Game Frame

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Game Frame

Author : Aaron Dignan
Publisher : Simon and Schuster
Page : 224 pages
File Size : 51,9 Mb
Release : 2011-03-08
Category : Business & Economics
ISBN : 1451611072

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Game Frame by Aaron Dignan Pdf

Ever wonder why teens can spend entire weekends playing video games but struggle with just one hour of homework? Why we’re addicted to certain websites and steal glances at our smartphones under the dinner table? Or why some people are able to find joy in difficult or repetitive jobs while others burn out? It’s not the experiences themselves but the way they’re structured that matters. All our lives we’ve been told that games are distractions—playful pastimes, but unrelated to success. In Game Frame, Aaron Dignan shows us that the opposite is true: games produce peak learning conditions and accelerated achievement. Here, the crucial connection between the games we love to play and the everyday tasks, goals, and dreams we have trouble realizing is illuminated. Aaron Dignan is the thirty-something founder of a successful digital strategy firm that studies the transformative power of technology in culture. He and his peers were raised on a steady diet of games and gadgets, ultimately priming them to challenge the status quo of the modern workplace. What they learned from games goes deeper than hand-eye coordination; instead, this generation intrinsically understands the value of adding the elements of games into everyday life. Game Frame is the first prescriptive explanation of what games mean to us, the human psychology behind their magnetic pull, and how we can use the lessons they teach as a framework to achieve our potential in business and beyond. Games are a powerful way to influence and change behavior in any setting. Here, Dignan outlines why games and play are such important trends in culture today, and how our technology, from our iPhones to our hybrid cars, primes us to be instinctive players. Game Frame tackles the challenging task of defining games and the mechanics that make games work from several perspectives, then explores these ideas through the lens of neuroscience. Finally, Dignan provides practical tips for using basic game mechanics in a variety of settings, such as motivating employees at work or encouraging children at home, giving readers the tools to develop their own games to solve problems in their everyday lives. Illuminated throughout with a series of real-world examples and hypothetical scenarios, Game Frame promises a crash course in game design and behavioral psychology that will leave the reader—and, by extension, the world itself—more productive. Revolutionary, visionary, practical, and time-tested, Game Frame will change the way you approach life.

Creating 3D Game Art for the IPhone with Unity

Author : Wes McDermott
Publisher : Taylor & Francis
Page : 274 pages
File Size : 41,9 Mb
Release : 2010
Category : Art
ISBN : 9780240815633

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Creating 3D Game Art for the IPhone with Unity by Wes McDermott Pdf

With iPhone and Unity, game developers are empowered to create compelling games but they must be careful to specifically address the unique challenges of the iPhone hardware cpu and gpu requirements. This book teaches artists how to circumvent the potential pitfalls.

The Game Design Reader

Author : Katie Salen Tekinbas,Eric Zimmerman
Publisher : MIT Press
Page : 955 pages
File Size : 48,8 Mb
Release : 2005-11-23
Category : Computers
ISBN : 9780262195362

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The Game Design Reader by Katie Salen Tekinbas,Eric Zimmerman Pdf

Classic and cutting-edge writings on games, spanning nearly 50 years of game analysis and criticism, by game designers, game journalists, game fans, folklorists, sociologists, and media theorists. The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players. Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play? Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings. Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.

Current Practices in Workplace and Organizational Learning

Author : Bente Elkjaer,Maja Marie Lotz,Niels Christian Mossfeldt Nickelsen
Publisher : Springer Nature
Page : 261 pages
File Size : 42,6 Mb
Release : 2022-01-01
Category : Education
ISBN : 9783030850609

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Current Practices in Workplace and Organizational Learning by Bente Elkjaer,Maja Marie Lotz,Niels Christian Mossfeldt Nickelsen Pdf

The central assumption that guides this book is that research and practice about learning at the workplace has recently lost its critical edge. This book explores what has happened to workplace learning and organizational learning and studies what has replaced it. In addition, the book discusses to what extend there are reasons to revitalize it. Today, themes such as ‘innovation’, ‘co-creation’ and ‘knowledge sharing’ seem to have become preferred and referred to as theoretical fields as well as fields of practice. In several chapters of this book it is argued that the critical power of learning could be regained by starting a new discussion of how these new fields of practice can be substantiated by topics such as learning arrangements, learning mechanisms, and learning strategies. Hence, the aim of this book is to both advance and recapture our knowledge of learning in today’s increasingly complex world of work and organizing. The contributions in this work do so by revisiting classic research on workplace and organizational learning and discussing how insights from this body of literature evokes new meaning. It sets the stage for new agendas and rethinks current practices that are entangled in activities such as innovation, co-creation, knowledge sharing or other currently widespread fields of practice.

