature, Kane demonstrates how the inclusion of NA literature helps support and encourage a love of reading. Chapters address important topics that are relevant to young people, including post-high school life, early careers, relationships, activism, and social change. Each chapter features text sets, instructional strategies, writing prompts, and activities to invite and encourage young people to be reflective and engaged in responding to thought-provoking texts. A welcome text for professors of literacy and literature instruction, first-year college instructors, researchers, librarians, and educators, this book provides new ways to assist students as they embark upon the next stage of their lives and is essential reading for courses on teaching literature.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition
Author :
Publisher : Macmillan
Total Pages : 233
Release :
ISBN-10 : 9781466886421
ISBN-13 : 1466886420
Rating : 4/5 (21 Downloads)

Synopsis What Video Games Have to Teach Us About Learning and Literacy. Second Edition by : James Paul Gee

Cognitive Development in a Digital Age James Paul Gee begins his classic 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 statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.