In Game

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In Game
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Author : Gordon Calleja
language : en
Publisher: MIT Press
Release Date : 2011-05-13
In Game written by Gordon Calleja and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-05-13 with Games & Activities categories.
An investigation of what makes digital games engaging to players and a reexamination of the concept of immersion. Digital games offer a vast range of engaging experiences, from the serene exploration of beautifully rendered landscapes to the deeply cognitive challenges presented by strategic simulations to the adrenaline rush of competitive team-based shoot-outs. Digital games enable experiences that are considerably different from a reader's engagement with literature or a moviegoer's experience of a movie. In In-Game, Gordon Calleja examines what exactly it is that makes digital games so uniquely involving and offers a new, more precise, and game-specific formulation of this involvement. One of the most commonly yet vaguely deployed concepts in the industry and academia alike is immersion—a player's sensation of inhabiting the space represented onscreen. Overuse of this term has diminished its analytical value and confused its meaning, both in analysis and design. Rather than conceiving of immersion as a single experience, Calleja views it as blending different experiential phenomena afforded by involving gameplay. He proposes a framework (based on qualitative research) to describe these phenomena: the player involvement model. This model encompasses two constituent temporal phases—the macro, representing offline involvement, and the micro, representing moment-to-moment involvement during gameplay—as well as six dimensions of player involvement: kinesthetic, spatial, shared, narrative, affective, and ludic. The intensified and internalized experiential blend can culminate in incorporation—a concept that Calleja proposes as an alternative to the problematic immersion. Incorporation, he argues, is a more accurate metaphor, providing a robust foundation for future research and design.
Artificial Intelligence And Games
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Author : Georgios N. Yannakakis
language : en
Publisher: Springer
Release Date : 2018-02-17
Artificial Intelligence And Games written by Georgios N. Yannakakis and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-02-17 with Computers categories.
This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.
Skin In The Game
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Author : Nassim Nicholas Taleb
language : en
Publisher: Penguin UK
Release Date : 2018-02-20
Skin In The Game written by Nassim Nicholas Taleb and has been published by Penguin UK this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-02-20 with Business & Economics categories.
From the bestselling author of The Black Swan, a bold book that challenges many of our long-held beliefs about risk and reward, politics and religion, finance and personal responsibility 'Skin in the game means that you do not pay attention to what people say, only to what they do, and how much of their neck they are putting on the line' Citizens, artisans, police, fishermen, political activists and entrepreneurs all have skin in the game. Policy wonks, corporate executives, many academics, bankers and most journalists don't. It's all about having something to lose and sharing risks with others. In his most provocative and practical book yet, Nassim Nicholas Taleb shows that skin in the game, often seen as the foundation of risk management, in fact applies to all aspects of our lives. In his inimitable style, Taleb draws on everything from Antaeus the Giant to Hammurabi to Donald Trump, from ethics to used car salesmen, to create a jaw-dropping framework for understanding this idea. Among his insights: For social justice, focus on symmetry and risk sharing. Minorities, not majorities, run the world. You can be an intellectual yet still be an idiot. Beware of complicated solutions (that someone was paid to find). Just as The Black Swan did during the 2007 financial crisis, Skin in the Game comes at precisely the right moment to challenge our long-held beliefs about risk, reward, politics, religion and business - and make us rethink everything we thought we knew.
Women In Game Of Thrones
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Author : Valerie Estelle Frankel
language : en
Publisher: McFarland
Release Date : 2014-04-04
Women In Game Of Thrones written by Valerie Estelle Frankel and has been published by McFarland this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-04-04 with Performing Arts categories.
Game of Thrones, one of the hottest series on television, leaves hundreds of critics divided on how "feminist" the show really is. Certainly the female characters, strong and weak, embody a variety of archetypes--widow queens, warrior women, damsels in distress, career women, priestesses, crones, mothers and maidens. However, the problem is that most of them play a single role without nuance--even the "strong women" have little to do besides strut about as one-note characters. This book analyzes the women and their portrayals one by one, along with their historical inspirations. Accompanying issues in television studies also appear, from the male gaze to depiction of race. How these characters are treated in the series and how they treat themselves becomes central, as many strip for the pleasure of men or are sacrificed as pawns. Some nude scenes or moments of male violence are fetishized and filmed to tantalize, while others show the women's trauma and attempt to identify with the scene's female perspective. The key is whether the characters break out of their traditional roles and become multidimensional.
Programming Game Ai By Example
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Author : Mat Buckland
language : en
Publisher: Jones & Bartlett Learning
Release Date : 2005
Programming Game Ai By Example written by Mat Buckland and has been published by Jones & Bartlett Learning this book supported file pdf, txt, epub, kindle and other format this book has been release on 2005 with Computers categories.
This book describes in detail many of the AI techniques used in modern computer games, explicity shows how to implement these practical techniques within the framework of several game developers with a practical foundation to game AI.
Trapped In A Video Game
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Author : Dustin Brady
language : en
Publisher: Andrews McMeel Publishing
Release Date : 2018-04-10
Trapped In A Video Game written by Dustin Brady and has been published by Andrews McMeel Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-04-10 with Juvenile Fiction categories.
Jesse Rigsby hates video games—and for good reason. You see, a video game character is trying to kill him. After getting sucked in the new game Full Blast with his friend Eric, Jesse starts to see the appeal of vaporizing man-size praying mantis while cruising around by jet pack. But pretty soon, a mysterious figure begins following Eric and Jesse, and they discover they can't leave the game. If they don't figure out what's going on fast, they'll be trapped for good! With black-and-white illustrations throughout and a cliff hanger at the end of every chapter, this is a great series for kids who think they don’t like to read!
Game Programming Patterns
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Author : Robert Nystrom
language : en
Publisher: Genever Benning
Release Date : 2014-11-03
Game Programming Patterns written by Robert Nystrom and has been published by Genever Benning this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-11-03 with Computers categories.
The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.
The Board Game Book
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Author :
language : en
Publisher:
Release Date : 2020-10-22
The Board Game Book written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-10-22 with categories.
Game Theoretic Analysis
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Author : Leon A Petrosyan
language : en
Publisher: World Scientific
Release Date : 2019-10-14
Game Theoretic Analysis written by Leon A Petrosyan and has been published by World Scientific this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-10-14 with Mathematics categories.
This is a collection of recent novel contributions in game theory from a group of prominent authors in the field. It covers Non-cooperative Games, Equilibrium Analysis, Cooperative Games and Axiomatic Values in static and dynamic contexts.Part 1: Non-cooperative Games and Equilibrium AnalysisIn game theory, a non-cooperative game is a game with competition between individual players and in which only self-enforcing (e.g. through credible threats) alliances (or competition between groups of players, called 'coalitions') are possible due to the absence of external means to enforce cooperative behavior (e.g. contract law), as opposed to cooperative games. In fact, non-cooperative games are the foundation for the development of cooperative games by acting as the status quo. Non-cooperative games are generally analysed through the framework of equilibrium, which tries to predict players' individual strategies and payoffs. Indeed, equilibrium analysis is the centre of non-cooperative games. This volume on non-cooperative games and equilibrium analysis contains a variety of non-cooperative games and non-cooperative game equilibria from prominent authors in the field.Part 2: Cooperative Games and Axiomatic ValuesIt is well known that non-cooperative behaviours, in general, would not lead to a Pareto optimal outcome. Highly undesirable outcomes (like the prisoner's dilemma) and even devastating results (like the tragedy of the commons) could appear when the involved parties only care about their individual interests in a non-cooperative situation. Cooperative games offer the possibility of obtaining socially optimal and group efficient solutions to decision problems involving strategic actions. In addition, axiomatic values serve as guidance for establishing cooperative solutions. This volume on cooperative games and axiomatic values presents a collection of cooperative games and axiomatic values from prominent authors in the field.
Using Games And Simulations For Teaching And Assessment
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Author : Harold F. O'Neil
language : en
Publisher: Routledge
Release Date : 2016-03-31
Using Games And Simulations For Teaching And Assessment written by Harold F. O'Neil and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-03-31 with Computers categories.
Incorporates several innovative and increasingly popular subject areas, including the gamification of education, assessment, and STEM subjects Combines research and authorship from both civilian and military worlds as well as interdisciplinary fields Rigorously defines and analyzes the criteria of selecting, designing, implementing, and evaluating emerging educational technologies while offering implications for future use