Gaming Is Unlikely

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Gaming is unlikely

Author : Fabian Arlt,Hans-Jürgen Arlt
Publisher : Springer Nature
Page : 180 pages
File Size : 52,7 Mb
Release : 2023-02-01
Category : Social Science
ISBN : 9783658399641

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Gaming is unlikely by Fabian Arlt,Hans-Jürgen Arlt Pdf

A concept of game is justified and unfolded that revolves around the lure and threat of the unexpected. The author duo places their theory of ludic action in classical concepts of the game as well as in the current discourse of game studies. The phenomenal multiplicity of games is outlined in historical perspective and structured in a systematic manner. The authors explain the media-technical and communicative preconditions of the computer game boom and reflect on the discussion about escalations of ludic violence. The instrumentalization of games, which is becoming increasingly popular under the heading of gamification, is critically examined. The conspicuous inflation of the game metaphor is brought into connection with ludic connotations in the social structures of modern and digital society. Fabian Arlt, M. A. , studied media management and is doing his doctorate in social and business communication at the University of the Arts (UdK) in Berlin. Prof. Dr. Hans-Jürgen Arlt is a social scientist and publicist, he teaches at the Institute for Theory and Practice of Communication at the University of the Arts (UdK) in Berlin. This book is a translation of an original German edition. The translation was done with the help of artificial intelligence (machine translation by the service DeepL.com). A subsequent human revision was done primarily in terms of content, so that the book will read stylistically differently from a conventional translation.

Ahead of the Game

Author : Kevin J. Ryan
Publisher : HarperCollins Leadership
Page : 320 pages
File Size : 52,5 Mb
Release : 2022-01-25
Category : Games & Activities
ISBN : 9781400224517

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Ahead of the Game by Kevin J. Ryan Pdf

Prepare to be inspired by the story of Delane Parnell, the unlikeliest of CEOs now leading a gaming empire at the center of the booming, multibillion-dollar esports industry. Delane Parnell is not your typical tech entrepreneur. He was raised in a gang-riddled neighborhood on Detroit’s west side, bouncing between homes as his mother tried to make ends meet. Many of his closest friends and family members ended up in jail or dead. This makes it even more incredible that Delane became the 25-year-old founder and CEO of PlayVS, a Los Angeles company that is forever changing the gaming landscape in America. In 2018, esports— team-based competitive video gaming—became an officially sanctioned high school sport, meaning student gamers can now earn varsity letters just like their basketball and volleyball player peers. Delane’s startup is making that happen, providing the infrastructure that hosts the competitions, compiles the statistics, organizes playoff tournaments, and streams state championships for tens of thousands of students across the country. Ahead of the Game is a deeply reported narrative that tells the story of Delane, the motley group of underdogs and hustlers that helped build his several-hundred-million-dollar startup, and the previously overlooked students now participating in America’s growing esports phenomenon. It’s a tale of perseverance, courage, loyalty, race, family, tragedy, and believing you can overcome the odds—no matter how severely they’re stacked against you. Readers will also: Learn how the growing Esports industry is changing the lives of students across the country who were previously not engaged in the high school experience. Get a glimpse into a successful entrepreneur path unlike any other by following the story of how Delane Parnell created PlayVs in spite of the greatest of challenges. Be inspired that there is hope and opportunity available to people who go against conventional paths to realize their dreams. With a foreword by Sean "Diddy" Combs

Internet Gaming Disorder

Author : Daniel King,Paul Delfabbro
Publisher : Academic Press
Page : 294 pages
File Size : 45,7 Mb
Release : 2018-07-18
Category : Psychology
ISBN : 9780128129258

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Internet Gaming Disorder by Daniel King,Paul Delfabbro Pdf

