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Game Usability: Advancing the Player Experience

by Katherine Isbister Noah Schaffer

Computers used to be for geeks. And geeks were fine with dealing with a difficult and finicky interface--they liked this--it was even a sort of badge of honor (e.g. the Unix geeks). But making the interface really intuitive and useful--think about the first Macintosh computers--took computers far far beyond the geek crowd. The Mac made HCI (human c

Game Usability: Advice from the Experts for Advancing UX Strategy and Practice in Videogames

by Katherine Isbister Celia Hodent

This book introduces the basics in game usability and overall game UX mindset and techniques, as well as looking at current industry best practices and trends. Fully updated for its second edition, it includes practical advice on how to include usability in already tight development timelines, and how to advocate for UX and communicate results to higher-ups effectively. The book begins with an introduction to UX strategy considerations for games, and to UX design, before moving on to cover core user research and usability techniques as well as how to fit UX practices into the business process. It provides considerations of player differences and offers strategies for inclusion as well as chapters that give platform and context specific advice. With a wealth of new interviews with industry leaders and contributions from the very best in game UX, the book also includes brand new chapters on: Accessibility Mobile Game Usability Data Science Virtual and Augmented Reality Esports This book will be vital reading for all professional game developers and game UX advocates, as well as those students aspiring to work in game development and game UX.

Game User Experience And Player-Centered Design (International Series on Computer Entertainment and Media Technology)

by Barbaros Bostan

This book provides an introduction and overview of the rapidly evolving topic of game user experience, presenting the new perspectives employed by researchers and the industry, and highlighting the recent empirical findings that illustrate the nature of it. The first section deals with cognition and player psychology, the second section includes new research on modeling and measuring player experience, the third section focuses on the impact of game user experience on game design processes and game development cycles, the fourth section presents player experience case studies on contemporary computer games, and the final section demonstrates the evolution of game user experience in the new era of VR and AR.The book is suitable for students and professionals with different disciplinary backgrounds such as computer science, game design, software engineering, psychology, interactive media, and many others.

Game User Experience Evaluation

by Regina Bernhaupt

Evaluating interactive systems for their user experience (UX) is a standard approach in industry and research today. This book explores the areas of game design and development and Human Computer Interaction (HCI) as ways to understand the various contributing aspects of the overall gaming experience. Fully updated, extended and revised this book is based upon the original publication Evaluating User Experience in Games, and provides updated methods and approaches ranging from user- orientated methods to game specific approaches. New and emerging methods and areas explored include physiologically- orientated UX evaluation, user behaviour, telemetry based methods and social play as effective evaluation techniques for gaming design and evolving user-experience. Game User Experience Evaluation allows researchers, PhD students as well as game designers and developers to get an overview on available methods for all stages of the development life cycle.

Game and Graphics Programming for iOS and Android with OpenGL ES 2.0

by Romain Marucchi-Foino

Develop graphically sophisticated apps and games today!The smart phone app market is progressively growing, and there is new market gap to fill that requires more graphically sophisticated applications and games. Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 quickly gets you up to speed on understanding how powerful OpenGL ES 2.0 technology is in creating apps and games for amusement and effectiveness. Leading you through the development of a real-world mobile app with live code, this text lets you work with all the best features and tools that Open GL ES 2.0 has to offer.Provides a project template for iOS and Android platforms Delves into OpenGL features including drawing canvas, geometry, lighting effects, character animation, and moreOffers explanation of full-function 2D and 3D graphics on embedded systems Addresses the principal technology for hardware-accelerated graphical rendering Game and Graphics Programming for iOS and Android with OpenGL ES 2.0offers important, need-to-know information if you're interested in striking a perfect balance between aesthetics and functionality in apps.

Game of War FireAge La Guía de Juego No Oficial

by Joshua Abbott Dahlia Deyanira Romero Castillo

Con esta guía aprenderás exactamente lo que necesitas para convertirte en un jugador experto, vence a tus oponentes, y obtén monedas ¡ilimitadas! Esta es la guía completa con todo lo que necesitas saber sobre el juego. - Descripción e información básica. - Consejos y estrategias profesionales. - Instrucciones detalladas y fácil de seguir. - ¿Secretos, consejos, trampas, contenido exclusivo y trucos utilizados por jugadores expertos! - ¡Y MUCHO MÁS! ¡Compra ahora y destruye a tus enemigos! ¡Sé un Experto HOY! Aviso legal: Este libro no está asociado, afiliado, avalado o patrocinado por Machine Zone, Inc., ni ha sido revisado, acreditado o certificado por la misma. Esta guía es para ser usada como referencia. Esta, de ninguna manera, modifica o altera el juego. Esta es una guía escrita y no un programa informático.

Game of X v.1: Xbox (Game Of X Ser.)

by Rusel DeMaria

Based on 48 interviews and years of research, Game of X v.1: Xbox tells the many stories of Microsoft’s unlikely entry into the game console business. In addition to the personal insights of the key players in the story, Game of X includes many previously unreleased documents that show what was going on behind the scenes. This is the story of Xbox and Xbox Live. Key Features Based on 48 interviews and years of research, Game of X v.1: Xbox tells the many stories of Microsoft’s unlikely entry into the game console business. In addition to the personal insights of the key players in the story, Game of X includes many previously unreleased documents that show what was going on behind the scenes. This is the story of Xbox and Xbox Live.

Game of X v.2: The Long Road to Xbox

by Rusel DeMaria

Game of X v.2 is the story that leads up to Xbox. It is a story of DOS games, Microsoft culture, the crazy stories around the development and promotion of DirectX and the graphics standards that were required for Xbox to happen. Stories based on dozens of interviews include a colorful cast of characters and some solid technical background. The history of games for DOS and the initial challenges of Windows, the surprising source of the earliest Windows games, and much, much more. This is the fascinating prequel to Game of X v.1: Xbox. Key Features Game of X v.2 is the story that leads up to Xbox. It is a story of DOS games, Microsoft culture, the crazy stories around the development and promotion of DirectX and the graphics standards that were required for Xbox to The history of games for DOS and the initial challenges of Windows, the surprising source of the earliest Windows games, and much, much more. This is the fascinating follow-up to Game of X v.1: Xbox Stories based on dozens of interviews include a colorful cast of characters and some solid technical background.

Game-Based Assessment Revisited (Advances in Game-Based Learning)

by Dirk Ifenthaler Yoon Jeon Kim

The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that are taking place in the game-based environments. The field has been broadening the focus of assessment in game environments (i.e., what we measure), developing processes and methodologies that go beyond psychometrics practices (i.e., how we go about assessment in games), and implementing the game-based assessment (GBA) in real contexts. The current state of the field calls for a revisit of this topic to understand what we have learned from the research on this topic, and how the GBA work changed how the field thinks about assessment beyond game environments. Accordingly, this comprehensive volume covers the current state of research, methodology, and technology of game-based assessment. It features four major themes: what we are measuring in games, how GBA has influenced how people do assessment beyond games, new methods and practices, and implementations of GBA. The audience for this volume includes researchers, graduate students, teachers, and professional practitioners in the areas of education, instructional design, educational psychology, academic and organizational development, and instructional technology.

Game: Animals, Video Games, and Humanity

by Tom Tyler

A playful reflection on animals and video games, and what each can teach us about the other Video games conjure new worlds for those who play them, human or otherwise: they&’ve been played by cats, orangutans, pigs, and penguins, and they let gamers experience life from the perspective of a pet dog, a predator or a prey animal, or even a pathogen. In Game, author Tom Tyler provides the first sustained consideration of video games and animals and demonstrates how thinking about animals and games together can prompt fresh thinking about both.Game comprises thirteen short essays, each of which examines a particular video game, franchise, aspect of gameplay, or production in which animals are featured, allowing us to reflect on conventional understandings of humans, animals, and the relationships between them. Tyler contemplates the significance of animals who insert themselves into video games, as protagonists, opponents, and brute resources, but also as ciphers, subjects, and subversive guides to new ways of thinking. These animals encourage us to reconsider how we understand games, contesting established ideas about winning and losing, difficulty settings, accessibility, playing badly, virtuality, vitality and vulnerability, and much more.Written in a playful style, Game draws from a dizzying array of sources, from children&’s television, sitcoms, and regional newspapers to medieval fables, Shakespearean tragedy, and Edwardian comedy; from primatology, entomology, and hunting and fishing manuals to theological tracts and philosophical treatises. By examining video games through the lens of animals and animality, Tyler leads us to a greater humility regarding the nature and status of the human creature, and a greater sensitivity in dealings with other animals.

GameMaker

by Michael Rohde

Get gaming faster with the official guide to GameMaker:Studio GameMaker: Studio allows you to create your own games, even withzero coding experience, and GameMaker: Studio For Dummies isa complete guide to the ins and outs of the program. Create thegame you've always wanted to play in record time and at a fractionof the cost of traditional game development methods. You'll havethe flexibility to develop 2D games for Android, iOS, desktops, andthe Web. Gain a professional perspective on this revolutionary pathto game creation and publishing.Using GameMaker: Studio may feel like play, but it's a serioustool that allows you to create, design, develop, and publish yourvery own games. With the push of a button, the program producesreal, executable code for your very own "app store"-ready 2D game,complete and ready for market. GameMaker: Studio For Dummiesprovides complete and accurate information on how to create classicgames and special effects, written in the characteristicallyeasy-to-read Dummies style. Topics include:An overview of Studio, and how to get startedThe basic tools and techniques at the core of your designAdvanced techniques for more seasoned game designersAn inside look at what the premium upgrades have to offerGameMaker: Studio makes game design 80% faster than coding fornative languages, so you can take your game from concept to marketin a matter of weeks. Why waste time and money doing it any otherway? Whether you already have great ideas or just want to dabble,GameMaker: Studio For Dummies is the guide that will takeyou straight to guru status.

GameMaker Cookbook

by Brandon Gardiner

Over 50 hands-on recipes to help you build exhilarating games using the robust GameMaker system About This Book * Design and develop game elements that can be used alone or stacked to enhance your gaming experience * Explore extensions that can unlock GameMaker: Studio's true potential to create complex games * A recipe-based, easy-to-follow guide to take your GameMaker skills to the next level Who This Book Is For This book is intended for GameMaker: Studio enthusiasts who are looking to add more substance and improve their content. If know your way around the program and have some basic GML skills but want to take them further, then this book is for you. What You Will Learn * Set up player control schemes of various types, such as touch controls and a gamepad * Create your own physics sandbox * Get accustomed to advanced player movement * Implement music and 3D sound in your games * Utilize GameMaker's GUI layers to create exciting games * Generate adjustable game settings and save systems * Add depth to your game with lighting and special effects In Detail GameMaker: Studio started off as a tool capable of creating simple games using a drag-and-drop interface. Since then, it has grown to become a powerful instrument to make release-ready games for PC, Mac, mobile devices, and even current-gen consoles. GameMaker is designed to allow its users to develop games without having to learn any of the complex programming languages such as C++ or Java. It also allows redistribution across multiple platforms. This book teaches you to harness GameMaker: Studio's full potential and take your game development to new heights. It begins by covering the basics and lays a solid foundation for advanced GameMaker concepts. Moving on, it covers topics such as controls, physics, and advanced movement, employing a strategic approach to the learning curve. The book concludes by providing insights into complex concepts such as the GUI, menus, save system, lighting, particles, and VFX. By the end of the book, you will be able to design games using GameMaker: Studio and implement the same techniques in other games you intend to design. Style and approach A problem-solving guide that teaches you the construction of game elements and mechanics to be integrated in games for rapid prototyping. Each overall topic includes several individual recipes taught through step-by-step instructions, and in-depth follow-up with examples.

GameMaker Essentials

by Nathan Auckett

This book is for users experienced with game development who now want to learn how to develop games in GameMaker: Studio in a fast-paced way.

GameMaker Fundamentals: Learn GML Programming to Start Making Amazing Games

by Ben Tyers

Master the fundamental programming skills needed to create your own computer games in GameMaker. This book shows how to use GameMaker to build and publish cross-platform games. Each chapter covers a certain programming element, including layers, variables, and so on. You will also learn how to design levels in your games, draw sprites to populate your virtual worlds, and build GUIs for your menus and game interfaces. GameMaker Fundamentals also provides a thorough introduction to the GameMaker Language (GML). Practical example projects reinforce the concept discussed in each chapter. On completing this book, you will have a thorough understanding of how to create games from scratch using game design and programming principles using GameMaker and GML. What You Will LearnReview core programming features required for sound knowledge of GameMakerMaster how to combine GML to orchestrate game actionsUtilize GameMaker's layers to create exciting gamesSet up player controlWho Is This Book ForThose new to GameMaker or game programming in general; it assumes no prior knowledge or skill set.

