Creating Emotion In Games The Craft And Art Of Emotioneering

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Creating Emotion In Games
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Author : David Freeman
language : en
Publisher: New Riders Publishing
Release Date : 2004-01-01
Creating Emotion In Games written by David Freeman and has been published by New Riders Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004-01-01 with Computer games categories.
Master the future in game development and design by learning how to create emotional immersion in games, otherwise known as emotioneering. The text provides 150 hands-on techniques that can be applied immediately to any game in development.
Creating Emotion In Games
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Author : David Freeman
language : en
Publisher: Turtleback
Release Date : 2003-09
Creating Emotion In Games written by David Freeman and has been published by Turtleback this book supported file pdf, txt, epub, kindle and other format this book has been release on 2003-09 with categories.
Freeman brings readers the insider scoop on how to apply the emotioneering techniques he's so well known for. He teaches readers how to identify and apply his techniques so that they can apply these same techniques and better their games.
Creating Emotion In Games
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Author : David Freeman
language : en
Publisher: New Riders Publishing
Release Date : 2004
Creating Emotion In Games written by David Freeman and has been published by New Riders Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004 with Computers categories.
Master the future in game development and design by learning how to create emotional immersion in games, known as emotioneering. - Packed with 150 hands-on techniques that can be applied immediately to any game in development. - Author is highly sort after and works with companies including Microsoft, Sony, Activision, and Midway and also speaks regularly at the Game Developers Conference and DICE. - Foreword by Wil Wright, the creator of The Sims.
Crash Course In Gaming
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Author : Suellen S. Adams
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2013-11-25
Crash Course In Gaming written by Suellen S. Adams and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-11-25 with Language Arts & Disciplines categories.
Video games aren't just for kids anymore. This book will describe the "why" and "how" to start or expand a video gaming program in the library, including some specific examples of how to target adult and female gamer patrons. Gaming supplies more than just visual stimulation and empty entertainment; it can also promote socialization as well as the learning of both traditional and new literacies required to succeed in the modern world. Problem-solving, multi-tasking, complex decision-making on the fly, and "reading" the combination of words and graphics are vital skills for the 21st century—all of which are required to play video games. Crash Course in Gaming discusses the pros and cons of gaming, the types of games and game systems, circulating collections, and game programs. It explains how a library's video game program can—and should—do much more than simply draw younger users to the library, providing examples of how everyone from parents to senior citizens can benefit from a patron-oriented computer gaming program. The appendices also include specific games, programs, review sources, and sources for further information.
The Video Game Theory Reader 2
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Author : Bernard Perron
language : en
Publisher: Routledge
Release Date : 2008-11-19
The Video Game Theory Reader 2 written by Bernard Perron and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-11-19 with Social Science categories.
The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games today including Henry Jenkins, Jesper Juul, Eric Zimmerman, and Mia Consalvo. While the first volume had a strong focus on early video games, this volume also addresses more contemporary issues such as convergence and MMORPGs. The volume concludes with an appendix of nearly 40 ideas and concepts from a variety of theories and disciplines that have been usefully and insightfully applied to the study of video games.
Gaming Matters
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Author : Judd Ethan Ruggill
language : en
Publisher: University of Alabama Press
Release Date : 2011-05-11
Gaming Matters written by Judd Ethan Ruggill and has been published by University of Alabama Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-05-11 with Games & Activities categories.
In Gaming Matters, McAllister and Ruggill turn from the broader discussion of video game rhetoric to study the video game itself as a medium and the specific features that give rise to games as similar and yet diverse as Pong, Tomb Raider, and Halo.
Video Games And The Mind
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Author : Bernard Perron
language : en
Publisher: McFarland
Release Date : 2016-07-19
Video Games And The Mind written by Bernard Perron and has been published by McFarland this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-07-19 with Games & Activities categories.
Can a video game make you cry? Why do you relate to the characters and how do you engage with the storyworlds they inhabit? How is your body engaged in play? How are your actions guided by sociocultural norms and experiences? Questions like these address a core aspect of digital gaming--the video game experience itself--and are of interest to many game scholars and designers. With psychological theories of cognition, affect and emotion as reference points, this collection of new essays offers various perspectives on how players think and feel about video games and how game design and analysis can build on these processes.
Open World Empire
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Author : Christopher B. Patterson
language : en
Publisher: NYU Press
Release Date : 2020-04-14
Open World Empire written by Christopher B. Patterson and has been published by NYU Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-04-14 with Social Science categories.
Finalist, 2021 John Hope Franklin Prize, given by the American Studies Association Seeking ways to understand video games beyond their imperial logics, Patterson turns to erotics to re-invigorate the potential passions and pleasures of play Video games vastly outpace all other mediums of entertainment in revenue and in global reach. On the surface, games do not appear ideological, nor are they categorized as national products. Instead, they seem to reflect the open and uncontaminated reputation of information technology. Video games are undeniably imperial products. Their very existence has been conditioned upon the spread of militarized technology, the exploitation of already-existing labor and racial hierarchies in their manufacture, and the utopian promises of digital technology. Like literature and film before it, video games have become the main artistic expression of empire today: the open world empire, formed through the routes of information technology and the violences of drone combat, unending war, and overseas massacres that occur with little scandal or protest. Though often presented as purely technological feats, video games are also artistic projects, and as such, they allow us an understanding of how war and imperial violence proceed under signs of openness, transparency, and digital utopia. But the video game, as Christopher B. Patterson argues, is also an inherently Asian commodity: its hardware is assembled in Asia; its most talented e-sports players are of Asian origin; Nintendo, Sony, and Sega have defined and dominated the genre. Games draw on established discourses of Asia to provide an “Asiatic” space, a playful sphere of racial otherness that straddles notions of the queer, the exotic, the bizarre, and the erotic. Thinking through games like Overwatch, Call of Duty 4: Modern Warfare, Shenmue II, and Alien: Isolation, Patterson reads against empire by playing games erotically, as players do—seeing games as Asiatic playthings that afford new passions, pleasures, desires, and attachments.
The Wiley Handbook Of Human Computer Interaction Set
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Author : Kent Norman
language : en
Publisher: John Wiley & Sons
Release Date : 2017-12-28
The Wiley Handbook Of Human Computer Interaction Set written by Kent Norman and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-12-28 with Psychology categories.
In der Vergangenheit war die Mensch-Computer-Interaktion (Human-Computer Interaction) das Privileg einiger weniger. Heute ist Computertechnologie weit verbreitet, allgegenwärtig und global. Arbeiten und Lernen erfolgen über den Computer. Private und kommerzielle Systeme arbeiten computergestützt. Das Gesundheitswesen wird neu erfunden. Navigation erfolgt interaktiv. Unterhaltung kommt aus dem Computer. Als Antwort auf immer leistungsfähigere Systeme sind im Bereich der Mensch-Computer-Interaktion immer ausgeklügeltere Theorien und Methodiken entstanden. The Wiley Handbook of Human-Computer Interaction bietet einen Überblick über all diese Entwicklungen und untersucht die vielen verschiedenen Aspekte der Mensch-Computer-Interaktion und hat den Wert menschlicher Erfahrungen, die über Technologie stehen, ganzheitlich im Blick.
Playing With The Past
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Author : Matthew Wilhelm Kapell
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2013-10-24
Playing With The Past written by Matthew Wilhelm Kapell and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-10-24 with Social Science categories.
Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future. What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialist's perspective to conquer 'primitive' tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself.