Glued To Games

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Glued to Games

Author : Scott Rigby,Richard M. Ryan
Publisher : Bloomsbury Publishing USA
Page : 323 pages
File Size : 41,8 Mb
Release : 2011-02-18
Category : Social Science
ISBN : 9798216090892

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Glued to Games by Scott Rigby,Richard M. Ryan Pdf

This book offers a practical yet powerful way to understand the psychological appeal and strong motivation to play video games. With video game sales in the billions and anxious concerns about their long-term effects growing louder, Glued to Games: How Video Games Draw Us In and Hold Us Spellbound brings something new to the discussion. It is the first truly balanced research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studies and established motivational theory. Filled with examples from popular games and the real experiences of gamers themselves, Glued to Games gets to the heart of gaming's powerful psychological and emotional allure—the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences.

Glued to Games

Author : Scott Rigby,Richard M. Ryan
Publisher : Bloomsbury Publishing USA
Page : 201 pages
File Size : 43,6 Mb
Release : 2011-02-18
Category : Social Science
ISBN : 9780313362255

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Glued to Games by Scott Rigby,Richard M. Ryan Pdf

This book offers a practical yet powerful way to understand the psychological appeal and strong motivation to play video games. With video game sales in the billions and anxious concerns about their long-term effects growing louder, Glued to Games: How Video Games Draw Us In and Hold Us Spellbound brings something new to the discussion. It is the first truly balanced research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studies and established motivational theory. Filled with examples from popular games and the real experiences of gamers themselves, Glued to Games gets to the heart of gaming's powerful psychological and emotional allure—the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences.

The Evolution and Social Impact of Video Game Economics

Author : Casey B. Hart
Publisher : Lexington Books
Page : 182 pages
File Size : 45,5 Mb
Release : 2017-07-13
Category : Language Arts & Disciplines
ISBN : 9781498543422

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The Evolution and Social Impact of Video Game Economics by Casey B. Hart Pdf

Today, consumers of video games spend over $22.4 billion each year; using more complex and multi-layered strategies, game developers attempt to extend the profitability of their products from a simple one-time sale, to continuous engagement with the consumer. The Evolution and Social Impact of Video Game Economics examines paradigmatic changes in the economic structure of the video game industry from a media effects and game design perspective. This book explores how game developers have changed how they engage players in order to facilitate continuous financial transactions. Contributors look from the advent of microtransactions and downloadable content (DLCs) to the impact of planned obsolescence, impulse buying, and emotional control. This collection takes a broad view of the game dynamics and market forces that drive the video game industry, and features international contributors from Asia, Europe, and Australia.

The Art of Game Design

Author : Jesse Schell
Publisher : CRC Press
Page : 610 pages
File Size : 51,5 Mb
Release : 2019-07-31
Category : Computers
ISBN : 9781351803649

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The Art of Game Design by Jesse Schell Pdf

Presents over 100 sets of questions, or different lenses, for viewing a game’s design. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. New to this edition: many great examples from new VR and AR platforms as well as examples from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more.

Virtual Reality

Author : Lila Bozgeyikli,Ren Bozgeyikli
Publisher : CRC Press
Page : 295 pages
File Size : 53,5 Mb
Release : 2022-09-01
Category : Technology & Engineering
ISBN : 9781000793017

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Virtual Reality by Lila Bozgeyikli,Ren Bozgeyikli Pdf

Although the emergence of virtual reality (VR) goes back to the 1960s, with the recent availability of low-cost and high-accuracy systems it has become increasingly prevalent in a wide variety of areas; with uses ranging from training and education to rehabilitation and entertainment. Nowadays, there are many companies that have their own VR systems with various types of headsets and controllers. This has shaped how VR is being used today and how we interact with the latest generation VR systems. With the rapidly evolving dynamics gained through technological advancements, VR is projected to grow and transform the way humans do everyday tasks both in the workplace and in personal lives. In addition to the VR headsets, there are now augmented reality (AR) headsets that allow the user to see their real-world surroundings while also viewing computer generated imagery. This leads to an enhanced user experience. This book aims to provide a comprehensive update of the latest scientific research, mainly in VR and partly in AR, from the last five years. The content is themed around the application areas of training, education, robotics, health and well-being, and user experience.