Game Programming Patterns

Author : Robert Nystrom
Publisher : Genever Benning
Page : 354 pages
File Size : 43,9 Mb
Release : 2014-11-03
Category : Computers
ISBN : 9780990582915

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Game Programming Patterns by Robert Nystrom Pdf

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.

Windows Vista Ultimate Bible

Author : Joel Durham, Jr.,Derek Torres
Publisher : John Wiley & Sons
Page : 794 pages
File Size : 40,8 Mb
Release : 2008-02-11
Category : Computers
ISBN : 9780470377451

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Windows Vista Ultimate Bible by Joel Durham, Jr.,Derek Torres Pdf

The ultimate book on the ultimate Vista for gamers and digital media buffs. If you're the ultimate gamer and multimedia fan, Windows Vista Ultimate and this information-packed book are for you. Want to launch games with a single click? Share files with your Xbox 360? Try out new audio and media tools? It's all here and then some. You'll find step-by-step tutorials, techniques, and hacks-plus in-depth discussions of games, gaming, performance tips, and much more. Whether you're a veteran Windows gearhead or just getting started, this is the book you need! Try out the new Aero Glass user interface and new desktop features. Set up your graphics card, sound card, and speakers. Keep Vista secure with stronger firewall and family safety settings. Meet the new DirectX with 32-bit floating point audio and high-speed DLLs. Share multimedia across a network with ease. Enrich your audio with crossfade, shuffle, and volume leveling. Get up to speed on the new Media Center and Media Player 11. Use the Universal Controller and WinSAT for gaming. Find out how to run Windows(r) XP games on Vista. Edit video like a pro.

Adobe Animate 2022 for Creative Professionals

Author : Joseph Labrecque
Publisher : Packt Publishing Ltd
Page : 464 pages
File Size : 42,8 Mb
Release : 2022-01-14
Category : Computers
ISBN : 9781803245973

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Adobe Animate 2022 for Creative Professionals by Joseph Labrecque Pdf

Step into the world of animation and go beyond the fundamentals of Adobe Animate to bring experiences to life with the help of expert-led content in this illustrated guide Key Features Produce rich motion graphics and interactive animations for multiple platforms Explore the key features and enhancements in the latest Adobe Animate release Take your Adobe Animate projects to the next level with creative workflows Book DescriptionAdobe Animate is platform-agnostic asset creation, motion design, animation, and interactivity software. Complete with explanations of essential concepts and step-by-step walkthroughs of practical examples, this book will guide you in using Adobe Animate to create immersive experiences by breaking through creative limitations across every medium. We begin by getting up to speed with all that you need to know about Adobe Animate. You'll learn how to get started with Animate as a creative platform and explore the features introduced in its most recent versions. The book will show you how to consume and produce media assets for multiple platforms through both the publish and export workflows. Following this, you’ll explore advanced rigging techniques and discover how to create more dynamic animation with advanced depth and movement techniques. You’ll also find out how to build projects such as games, virtual reality experiences, and apps for various platforms as the book demonstrates different ways to use Animate. Finally, it covers the different methods used to extend the software for various needs. By the end of this Adobe Animate book, you'll be able to produce a variety of media assets, motion graphic design materials, animated artifacts, and interactive content pieces for platforms such as HTML5 Canvas, WebGL, and mobile devices.What you will learn Gain a solid understanding of Adobe Animate foundations and new features Understand the nuances associated with publishing and exporting rich media content to various platforms Make use of advanced layering and rigging techniques to create engaging motion content Create dynamic motion using the camera and variable layer depth techniques Develop web-based games, virtual reality experiences, and multiplatform mobile applications Extend Animate with extensions, application-level scripting, and the creation of custom integrated tutorials Who this book is for This book is for web, graphic, and motion design professionals with basic experience in animation who want to take their existing skills to the next level. A clear understanding of fundamental animation concepts will help you to get the most out of this book and produce impressive results.

