20 Essential Games To Study Download Ebook PDF Epub Online

Author : Joshua Bycer
Publisher : CRC Press
Release : 2018-11-16
Page : 104
Category : Computers
ISBN 13 : 0429802072
Description :


The purpose of this book is to look over the past 35 years of games to discuss titles whose design deserves to be studied by anyone with an interest in game design. While there are plenty of books that focus on the technical side of Game Development, there are few that study the nature of game design itself. Featuring a mix of console and PC offerings, I purposely left off some of the easy choices (Mario, Starcraft, Call of Duty, Overwatch) to focus on games that stood out thanks to their designs.


Author : Joshua Bycer
Publisher : CRC Press
Release : 2021-04-07
Page : 106
Category : Computers
ISBN 13 : 1000362043
Description :


Game Design Deep Dive: Roguelikes examines the history and rise of the often-confusing roguelike genre. Despite being more than 30 years old, the roguelike genre remains a mystery to a lot of consumers and developers. Procedural generation, or having the game generate content, has been a cornerstone and point of complexity since its inception. The 2010s saw an explosion of new designs and examples, along with a debate about what a roguelike is. The genre found its way back to mainstream audiences with the award-winning Demon’s Souls and Dark Souls. Since then, roguelikes have revolutionized the way we see and design games. Author and game design critic Joshua Bycer explains the differences between the various roguelike designs and give a detailed blueprint showing what makes the best ones work. The first of its kind talking about the roguelike genre Examines the design and methodology of roguelike games and the different variations A high-level discussion and breakdown of procedural and random content generation Joshua Bycer is a game design critic with more than seven years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He is also a public speaker and presenter at schools and libraries on game design and game development.


Author : Joshua Bycer
Publisher : CRC Press
Release : 2021-10-08
Page : 144
Category : Computers
ISBN 13 : 1000451011
Description :


The Game Design Deep Dive series examines a specific game system or mechanic over the course of the history of the industry. This entry will examine the history and design of the horror genre and elements in video games. The author analyzes early video game examples, including the differences between survival, action-horror, and psychological horror. Thanks to recent hits like Five Night’s at Freddy’s, Bendy and the Ink Machine, and recent Resident Evil titles, the horror genre has seen a strong resurgence. For this book in the Game Design Deep Dive series, Joshua Bycer will go over the evolution of horror in video games and game design, and what it means to create a terrifying and chilling experience. FEATURES • Written for anyone interested in the horror genre, anyone who wants to understand game design, or anyone simply curious from a historical standpoint • Includes real game examples to highlight the discussed topics and mechanics • Explores the philosophy and aspects of horror that can be applied to any medium • Serves as a perfect companion for someone building their first game or as part of a game design classroom Joshua Bycer is a game design critic with more than eight years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He also strives to raise awareness about the importance of studying game design by giving lectures and presentations. His first book was 20 Essential Games to Study. He continues to work on the Game Design Deep Dive series.


Author : Joshua Bycer
Publisher : CRC Press
Release : 2021-09-15
Page : 130
Category :
ISBN 13 : 9780367721749
Description :


The Game Design Dive series examines a specific game system or mechanic over the course of the history of the industry. This entry will examine the history and design of the horror genre and elements in video games. The author analyzes early video game examples, including the differences between survival, action-horror, psychological horror, and more. Thanks to recent hits like Five Night's at Freddy's, Bendy and the Ink Machine, and recent Resident Evil titles the horror genre has seen a strong resurgence. For this book in the Deep Design series, Joshua Bycer will go over the evolution of horror in video games and game design, and what it means to create a terrifying and chilling experience. Key Features A perfect read for anyone interested in the horror genre, who wants to understand game design, or simply curious from a historical standpoint. Includes real game examples to highlight the discussed topics and mechanics. Explores the philosophy and aspects of horror that can be applied to any medium. This book is a perfect companion for someone building their first game or as part of a game design classroom. Author Bio: Joshua Bycer is a Game Design Critic with more than seven years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He also strives to raise awareness about the importance of studying game design by giving lectures and presentations; his first book was titled 20 Essential Games to Study and is now working on the Game Design Deep Dive series.


Author : Joshua Bycer
Publisher : CRC Press
Release : 2019-09-20
Page : 140
Category : Computers
ISBN 13 : 0429560575
Description :


The Game Design Deep Dive series examines specific game systems or mechanics over the course of the history of the industry. This book examines the history of jumping – one of the oldest mechanics in the industry – and how it has evolved and changed over the years. The author looks at the transition from 2D to 3D and multiple elements that make jumping more complicated than it looks from a design perspective. Key Selling Points: The first in a series of books that focus entirely on a singular game design system or mechanic, in this case: jumping. A perfect read for anyone interested in understanding game design, or just curious from a historical standpoint. A must read for anyone interested in building their own platformer or just interested in the history of the game industry’s most famous game mechanic. This book is a perfect companion for someone building their first game or as part of a game design classroom. Includes real game examples to highlight the discussed topics and mechanics. Joshua Bycer is a Game Design Critic with more than seven years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He also strives to raise awareness about the importance of studying game design by giving lectures and presentations; his first book was titled 20 Essential Games to Study.