Pop Culture in Europe

Author : Juliana Tzvetkova
Publisher : Bloomsbury Publishing USA
Page : 370 pages
File Size : 52,5 Mb
Release : 2017-10-12
Category : Social Science
ISBN : 9798216130284

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Pop Culture in Europe by Juliana Tzvetkova Pdf

A fascinating survey of popular culture in Europe, from Celtic punk and British TV shows to Spanish fashion and Italian sports. From One Direction and Adele to Penelope Cruz and Alexander Skarsgard, many Europeans are becoming household names in the United States. This ready-reference guide covers international pop culture spanning music, literature, movies, television and radio, the Internet, sports, video games, and fashion, from the mid-20th century through the present day. The organization of the book—with entries arranged alphabetically within thematic chapters—allows readers to quickly find the topic they are seeking. Additionally, indexing allows for cross-cultural comparisons to be made between pop culture in Europe to that of the United States. An extensive chronology and lengthy introduction provide important contextual information, such as the United States' influence on movies, music, and the Internet; the effect of censorship on Internet and social media use; and the history of pop culture over the years. Topics feature key musicians, songs, books, actors and actresses, movies and television shows, popular websites, top athletes, games, clothing fads and designers, and much more.

Smart Cities at Play: Technology and Emerging Forms of Playfulness

Author : Konstantinos Papangelis,Michael Saker,Catherine Jones
Publisher : CRC Press
Page : 239 pages
File Size : 48,5 Mb
Release : 2023-12-01
Category : Computers
ISBN : 9781003807551

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Smart Cities at Play: Technology and Emerging Forms of Playfulness by Konstantinos Papangelis,Michael Saker,Catherine Jones Pdf

This book explores how smart cities enable new and playful ways for citizens to experience, inhabit and socialise within urban environments. It examines how the functionality of digital technologies within municipal settings can extend beyond environmental pragmatism and socio-economic concerns, to include playful approaches to urban spaces that co-constitute and reinvigorate the experience of place through location-based applications and games. Chapters highlight the varied ways the city, as both a conceptual and lived space, is changing because of this confluence of technologies. The book also considers the extent to which these transformations form an armature upon which more playful approaches to the urban domain are emerging, while exploring what effect these ludic formations might have on related understandings of sociability. Smart Cities at Play: Technology and Emerging Forms of Playfulness will be a key resource for scholars and researchers of information technology, urban planning and design, games and interactive media, human-centred and user-centred design, human centred interaction, digital geography and sociology. This book was originally published as a special issue of Behaviour & Information Technology.

The Whole Spectrum of Social, Motor and Sensory Games

Author : Barbara Sher
Publisher : John Wiley & Sons
Page : 382 pages
File Size : 46,6 Mb
Release : 2013-07-16
Category : Family & Relationships
ISBN : 9781118416693

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The Whole Spectrum of Social, Motor and Sensory Games by Barbara Sher Pdf

Fun easy games for parents and teachers to play with kids of all ages Play is increasingly recognized by neuroscientists and educators as a vital component in brain development, academic success and learning social skills. In this inspiring and useful resource, Barbara Sher provides step-by-step directions for how to use children's natural interests at different stages of their development to help them develop a wealth of sensory motor and social skills. All the games have also been designed to provide plenty of joyful opportunities for encouraging inclusion. Offers strategies for helping all kids, but especially those with special needs, to develop social, motor and sensory skills Filled with simple games using common materials that can be used by teachers, parents, and caregivers with both individual kids and groups Provides explanations and examples of how the games can aid in a child's development This resource offers parents and teachers a fun and easy way to include all children in activities that will engage all of their senses and promote important skills.

Why Motivating People Doesn't Work . . . and What Does

Author : Susan Fowler
Publisher : Berrett-Koehler Publishers
Page : 231 pages
File Size : 49,7 Mb
Release : 2017-02-27
Category : Business & Economics
ISBN : 9781626561847

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Why Motivating People Doesn't Work . . . and What Does by Susan Fowler Pdf

A top leadership consultant says: Stop trying to motivate people! Find a powerful alternative to the carrot and stick in this science-driven guide. It's frustrating for everyone involved and it just doesn’t work. You can’t motivate people—they are already motivated, but generally in superficial and short-term ways. In this book, Susan Fowler builds upon the latest scientific research on the nature of human motivation to lay out a tested model and course of action that will help leaders guide their people toward the kind of motivation that not only increases productivity and engagement but that gives them a profound sense of purpose and fulfillment. Fowler argues that leaders still depend on traditional carrot-and-stick techniques because they haven’t understood their alternatives and don’t know what skills are necessary to apply the new science of motivation. Her Optimal Motivation process shows leaders how to move people away from dependence on external rewards and help them discover how their jobs can meet the deeper psychological needs—for autonomy, relatedness, and competence—that science tells us result in meaningful and sustainable motivation. Optimal Motivation has been proven in organizations all over the world—Fowler’s clients include Microsoft, CVS, NASA, the Catholic Leadership Institute, H&R Block, Mattel, and dozens more. Throughout this book, she illustrates how each step of the process works using real-life examples—and offers a groundbreaking answer for leaders who want to get motivation right!