Real-Time Collision Detection

Author : Christer Ericson
Publisher : CRC Press
Page : 634 pages
File Size : 51,6 Mb
Release : 2004-12-22
Category : Art
ISBN : 9781558607323

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Real-Time Collision Detection by Christer Ericson Pdf

Written by an expert in the game industry, Christer Ericson's new book is a comprehensive guide to the components of efficient real-time collision detection systems. The book provides the tools and know-how needed to implement industrial-strength collision detection for the highly detailed dynamic environments of applications such as 3D games, virtual reality applications, and physical simulators. Of the many topics covered, a key focus is on spatial and object partitioning through a wide variety of grids, trees, and sorting methods. The author also presents a large collection of intersection and distance tests for both simple and complex geometric shapes. Sections on vector and matrix algebra provide the background for advanced topics such as Voronoi regions, Minkowski sums, and linear and quadratic programming. Of utmost importance to programmers but rarely discussed in this much detail in other books are the chapters covering numerical and geometric robustness, both essential topics for collision detection systems. Also unique are the chapters discussing how graphics hardware can assist in collision detection computations and on advanced optimization for modern computer architectures. All in all, this comprehensive book will become the industry standard for years to come.

Reporting Elections

Author : Stephen Cushion,Richard Thomas
Publisher : John Wiley & Sons
Page : 224 pages
File Size : 42,6 Mb
Release : 2018-03-02
Category : Language Arts & Disciplines
ISBN : 9781509517541

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Reporting Elections by Stephen Cushion,Richard Thomas Pdf

How elections are reported has important implications for the health of democracy and informed citizenship. But, how informative are the news media during campaigns? What kind of logic do they follow? How well do they serve citizens?e Based on original research as well as the most comprehensive assessment of election studies to date, Cushion and Thomas examine how campaigns are reported in many advanced Western democracies. In doing so, they engage with debates about the mediatization of politics, media systems, information environments, media ownership, regulation, political news, horserace journalism, objectivity, impartiality, agenda-setting, and the relationship between media and democracy more generally. Focusing on the most recent US and UK election campaigns, they consider how the logic of election coverage could be rethought in ways that better serve the democratic needs of citizens. Above all, they argue that election reporting should be driven by a public logic, where the agenda of voters takes centre stage in the campaign and the policies of respective political parties receive more airtime and independent scrutiny. The book is essential reading for scholars and students in political communication and journalism studies, political science, media and communication studies.

Macromedia Flash MX 2004 Game Design Demystified

Author : Jobe Makar,Ben Winiarczyk
Publisher : Unknown
Page : 540 pages
File Size : 45,7 Mb
Release : 2004
Category : Computers
ISBN : STANFORD:36105114343812

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Macromedia Flash MX 2004 Game Design Demystified by Jobe Makar,Ben Winiarczyk Pdf

Flash MX 2004 Game Design DemystifiedYour comprehensive guide to creating games using Flash MX 2004. It will take you through the process of creating a game in Flash MX 2004. The first several chapters introduce general processes for creating games, while the second section looks at the important concepts for creating realistic games. Such concepts include math, physics, collision detection, and collision reaction. A third section delves into more creative concepts: tile-based worlds, 3D visualization, artificial intelligence, using graphics, and using sound. Later chapters provide an introduction to multiplayer games, creating a high score list for games, and a selection games for which the authors share the development process, including code. The accompanying CD will provide the code for each function discussed in the book as well as working versions of the games.