Author : Simon Egenfeldt-Nielsen
Jonas Heide Smith
Publisher : Routledge
Release : 2015-12-07
Page : 278
Category : Games & Activities
ISBN 13 : 1317533127
Description :


Understanding Video Games is a crucial guide for newcomers to video game studies and experienced game scholars alike. This revised and updated third edition of the pioneering text provides a comprehensive introduction to the field of game studies, and highlights changes in the gaming industry, advances in video game scholarship, and recent trends in game design and development—including mobile, casual, educational, and indie gaming. In the third edition of this textbook, students will: Learn the major theories and schools of thought used to study games, including ludology and narratology; Understand the commercial and organizational aspects of the game industry; Trace the history of games, from the board games of ancient Egypt to the rise of mobile gaming; Explore the aesthetics of game design, including rules, graphics, audio, and time; Analyze the narrative strategies and genre approaches used in video games; Consider the debate surrounding the effects of violent video games and the impact of "serious games." Featuring discussion questions, recommended games, a glossary of key terms, and an interactive online video game history timeline, Understanding Video Games provides a valuable resource for anyone interested in examining the ways video games are reshaping entertainment and society.


Author : CSB Bibles by Holman
Publisher : B&H Publishing Group
Release : 2017-03-15
Page : 1312
Category : Bibles
ISBN 13 : 1433648830
Description :


There’s only one life essential you really need—God’s Word. The CSB Essential Teen Study Bible can give you all the tools you need to tackle this life and learn to live it God’s way. Filled with hundreds of study helps and 146 devotions written especially for teens, this fully designed, four-color Bible will help you apply God’s Word each day and connect with Him as never before. Features include: · 146 devotions on redemption, written specifically for teens · Redemption Thread feature from Genesis to Revelation to help readers understand how each story points us to Christ · Respond feature that guides students on how to apply Bible passages to their lives · Behind the Story feature with in-depth info to better understand biblical text · Essential Questions feature with the answers students are looking for · Memory Verses to strengthen teens’ faith · 99 Essential Doctrines that all teens need to know · Introductions for each book of the Bible · Full text of the CSB (Christian Standard Bible) · Study notes · Full-color maps Part of what makes the CSB Essential Teen Study Bible so special is the readable, faithful-to-the-original text of the Christian Standard Bible. The CSB’s optimal blend of accuracy and readability makes it a trustworthy, easy-to-understand resource to study and memorize today—and to live and share for a lifetime.


Author : Mary Scannell
Publisher : McGraw Hill Professional
Release : 2010-05-28
Page : 240
Category : Business & Economics
ISBN 13 : 0071743669
Description :


Make workplace conflict resolution a game that EVERYBODY wins! Recent studies show that typical managers devote more than a quarter of their time to resolving coworker disputes. The Big Book of Conflict-Resolution Games offers a wealth of activities and exercises for groups of any size that let you manage your business (instead of managing personalities). Part of the acclaimed, bestselling Big Books series, this guide offers step-by-step directions and customizable tools that empower you to heal rifts arising from ineffective communication, cultural/personality clashes, and other specific problem areas—before they affect your organization's bottom line. Let The Big Book of Conflict-Resolution Games help you to: Build trust Foster morale Improve processes Overcome diversity issues And more Dozens of physical and verbal activities help create a safe environment for teams to explore several common forms of conflict—and their resolution. Inexpensive, easy-to-implement, and proved effective at Fortune 500 corporations and mom-and-pop businesses alike, the exercises in The Big Book of Conflict-Resolution Games delivers everything you need to make your workplace more efficient, effective, and engaged.


Author : John Dewey
Publisher : e-artnow
Release : 2017-10-16
Page : 360
Category : Philosophy
ISBN 13 : 8027226007
Description :


Musaicum Books presents to you this carefully created volume of "The Essential John Dewey: 20+ Books in One Edition". This ebook has been designed and formatted to the highest digital standards and adjusted for readability on all devices. Contents: German Philosophy and Politics Leibniz's New Essays Concerning the Human Understanding: A Critical Exposition Studies in Logical Theory Interpretation of Savage Mind Ethics The Problem of Values Soul and Body Logical Conditions of a Scientific Treatment of Morality The Evolutionary Method As Applied To Morality The Influence of Darwin on Philosophy Nature and Its Good: A conversation Intelligence and Morals The Experimental Theory of Knowledge The Intellectualist Criterion for Truth A Short Catechism Concerning Truth Beliefs and Existences Experience and Objective Idealism The Postulate of Immediate Empiricism "Consciousness" and Experience The Significance of the Problem of Knowledge Essays in Experimental Logic Reconstruction in Philosophy Does Reality Possess Practical Character? Criticisms of John Dewey The Chicago School John Dewey's Logical Theory The Pragmatic Theory of Truth as Developed by Peirce, James, and Dewey John Dewey (1859-1952) is one of the primary figures associated with the philosophy of pragmatism and is considered one of the founders of functional psychology. His ideas have been influential in education and social reform.


