What Is A Game
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Author |
: Gaines S. Hubbell |
Publisher |
: McFarland |
Total Pages |
: 292 |
Release |
: 2020-02-28 |
ISBN-10 |
: 9781476668376 |
ISBN-13 |
: 147666837X |
Rating |
: 4/5 (76 Downloads) |
Synopsis What Is a Game? by : Gaines S. Hubbell
What is a videogame? What makes a videogame "good"? If a game is supposed to be fun, can it be fun without a good story? If another is supposed to be an accurate simulation, does it still need to be entertaining? With the ever-expanding explosion of new videogames and new developments in the gaming world, questions about videogame criticism are becoming more complex. The differing definitions that players and critics use to decide what a game is and what makes a game successful, often lead to different ideas of how games succeed or fail. This collection of new essays puts on display the variety and ambiguity of videogames. Each essay is a work of game criticism that takes a different approach to defining the game and analyzing it. Through analysis and critical methods, these essays discuss whether a game is defined by its rules, its narrative, its technology, or by the activity of playing it, and the tensions between these definitions. With essays on Overwatch, Dark Souls 3, Far Cry 4, Farmville and more, this collection attempts to show the complex changes, challenges and advances to game criticism in the era of videogames.
Author |
: Edward Castronova |
Publisher |
: Bloomsbury Publishing USA |
Total Pages |
: 233 |
Release |
: 2020-09-17 |
ISBN-10 |
: 9781501359170 |
ISBN-13 |
: 1501359177 |
Rating |
: 4/5 (70 Downloads) |
Synopsis Life Is a Game by : Edward Castronova
What if life is a game? Are you winning? Have you even decided what 'winning' is? Game design could be defined in many ways, but here the term is used to denote the practice of creating choices. Designing a game, in this sense, involves crafting limits, rewards, incentives, and risks in such a way that the person who interacts with the game – the player – makes choices that have consequences. Edward Castronova urges readers to think about the fundamentals of the human condition and compare them to different games that we all know. In some ways, life is like an idle game: providing unchallenging distractions that fit easily into a person's daily routine. In other ways, life is like the game Minesweeper: You poke in different places to learn about what you don't know, taking care to avoid big explosions. Or, life is like a role-playing game: You adopt a persona and speak your part, always seeking adventure. Bringing together questions relating to diverse fields – such as politics, economics, sociology and philosophy - Castronova persuades readers to broaden the scope of game design to answer questions about life's everyday obstacles. The object of this book is to take seriously the idea that life is a game. The goal is not to make readers wealthier or healthier. Its goal is to go on a journey into the human condition, with game design as a guide.
Author |
: Katie Salen Tekinbas |
Publisher |
: MIT Press |
Total Pages |
: 680 |
Release |
: 2003-09-25 |
ISBN-10 |
: 0262240459 |
ISBN-13 |
: 9780262240451 |
Rating |
: 4/5 (59 Downloads) |
Synopsis Rules of Play by : Katie Salen Tekinbas
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Author |
: Hakan Seyalioglu |
Publisher |
: |
Total Pages |
: |
Release |
: 2018-07 |
ISBN-10 |
: 0999870017 |
ISBN-13 |
: 9780999870013 |
Rating |
: 4/5 (17 Downloads) |
Synopsis Dialect by : Hakan Seyalioglu
Author |
: Brenda Brathwaite |
Publisher |
: Createspace Independent Publishing Platform |
Total Pages |
: 340 |
Release |
: 2008-08-21 |
ISBN-10 |
: 1542453313 |
ISBN-13 |
: 9781542453318 |
Rating |
: 4/5 (13 Downloads) |
Synopsis Challenges for Games Designers by : Brenda Brathwaite
Welcome to a book written to challenge you, improve your brainstorming abilities, and sharpen your game design skills! Challenges for Game Designers: Non-Digital Exercises for Video Game Designers is filled with enjoyable, interesting, and challenging exercises to help you become a better video game designer, whether you are a professional or aspire to be. Each chapter covers a different topic important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the material, explore the topic, and expand your knowledge in that area. Each chapter also includes 10 "non-digital shorts" to further hone your skills. None of the challenges in the book require any programming or a computer, but many of the topics feature challenges that can be made into fully functioning games. The book is useful for professional designers, aspiring designers, and instructors who teach game design courses, and the challenges are great for both practice and homework assignments. The book can be worked through chapter by chapter, or you can skip around and do only the challenges that interest you. As with anything else, making great games takes practice and Challenges for Game Designers provides you with a collection of fun, thought-provoking, and of course, challenging activities that will help you hone vital skills and become the best game designer you can be.
Author |
: Gaines S. Hubbell |
Publisher |
: McFarland |
Total Pages |
: 292 |
Release |
: 2020-02-14 |
ISBN-10 |
: 9781476639017 |
ISBN-13 |
: 1476639019 |
Rating |
: 4/5 (17 Downloads) |
Synopsis What Is a Game? by : Gaines S. Hubbell
What is a videogame? What makes a videogame "good"? If a game is supposed to be fun, can it be fun without a good story? If another is supposed to be an accurate simulation, does it still need to be entertaining? With the ever-expanding explosion of new videogames and new developments in the gaming world, questions about videogame criticism are becoming more complex. The differing definitions that players and critics use to decide what a game is and what makes a game successful, often lead to different ideas of how games succeed or fail. This collection of new essays puts on display the variety and ambiguity of videogames. Each essay is a work of game criticism that takes a different approach to defining the game and analyzing it. Through analysis and critical methods, these essays discuss whether a game is defined by its rules, its narrative, its technology, or by the activity of playing it, and the tensions between these definitions. With essays on Overwatch, Dark Souls 3, Far Cry 4, Farmville and more, this collection attempts to show the complex changes, challenges and advances to game criticism in the era of videogames.
Author |
: William Pole |
Publisher |
: |
Total Pages |
: 136 |
Release |
: 1887 |
ISBN-10 |
: HARVARD:HN3A7E |
ISBN-13 |
: |
Rating |
: 4/5 (7E Downloads) |
Synopsis The Theory of the Modern Scientific Game of Whist by : William Pole
Author |
: William POLE (F.R.S.) |
Publisher |
: |
Total Pages |
: 168 |
Release |
: 1873 |
ISBN-10 |
: BL:A0026217728 |
ISBN-13 |
: |
Rating |
: 4/5 (28 Downloads) |
Synopsis On the Theory of the Modern Scientific Game of Whist ... Extracted, for Private Circulation, from the Sixteenth Edition of “Short Whist, by Major A.” by : William POLE (F.R.S.)
Author |
: |
Publisher |
: |
Total Pages |
: 142 |
Release |
: 1921 |
ISBN-10 |
: PSU:000019031996 |
ISBN-13 |
: |
Rating |
: 4/5 (96 Downloads) |
Synopsis Rural Manhood by :
Author |
: William Brisbane Dick |
Publisher |
: |
Total Pages |
: 536 |
Release |
: 1917 |
ISBN-10 |
: HARVARD:HN5358 |
ISBN-13 |
: |
Rating |
: 4/5 (58 Downloads) |
Synopsis The American Hoyle, Or Gentleman's Hand-book of Games by : William Brisbane Dick