Internet Gaming Disorder: Theory, Assessment, Treatment, and Prevention is an informative and practical introduction to the topics of Internet gaming disorder and problematic gaming. This book provides mental health clinicians with hands-on assessment, prevention, and treatment techniques for clients with problematic gaming behaviors and Internet gaming disorder. It provides an overview of the existing research on epidemiology, risk and protective factors, and discusses the distinct cognitive features that distinguish gaming from gambling and other related activities and disorders. Clinicians will find interest in discussion of the latest developments in cognitive-behavioral approaches to gaming disorder as well as the best structure for clinical interviews. Included in clinical sections are details of the key indicators of harm and impairment associated with problem gaming and how these might present in clinical cases. Internet Gaming Disorder is strongly evidence-based, draws extensively upon the latest international research literature, and provides insights into the likely future developments in this emerging field both in terms of technological development and new research approaches. Discusses the conceptual basis of Internet gaming disorder as a behavioral addiction Provides screening approaches for measuring excessive gaming Details a structured clinical interview approach for assessing gaming disorder Provides evidence-based clinical strategies for prevention and treatment Covers cognitive behavioral therapy and harm reduction strategies

Adolescent Addiction

Author : Cecilia A. Essau,Paul Delfabbro
Publisher : Academic Press
Page : 356 pages
File Size : 48,8 Mb
Release : 2020-05
Category : Psychology
ISBN : 9780128186268

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Adolescent Addiction by Cecilia A. Essau,Paul Delfabbro Pdf

Adolescent Addiction: Epidemiology, Assessment, and Treatment, Second Edition, offers researchers and clinicians a single-volume resource on the nature, extent and treatment of addictive problems in adolescents. Chapters cover the foundations of addictive problems, including developmental, social and neurobiological factors, common addictions among adolescents, including e-cigarettes, shopping, smartphones, social networking and exercise addiction, and challenges and recommendations for future research in adolescent addiction. Chapters in the second half of the book cover clinical characteristics, screening and clinical assessment methods, epidemiology, comorbidity, course and outcome, protective and risk factors, and more. Presents a breadth of coverage on addiction problems Presents a simple and accessible organization, making it easy to examine specific addictive problems - their nature, extent and prevention/intervention Includes a concise summary of key clinical points in each chapter to help readers put findings into practice

Minecraft

Author : Daniel Goldberg,Linus Larsson
Publisher : Seven Stories Press
Page : 169 pages
File Size : 47,6 Mb
Release : 2013-11-05
Category : Biography & Autobiography
ISBN : 9781609805388

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Minecraft by Daniel Goldberg,Linus Larsson Pdf

Three years ago, 32-year-old Markus "Notch" Persson of Stockholm was an unknown and bored computer programmer. Today, he is a multi-millionaire international icon. Minecraft, the "virtual Lego" game Markus crafted in his free time, has become one of the most talked about activities since Tetris. Talked about by tens of millions of people, in fact. It is the story of unlikely success, fast money, and the power of digital technology to rattle an empire. And it is about creation, exclusion, and the feeling of not fitting in. Here Markus opens up for the first time about his life. About his old Lego-filled desk at school. About the first computer his father brought home one day. But also about growing up in a family marked by drug abuse and conflict. But above all it is the story of the fine line between seeming misfit and creative madman, and the birth of a tech visionary. Minecraft: The Unlikely Tale of Markus "Notch" Persson and the Game that Changed Everything is a Cinderella story for the Internet age.

Vocabulary Learning in the Wild

Author : Barry Lee Reynolds
Publisher : Springer Nature
Page : 360 pages
File Size : 49,8 Mb
Release : 2023-05-11
Category : Education
ISBN : 9789819914906

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Vocabulary Learning in the Wild by Barry Lee Reynolds Pdf

This book provides a timely and valuable resource to explore second language vocabulary learning outside the formal language learning classroom. Rapidly evolving technology and the increasing impact of the global village have resulted in dramatic changes to and increased occasions for second language vocabulary learning. This book offers new and valuable insights into the radically different opportunities both the physical and digital wild provide for language learners to increase their vocabulary knowledge. Practical advice is also given on how second language teachers can integrate vocabulary learning in the wild into their formal classroom instruction. This collection of cutting-edge studies by international experts working within the fields of second language teaching and learning, second language acquisition, applied linguistics, informal language learning, and technology enhanced learning offers an essential resource for language teachers and researchers. The internet is a powerful source of incidental language learning, but this is only part of language learning in the wild. This excellent book shows the range of opportunities available for learning another language outside the classroom in this much neglected research area. --Paul Nation, Emeritus Professor, Victoria University of Wellington

The Oxford Handbook of Internet Studies

Author : William H. Dutton
Publisher : OUP Oxford
Page : 632 pages
File Size : 44,5 Mb
Release : 2013-01-10
Category : Business & Economics
ISBN : 9780191641176