GameMaker Game Programming with GML

by Matthew Delucas

A step-by-step approach to build your knowledge, starting from a simple "hello world" to discovering arrays, classes, and so on. Each learning point is explained in a practical way, carrying out tasks within the GameMaker development environment. If you are a GameMaker Studio developer who has little experience with writing scripts and want to expand that skill set, this is the book for you. It is assumed that you can already navigate GameMaker Studio to some degree. This book will primarily focus on scripting and the integration of scripts to aid in the production of a game and not actual game design. It is highly recommended that you have access to (or the ability to) create visual and audio assets for the examples presented.

GameMaker Programming By Example

by Brian Christian Steven Isaacs

Master the development of 2D games by learning to use the powerful GameMaker Language and tools provided by the GameMaker: Studio workspace and engine! About This Book * Rapidly develop games using the powerful yet easy easy-to to-use GameMaker: Studio engine * Comprehensive: This is a comprehensive guide to help you learn and implement GameMaker's features. * Go through step-by-step tutorials to design and develop unique games Who This Book Is For If you have at least some basic programming experience of JavaScript or any other C-like languages, then this book will be great for you. No experience beyond that is assumed. If you have no game development experience and are looking for a hobby, are an experienced game developer looking to master some advanced features, or fit anywhere in that spectrum, then you will find GameMaker: Studio and this book to be very useful in helping you create exciting games. What You Will Learn * Understand the GameMaker: Studio interface and tools to quickly create the various assets used in your games * Translate some of the GameMaker: Studio drag and drop functions to the GameMaker language * Create games with random elements for exciting gameplay * Use the basic GameMaker file I/O and encryption systems * Utilize the GameMaker networking functions to create multiplayer games * Give AI routines to your enemies to make challenging gameplay * Create particle systems to give your game exciting graphics * Understand the various debugging techniques available in GameMaker: Studio In Detail This book is excellent resource for developers with any level of experience of GameMaker. At the start, we'll provide an overview of the basic use of GameMaker: Studio, and show you how to set up a basic game where you handle input and collisions in a top-down perspective game. We continue on to showcase its more advanced features via six different example projects. The first example game demonstrates platforming with file I/O, followed by animation, views, and multiplayer networking. The next game illustrates AI and particle systems, while the final one will get you started with the built-in Box2D physics engine. By the end of this book, you have mastered lots of powerful techniques that can be utilized in various 2D games. Style and approach A This step-by-step guide that follows and with details ons different topics throughout the creation of various examples.

GameMaker: Studio 100 Programming Challenges

by Ben Tyers

Push your GameMaker programming skills to the edge with 100 programming challenges using the popular GameMaker: Studio and GML. Each challenge includes an outline of the challenge, a scoring and time guide, useful GML code, and a working example provided in GMZ format. For more advanced programmers, each challenge comes with an additional task to complete. Think you're a good GameMaker game application developer or programmer? Think again with this awesome book! What You'll Learn Upgrade your skills with each specific game application coding challenge Create many different game events, action or scenarios Code for many different kinds of game applications or themes from space to adventure to sports to fantasy Who This Book Is For GameMaker and GameMaker: Studio users and coders.

GameSalad Beginner’s Guide

by Miguel Dequadros

This book is a step-by-step, tutorial-driven guide to game development using GameSalad. You will learn through first-hand experience how a GameSalad developer goes from literally nothing to a finished game. Along the way there are illustrations to explain anything that could be difficult and to display screenshots of the games. In addition, every art and audio asset required by the tutorials is provided, so you can start building your game right away. If you are a game enthusiast, who is looking to build games with GameSalad quickly, then this book is for you. You need not know any programming. The book does not deal with GameSalad's installation and basic set up. The ideal reader would know how to install and set up GameSalad.

GameSalad Essentials

by Miguel Dequadros

If you want to create your own game, but don't know where to start, this is the book for you. Whether you've used GameSalad before, or have prior game development experience or not you are sure to learn! Imaging software experience, such as Photoshop, is good to have, but art and assets are provided in the book's resources.

Gamechanger

by Spencer FC

How one man went from gaming and making videos at home to becoming a football club owner'The bizarre new world of football' Guardian I lifted the trophy triumphantly over my head, just as I’d seen so many FA Cup, World Cup and Champions League winners do on TV. It was quite simply the best moment of my life. Hashtag United had won. So, how on earth did this happen? How did a kid who at one point couldn’t even get in his school team end up playing at Wembley Stadium in front of 20,000 people? How did someone who spent his life playing computer games get to play football in the same side as World Cup- and Champions League-winning players?I'm hardly sure myself. But here's my attempt to tell the story.