Author : Tom Burns
Sandra Sinfield
Publisher : SAGE Publications Ltd
Release : 2008-04-22
Page : 344
Category : Education
ISBN 13 : 1446200019
Description :


Watch Tom Burns introduce his book Essential Study Skills - Second Edition Watch Sandra Sinfield discuss one of her favourite chapters - how to make the best notes Praise for the first edition: "The effect on our students was like star dust!" Anne Schofield, Ruskin College, Oxford Student feedback from Study Skills sessions at London Metropolitan University: "Why didn't they tell us this before? ... This is the best bit of learning I've ever done!" "At school I was told to go away and get a job in a shop ... Since doing Study Skills I'm getting 'A's' for my assignments!" "I was het-up, frightened ... I just wanted to run away and hide ... Oh I love it now!" "When I first got here I kept thinking I would be found out ... I know I can do it now" "I never enjoyed school, not at all ... Everything's different now - it's great!" "When I first got here I thought they were all looking at me and thinking 'What's that old woman doing here?' ... It's my university now!" The eagerly-awaited new edition continues to provide a truly practical guide to achieving success at university. Whether you are going to university straight from school, a mature student, or an overseas student studying in the UK for the first time, this is the book that will help you better understand how you learn, gain a clear idea of your strengths and areas for development, organise yourself for study, write and research academically, pass exams, and cope with stress at university. Now completely revised and restructured, the authors use their twenty-five years of hands-on experience with students in university to provide genuinely useful advice. Key features of the new edition: - 12 new chapters for coverage of everything you need to know including: computer skills, becoming a confident writer, note-taking, how to build your memory, and the new Personal Development Plan. - Packed with handy tips, real-life examples and useful activities. - A brand new companion website with extensive material to support you in your quest for academic success - http://www.uk.sagepub.com/burnsandsinfield/ With its easy-to-use dip in, dip out structure, helpful features, and lively and engaging writing style, you will find Essential Study Skills an essential companion to the challenges of studying at university. Tom Burns is a Senior Lecturer in Learning Development at London Metropolitan University Sandra Sinfield is Academic Leader in Learning Development at London Metropolitan University.


Author : Steve Horowitz
Scott R. Looney
Publisher : CRC Press
Release : 2014-03-05
Page : 240
Category : Computers
ISBN 13 : 1134595441
Description :


The Essential Guide to Game Audio: The Theory and Practice of Sound for Games is a first of its kind textbook and must-have reference guide for everything you ever wanted to know about sound for games. This book provides a basic overview of game audio, how it has developed over time, and how you can make a career in this industry. Each chapter gives you the background and context you will need to understand the unique workflow associated with interactive media. The practical, easy to understand interactive examples provide hands-on experience applying the concepts in real world situations.


Author : Lisa Heffernan
Mary Dell Harrington
Publisher : Flatiron Books
Release : 2019-09-03
Page : 352
Category : Family & Relationships
ISBN 13 : 1250188954
Description :


PARENTING NEVER ENDS. From the founders of the #1 site for parents of teens and young adults comes an essential guide for building strong relationships with your teens and preparing them to successfully launch into adulthood The high school and college years: an extended roller coaster of academics, friends, first loves, first break-ups, driver’s ed, jobs, and everything in between. Kids are constantly changing and how we parent them must change, too. But how do we stay close as a family as our lives move apart? Enter the co-founders of Grown and Flown, Lisa Heffernan and Mary Dell Harrington. In the midst of guiding their own kids through this transition, they launched what has become the largest website and online community for parents of fifteen to twenty-five year olds. Now they’ve compiled new takeaways and fresh insights from all that they’ve learned into this handy, must-have guide. Grown and Flown is a one-stop resource for parenting teenagers, leading up to—and through—high school and those first years of independence. It covers everything from the monumental (how to let your kids go) to the mundane (how to shop for a dorm room). Organized by topic—such as academics, anxiety and mental health, college life—it features a combination of stories, advice from professionals, and practical sidebars. Consider this your parenting lifeline: an easy-to-use manual that offers support and perspective. Grown and Flown is required reading for anyone looking to raise an adult with whom you have an enduring, profound connection.