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The Oxford Handbook of Internet Studies by William H. Dutton Pdf

Internet Studies has been one of the most dynamic and rapidly expanding interdisciplinary fields to emerge over the last decade. The Oxford Handbook of Internet Studies has been designed to provide a valuable resource for academics and students in this area, bringing together leading scholarly perspectives on how the Internet has been studied and how the research agenda should be pursued in the future. The Handbook aims to focus on Internet Studies as an emerging field, each chapter seeking to provide a synthesis and critical assessment of the research in a particular area. Topics covered include social perspectives on the technology of the Internet, its role in everyday life and work, implications for communication, power, and influence, and the governance and regulation of the Internet. The Handbook is a landmark in this new interdisciplinary field, not only helping to strengthen research on the key questions, but also shape research, policy, and practice across many disciplines that are finding the Internet and its political, economic, cultural, and other societal implications increasingly central to their own key areas of inquiry.

The Game Design Reader

Author : Katie Salen Tekinbas,Eric Zimmerman
Publisher : MIT Press
Page : 955 pages
File Size : 47,9 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.

The Fractal Organization

Author : Patrick Hoverstadt
Publisher : John Wiley & Sons
Page : 342 pages
File Size : 54,9 Mb
Release : 2009-08-03
Category : Business & Economics
ISBN : 9780470060568

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The Fractal Organization by Patrick Hoverstadt Pdf

The world of management is in crisis - the old remedies no longer work and organizations are failing at an increasing rate. Although many talk of 'joined up thinking', few offer practical guidance on how to achieve this in organizations. The Fractal Organization sets down the practical implications of a well tested systemic approach to building organizations that are capable of surviving and flourishing in these turbulent times. "An excellent read…Many organizations fail at the mercy of their own ignorance. The author has done an excellent job in making ‘the science of effective organization’ accessible to management, providing them with a new knowledge to deal with the uncertainties that the markets place upon them." Stephen J. Brewis, Business Architect, British Telecom "...one of the most interesting, thorough and rigorous guides to management that I have ever read, … introduces new insights in every chapter… carries a credibility which acts as a counterbalance to the sometimes difficult message which he conveys which is that a lot of mainstream management practice is at best ineffective and at worst downright destructive. I would recommend this book to anyone interested in management or systems thinking." Penny Marrington, Course Chair, Systems Group, Open University "In my opinion this book manages to present sound academic theory that is relevant and helpful to the practitioner in the business. I experienced several A-HA moments." Pauline Marsh, Strategy Director, CS&S International, BAE SYSTEMS "The insights of the Viable System Model have been open only to a select few for much too long. Hoverstadt has gone furthest in bringing these ideas to a wider audience…Management books have too often been serious but not practical, or practical but not serious. This book is both brilliantly serious and practical, and often entertaining too." Professor Peter Kawalak, Manchester Business School "Integrates mainstream management ideas with the systems ideas underpinning the VSM, and flows and reads well. As a starting point for developing understanding of the VSM in today's world this book improves greatly on all books that have gone before, I would certainly recommend it to colleagues, clients, and students." Dr. Robin Asby, Course Chair, Communication and Systems, Open University

Game Design

Author : Lewis Pulsipher
Publisher : McFarland
Page : 277 pages
File Size : 47,5 Mb
Release : 2012-08-08
Category : Games & Activities
ISBN : 9780786491056

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Game Design by Lewis Pulsipher Pdf

Many aspiring game designers have crippling misconceptions about the process involved in creating a game from scratch, believing a "big idea" is all that is needed to get started. But game design requires action as well as thought, and proper training and practice to do so skillfully. In this indispensible guide, a published commercial game designer and longtime teacher offers practical instruction in the art of video and tabletop game design. The topics explored include the varying types of games, vital preliminaries of making a game, the nuts and bolts of devising a game, creating a prototype, testing, designing levels, technical aspects, and assessing nature of the audience. With practice challenges, a list of resources for further exploration, and a glossary of industry terms, this manual is essential for the nascent game designer and offers food for thought for even the most experienced professional.