A Multimodal Approach to Video Games and the Player Experience

Author : Weimin Toh
Publisher : Routledge
Page : 241 pages
File Size : 53,7 Mb
Release : 2018-10-10
Category : Language Arts & Disciplines
ISBN : 9781351184755

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A Multimodal Approach to Video Games and the Player Experience by Weimin Toh Pdf

This volume puts forth an original theoretical framework, the ludonarrative model, for studying video games which foregrounds the empirical study of the player experience. The book provides a comprehensive introduction to and description of the model, which draws on theoretical frameworks from multimodal discourse analysis, game studies, and social semiotics, and its development out of participant observation and qualitative interviews from the empirical study of a group of players. The volume then applies this approach to shed light on how players’ experiences in a game influence how they understand and make use of game components in order to progress its narrative. The book concludes with a frame by frame analysis of a popular game to demonstrate the model’s principles in action and its subsequent broader applicability to analyzing video game interaction and design. Offering a new way forward for video game research, this volume is key reading for students and scholars in multimodality, discourse analysis, game studies, interactive storytelling, and new media.

USA Weekend The Big Book of Frame Games

Author : Terry Stickels
Publisher : Liberty Street
Page : 0 pages
File Size : 49,6 Mb
Release : 2011-04-19
Category : Games & Activities
ISBN : 160320881X

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USA Weekend The Big Book of Frame Games by Terry Stickels Pdf

FRAME GAMES, as seen every week for the last 10 years in USA WEEKEND magazine, are very popular and enjoyable word puzzles that represent a famous phrase, song, person, place, or movie in a unique, framed puzzle. By looking at the way the letters are formed and where they are placed in relation to the other letters, readers are challenged to piece together a solution. These artfully constructed brainteasers are a favorite among teachers, travelers, and puzzle-lovers alike. With 500 puzzles, this book is sure to keep you thoroughly entertained.

Official Gazette of the United States Patent Office

Author : United States. Patent Office
Publisher : Unknown
Page : 798 pages
File Size : 55,9 Mb
Release : 1948
Category : Patents
ISBN : PSU:000064094557

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Official Gazette of the United States Patent Office by United States. Patent Office Pdf

Real-Time 3D Rendering with DirectX and HLSL

Author : Paul Varcholik
Publisher : Addison-Wesley Professional
Page : 590 pages
File Size : 54,5 Mb
Release : 2014-05-03
Category : Computers
ISBN : 9780133570113

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Real-Time 3D Rendering with DirectX and HLSL by Paul Varcholik Pdf

Get Started Quickly with DirectX 3D Programming: No 3D Experience Needed This step-by-step text demystifies modern graphics programming so you can quickly start writing professional code with DirectX and HLSL. Expert graphics instructor Paul Varcholik starts with the basics: a tour of the Direct3D graphics pipeline, a 3D math primer, and an introduction to the best tools and support libraries. Next, you’ll discover shader authoring with HLSL. You’ll implement basic lighting models, including ambient lighting, diffuse lighting, and specular highlighting. You’ll write shaders to support point lights, spotlights, environment mapping, fog, color blending, normal mapping, and more. Then you’ll employ C++ and the Direct3D API to develop a robust, extensible rendering engine. You’ll learn about virtual cameras, loading and rendering 3D models, mouse and keyboard input, and you’ll create a flexible effect and material system to integrate your shaders. Finally, you’ll extend your graphics knowledge with more advanced material, including post-processing techniques for color filtering, Gaussian blurring, bloom, and distortion mapping. You’ll develop shaders for casting shadows, work with geometry and tessellation shaders, and implement a complete skeletal animation system for importing and rendering animated models. You don’t need any experience with 3D graphics or the associated math: Everything’s taught hands-on, and all graphics-specific code is fully explained. Coverage includes • The Direct3D API and graphics pipeline • A 3D math primer: vectors, matrices, coordinate systems, transformations, and the DirectX Math library • Free and low-cost tools for authoring, debugging, and profiling shaders • Extensive treatment of HLSL shader authoring • Development of a C++ rendering engine • Cameras, 3D models, materials, and lighting • Post-processing effects • Device input, component-based architecture, and software services • Shadow mapping, depth maps, and projective texture mapping • Skeletal animation • Geometry and tessellation shaders • Survey of rendering optimization, global illumination, compute shaders, deferred shading, and data-driven engine architecture