Author : DK Bhattacharyya
Publisher : Ratna Sagar
Release :
Page : 331
Category :
ISBN 13 : 9788183323901
Description :


Essential Mathematics is a based on the latest syllabus prescribed by the Inter-State Board for Anglo-Indian Education. Great emphasis is laid on concept building. The text is lucid and to the point. Problems are graded carefully so that students move from basic to intricate problems with ease. Important results and formulae at the end of each chapter reinforce the concepts learnt. Sample Test Papers test the child s learning.


Author : Arnab, Sylvester
Publisher : IGI Global
Release : 2012-07-31
Page : 370
Category : Health & Fitness
ISBN 13 : 146661904X
Description :


With advances in technologies and revolutions in patient, trainee, and public expectations, the global healthcare sector is increasingly turning to serious games to solve problems. Serious games are applications with serious purposes, developed using computer game technologies more often associated with entertainment. Serious Games for Healthcare: Applications and Implications will introduce the development and application of game technologies for health-related serious games. Further, it provides cutting-edge academic research and industry updates which will inform readers about the current and future advances in the area. Encapsulating the knowledge of commercial and noncommercial researchers, developers, and practitioners in a single volume will benefit not only the research and development community within this field, but could also serve public health interests by improving awareness and outcomes.


Author : Gina Clemmer
Publisher : ESRI Press
Release : 2018
Page : 180
Category : Technology & Engineering
ISBN 13 : 9781589485129
Description :


A quick start to learning the basics of visualization and mapmaking skills in ArcGIS(R) Desktop 10.6.


Author : Jan L. Plass
Richard E. Mayer
Publisher : MIT Press
Release : 2020-02-04
Page : 600
Category : Education
ISBN 13 : 0262356546
Description :


A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan


Author : Tamara Adlin
John Pruitt
Publisher : Morgan Kaufmann
Release : 2010-03-20
Page : 240
Category : Computers
ISBN 13 : 9780123814197
Description :


The Essential Persona Lifecycle: Your Guide to Building and Using Personas offers a practical guide to the creation and use of personas, which can help product designers, their team, and their organization become more user focused. This book is for people who just need to know what to do and what order to do it in. It is completely focused on practical tools and methods, without much explanation on why the particular tool or method is the right one. The book discusses the five phases of persona lifecycle: Family planning — Basic ideas and a few tools that will help one get organized Conception and gestation — Step-by-step instructions to move from assumptions to completed personas Birth and maturation — Strategic techniques to get the right information about ones personas out to ones your teammates at the right time Adulthood — Specific tools that will ensure that ones personas are used by the right people at the right times and in the right ways during the product development cycle Lifetime achievement and retirement — Basic ideas and a few tools to you measure the success of the persona effort and prepare for the next one Practical and immediately applicable how-to reference guide for building and using personas – from planning, creating, launching, evaluating, and determining ROI Invaluable guide that gives you a quick reference for incorporating personas into a product development process Features all the essential how-to material from its parent book, The Persona Lifecycle, as a quick, at your fingertips companion


Author : Ben Schouten
Stephen Fedtke
Publisher : Springer
Release : 2014-10-28
Page : 153
Category : Computers
ISBN 13 : 3658071419
Description :


Founded in 2004, the Games for Health Project supports community, knowledge and business development efforts to use cutting-edge games and game technologies to improve health and health care. The Games for Health Conference brings together researchers, medical professionals and game developers to share information about the impact of games, playful interaction and game technologies on health, health care and policy. Over two days, more than 400 attendees participate in over 60 sessions provided by an international array of 80+ speakers, cutting across a wide range of activities in health and health care. Topics include exergaming, physical therapy, disease management, health behavior change, biofeedback, rehab, epidemiology, training, cognitive health, nutrition and health education.


Author : Frank M. McMurry
Publisher : Good Press
Release : 2019-12-09
Page : 274
Category : Fiction
ISBN 13 :
Description :


"How to Study and Teaching How to Study" by Frank M. McMurry. Published by Good Press. Good Press publishes a wide range of titles that encompasses every genre. From well-known classics & literary fiction and non-fiction to forgotten−or yet undiscovered gems−of world literature, we issue the books that need to be read. Each Good Press edition has been meticulously edited and formatted to boost readability for all e-readers and devices. Our goal is to produce eBooks that are user-friendly and accessible to everyone in a high-quality digital format.


Author : Guy Bailey
Publisher :
Release : 2004
Page : 315
Category : Education
ISBN 13 : 9780966972757
Description :


A comprehensive resource of physical education games designed to help children in grades K-8 develop the skills important to performing a wide variety of team and lifetime sports.