Inside Baseball

Author : Tom Verducci
Publisher : Time Home Entertainment
Page : 355 pages
File Size : 47,8 Mb
Release : 2011-01-27
Category : Sports & Recreation
ISBN : 9781603203845

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Inside Baseball by Tom Verducci Pdf

No sport has inspired better writing than baseball, and no one writes baseball better than Tom Verducci.As Sports Illustrateds lead baseball writer since 1993, Verducci has witnessed the achievements of the games greatest heroes and told their inspiring stories with unmatched passion and sophistication. He has enriched SIs readers with an insiders perspective on the game, examining subtle shifts in the ever-changing balance between pitchers and hitters, between slumps and streaks, between sacred records and the athletes trying to break them. Despite his deep affection for baseball, however, Verducci has never shied away from the hard truth about the game: his landmark piece about steroids, for instance, changed the baseball landscape forever.These 25 pieces span the generationsfrom Sandy Koufax to Roger Clemens, from Ted Williams to Barry Bonds.They chronicle the important trends in the game and celebrate baseballs brightest stars and most breathtaking performances.They are the best work of a writer at the top of his game.

Learn cocos2d Game Development with iOS 5

Author : Steffen Itterheim,Andreas Lw
Publisher : Apress
Page : 527 pages
File Size : 45,6 Mb
Release : 2011-12-14
Category : Computers
ISBN : 9781430238140

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Learn cocos2d Game Development with iOS 5 by Steffen Itterheim,Andreas Lw Pdf

Create compelling 2D games with Learn cocos2d Game Development with iOS 5. This book shows you how to use the powerful cocos2d game engine to develop games for iPhone and iPad with tilemaps, virtual joypads, Game Center, and more. It teaches you: The process and best practices of mobile game development, including sprite batching, texture atlases, parallax scrolling, touch and accelerometer input. How to enhance your games using the Box2D and Chipmunk physics engines and other cocos2d-related tools and libraries. How to add UIKit views to cocos2d and how to add cocos2d to UIKit apps. The ins and outs of the Kobold2D development environment for cocos2d and its preconfigured libraries, including cocos3d and Lua. Best of all, Learn cocos2d Game Development with iOS 5 will have you making games right from the very start. It guides you step-by-step through the creation of sample games. These fun examples are modeled after popular App Store games and teach you key concepts of the cocos2d game engine and relevant tools like TexturePacker (texture atlas), PhysicsEditor (physics collision shapes), Particle Designer (particle effects), Glyph Designer (bitmap fonts), and others. This book offers a rock-solid introduction to creating games made entirely with cocos2d and little or no iOS 5 SDK and OpenGL code. It also details alternative implementations, identifies the best free and commercial tools for cocos2d game development, features coverage of the author's improved cocos2d game engine (Kobold2D), and even helps you enhance your game's marketability on the App Store.

Aesthetics and Radical Politics

Author : Gavin Grindon
Publisher : Cambridge Scholars Publishing
Page : 158 pages
File Size : 46,5 Mb
Release : 2008
Category : Art
ISBN : UOM:39015078800276

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Aesthetics and Radical Politics by Gavin Grindon Pdf

There has always been a strong connection historically between aesthetics and radical politics, and this is no less true for the global justice movementâ (TM)s current preoccupation with cultural approaches to political action. The essays collected here seek to engage with past and present convergences between the theories and practices of artists and writers and the theories and practices of movements for radical social change. There is already a massive amount of literature on Marxist approaches to aesthetics, art and literature, and whilst recognising the usefulness of such approaches, the essays collected here attempt to engage with culture from other radical critical positions - whether they be anarchist, autonomist, ecological or otherwise. Such perspectives have often been overlooked historically, but it is arguable that they now more centrally influence the activities of radical artists and activists. As such, the perspectives of these essays, which are often drawn from or inspired by the practices of the current global justice movement, exhibit an exhilarating political and generational break with the suppositions of earlier radical theoretical approaches to cultural critique.

Game Research Methods: An Overview

Author : Patri Lankoski,Staffan Björk,et al.
Publisher : Lulu.com
Page : 374 pages
File Size : 45,7 Mb
Release : 2015
Category : Education
ISBN : 9781312884731

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Game Research Methods: An Overview by Patri Lankoski,Staffan Björk,et al. Pdf

"Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games."--Provided by publisher.