Gamechanger AI: How Artificial Intelligence is Transforming our World

by Klaus Henning

Artificial intelligence changes everything. This book encourages readers to consider the challenges of the digital transformation driven by Artificial Intelligence. The reader will discover why this transformation is to be regarded as the greatest cultural revolution since the invention of mass printing and how it can be shaped positively in a value-oriented way. The author pursues the thesis that intelligent objects on the internet, as well as physical objects, are attaining their own consciousness. Using many examples, he shows how these digital companions become our digital partners. This non-fiction book provides many suggestions for one's own living and working environment and is full of examples of how artificial intelligence systems can be implemented. The reader learns what is already possible today and what can be expected in the next ten to twenty years. The book is of interest to anyone interested in AI and the digital transformation - from those responsible in companies, public institutions, and in politics, to all teachers and parents who want to understand what the next generation can expect.

Gamechanger: From playing FIFA to owning my own club

by Spencer FC

Be on the ball with this game-changing footy favouriteAlright, mate, how’s it going? Believe it or not, I haven’t always been football mad. But then FIFA: Road to World Cup 98 came out. FIFA inevitably led to Football Manager. And that’s where I started getting properly hooked.Now I’m a football club owner who’s played to 20,000 people at Wembley Stadium and travelled the world with my team, Hashtag United. And the best bit of all? I’m not even that good.So, how on earth did this happen? How did someone who spent his life playing computer games and making YouTube videos pull it off?I’m hardly sure myself, but here’s my attempt to tell the story.

Gamedesign und Spieleentwicklung für Dummies (Für Dummies)

by Thorsten Zimprich

Sie wollten schon immer Ihre eigene Spielidee umsetzen? Gamedesign ist Ihr Traumberuf? Dieses Buch zeigt Ihnen, wie Sie eigenen Spielcharakteren Leben einhauchen und Spieler mit originellen Spielregeln lange begeistern. Das ganze Buch ist als Lernkampagne mit zahlreichen Questen und Boss Challenges organisiert: Sie lesen, lernen und üben spielend in der Charakterklasse "Gamedesigner" und erhalten Erfahrungspunkte und Belohnungen. Nutzen Sie die Liste der zu erlernenden Fähigkeiten und Entwicklungsmöglichkeiten sowie zahlreiche Übungen, um selbstbestimmt mit Spaß zu lernen.

Gameful Second and Foreign Language Teaching and Learning: Theory, Research, and Practice (New Language Learning and Teaching Environments)

by Jonathon Reinhardt

This book offers a comprehensive examination of the theory, research, and practice of the use of digital games in second and foreign language teaching and learning (L2TL). It explores how to harness the enthusiasm, engagement, and motivation that digital gaming can inspire by adopting a gameful L2TL approach that encompasses game-enhanced, game-informed, and game-based practice. The first part of the book situates gameful L2TL in the global practices of informal learnful L2 gaming and in the theories of play and games which are then applied throughout the discussion of gameful L2TL practice that follows. This includes analysis of practices of digital game-enhanced L2TL design (the use of vernacular, commercial games), game-informed L2TL design (gamification and the general application of gameful principles to L2 pedagogy), and game-based L2TL design (the creation of digital games purposed for L2 learning). Designed as a guide for researchers and teachers, the book also offers fresh insights for scholars of applied linguistics, second language acquisition, L2 pedagogy, computer-assisted language learning (CALL), game studies, and game design that will open pathways to future developments in the field.

Gamelife: A Memoir

by Michael W. Clune

<p>You have been awakened. <p>Floppy disk inserted, computer turned on, a whirring, and then this sentence, followed by a blinking cursor. So begins Suspended, the first computer game to obsess seven-year-old Michael, to worm into his head and change his sense of reality. Thirty years later he will write: "Computer games have taught me the things you can't learn from people." <p>Gamelife is the memoir of a childhood transformed by technology. Afternoons spent gazing at pixelated maps and mazes train Michael's eyes for the uncanny side of 1980s suburban Illinois. A game about pirates yields clues to the drama of cafeteria politics and locker-room hazing. And in the year of his parents' divorce, a spaceflight simulator opens a hole in reality. <p>In telling the story of his youth through seven computer games, Michael W. Clune captures the part of childhood we live alone.</p>

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Showing 23,426 through 23,450 of 61,674 results