Glued To The Box

Author : Clive James
Publisher : Pan Macmillan
Page : 128 pages
File Size : 40,7 Mb
Release : 2017-04-06
Category : Performing Arts
ISBN : 9781509832408

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Glued To The Box by Clive James Pdf

Glued To The Box is the final instalment in Clive James’s collections of TV criticism in The Observer including pieces originally published between 1979 and 1982. Adding to an already unforgettable collection of comic brilliance, fans of Visions Before Midnight and The Crystal Bucket will not be disappointed.

They Changed the Game

Author : Ariana Broerman,Matthew Broerman
Publisher : Unknown
Page : 0 pages
File Size : 49,7 Mb
Release : 2024-08-06
Category : Electronic
ISBN : 163727582X

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They Changed the Game by Ariana Broerman,Matthew Broerman Pdf

How did we go from peach baskets to breakaway rims? From underhand lobs to 100-mph fastballs? The history of sports is full of hard-won victories, but they weren't all about being the fastest or scoring the most points. Lavishly illustrated, They Changed the Game tells 50 stories of pioneering players, obscure rules, and defining moments that have shaped the games we love. Spanning sports of all kinds, from football and tennis to speed skating and the Paralympic Games, this book celebrates how our most beloved pastimes evolved--and commemorates the trailblazers who made it all happen. Told through the artwork of talented artists from all over the world, this is a vibrant and stylish celebration of creativity both on and off the field. Winner of the National Indie Excellence Award for Best Sports Book, the Next Generation Indie Book Award for Best Illustration, and the Independent Publisher Book Awards Gold Medal.

Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice

Author : Novák, Daniel
Publisher : IGI Global
Page : 636 pages
File Size : 41,9 Mb
Release : 2015-09-14
Category : Medical
ISBN : 9781466695238

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Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice by Novák, Daniel Pdf

Over the past decade, the healthcare industry has adopted games as a powerful tool for promoting personal health and wellness. Utilizing principles of gamification to engage patients with positive reinforcement, these games promote stronger attention to clinical and self-care guidelines, and offer exciting possibilities for primary prevention. Targeting an audience of academics, researchers, practitioners, healthcare professionals, and even patients, the Handbook of Research on Holistic Perspectives in Gamification for Clinical Practices reviews current studies and empirical evidence, highlights critical principles of gamification, and fosters the increasing application of games at the practical, clinical level.

36 Maths Games

Author : Catherine Connolly
Publisher : R.I.C. Publications
Page : 120 pages
File Size : 48,5 Mb
Release : 2012
Category : Mathematics
ISBN : 9781846543470

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36 Maths Games by Catherine Connolly Pdf

Dr. Maggie's Phonics Games, eBook

Author : Anonim
Publisher : Creative Teaching Press
Page : 48 pages
File Size : 51,5 Mb
Release : 1999-11-18
Category : Electronic
ISBN : 9781591988403

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Dr. Maggie's Phonics Games, eBook by Anonim Pdf

Game-based Learning Across the Disciplines

Author : Carmela Aprea,Dirk Ifenthaler
Publisher : Springer Nature
Page : 427 pages
File Size : 46,5 Mb
Release : 2021-08-02
Category : Education
ISBN : 9783030751425

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Game-based Learning Across the Disciplines by Carmela Aprea,Dirk Ifenthaler Pdf

The volume focuses on epistemological, theoretical and empirical issues of game-based learning in various disciplines. It encompasses questions of game design as well as instructional integration and organizational implementation of game-based learning across various disciplines and includes contributions from different levels of the formal educational system (i.e., primary, secondary and tertiary education) as well as contributions reporting the use of game-based learning in informal learning settings. The volume addresses scholars, practitioners and students who are interested in how games and game-based learning can be designed, implemented and evaluated in a cross-, inter- and transdisciplinary perspective.