Uncertainty in Games

Uncertainty in Games PDF Author: Greg Costikyan
Publisher: MIT Press
ISBN: 0262527537
Category : Games & Activities
Languages : en
Pages : 150

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Book Description
How uncertainty in games—from Super Mario Bros. to Rock/Paper/Scissors—engages players and shapes play experiences. In life, uncertainty surrounds us. Things that we thought were good for us turn out to be bad for us (and vice versa); people we thought we knew well behave in mysterious ways; the stock market takes a nosedive. Thanks to an inexplicable optimism, most of the time we are fairly cheerful about it all. But we do devote much effort to managing and ameliorating uncertainty. Is it any wonder, then, asks Greg Costikyan, that we have taken this aspect of our lives and transformed it culturally, making a series of elaborate constructs that subject us to uncertainty but in a fictive and nonthreatening way? That is: we create games. In this concise and entertaining book, Costikyan, an award-winning game designer, argues that games require uncertainty to hold our interest, and that the struggle to master uncertainty is central to their appeal. Game designers, he suggests, can harness the idea of uncertainty to guide their work. Costikyan explores the many sources of uncertainty in many sorts of games—from Super Mario Bros. and Dungeons & Dragons to Rock/Paper/Scissors, from Monopoly to CityVille, from FPS Deathmatch play to Chess. He describes types of uncertainty, including performative uncertainty, analytic complexity, and narrative anticipation. And he suggests ways that game designers who want to craft novel game experiences can use an understanding of game uncertainty in its many forms to improve their designs.

Uncertainty in Games

Uncertainty in Games PDF Author: Greg Costikyan
Publisher: MIT Press
ISBN: 0262527537
Category : Games & Activities
Languages : en
Pages : 150

Get Book

Book Description
How uncertainty in games—from Super Mario Bros. to Rock/Paper/Scissors—engages players and shapes play experiences. In life, uncertainty surrounds us. Things that we thought were good for us turn out to be bad for us (and vice versa); people we thought we knew well behave in mysterious ways; the stock market takes a nosedive. Thanks to an inexplicable optimism, most of the time we are fairly cheerful about it all. But we do devote much effort to managing and ameliorating uncertainty. Is it any wonder, then, asks Greg Costikyan, that we have taken this aspect of our lives and transformed it culturally, making a series of elaborate constructs that subject us to uncertainty but in a fictive and nonthreatening way? That is: we create games. In this concise and entertaining book, Costikyan, an award-winning game designer, argues that games require uncertainty to hold our interest, and that the struggle to master uncertainty is central to their appeal. Game designers, he suggests, can harness the idea of uncertainty to guide their work. Costikyan explores the many sources of uncertainty in many sorts of games—from Super Mario Bros. and Dungeons & Dragons to Rock/Paper/Scissors, from Monopoly to CityVille, from FPS Deathmatch play to Chess. He describes types of uncertainty, including performative uncertainty, analytic complexity, and narrative anticipation. And he suggests ways that game designers who want to craft novel game experiences can use an understanding of game uncertainty in its many forms to improve their designs.

Winning the Uncertainty Game

Winning the Uncertainty Game PDF Author: Daniel F. Oriesek
Publisher: Routledge
ISBN: 1000289877
Category : Business & Economics
Languages : en
Pages : 160

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Book Description
This book is about the challenges that emerge for organizations from an ever faster changing world. While useful at their time, several management tools, including classic strategic planning processes, will no longer suffice to address these challenges in a timely and comprehensive fashion. While individual management tools are still valid to solve specific problems, they need to be employed based on a clear understanding of what the greater challenge is and how they need to be combined and prioritized with other approaches. In order to do so, companies can apply the clarity of thinking from the military with regard to which leadership level is responsible for what and how these levels need to interact in order to produce a single aligned response to an outside opportunity or threat. Finally, the tool of business wargaming, while known for some time, proves to be an ideal approach to quickly and effectively bring all leadership levels together, align them around a common objective and lay the groundwork for effective implementation of targeted responses that will keep the organization competitive and in the game for the long run. The book offers a comprehensive introduction to business wargaming, including a historical account, a classification of different types of games and a number of specific real-world examples. This book is targeted at practicing managers dealing with the aforementioned challenges, as well as for students of business and strategy at every level.

Games At Work

Games At Work PDF Author: Mauricio Goldstein
Publisher: John Wiley & Sons
ISBN: 0470262001
Category : Business & Economics
Languages : en
Pages : 254

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Book Description
AS LONG AS PEOPLE HAVE WORKED together, they have engaged in political games. Motivated by short-term gains—promotions, funding for a project, budget increases, status with the boss—people misuse their time and energy. Today, when many organizations are fighting for their lives and scarce resources there is increased stress and anxiety, and employees are engaging in games more intensely than ever before. Organizational experts Mauricio Goldstein and Philip Read argue that office games—those manipulative behaviors that distract employees from achieving their mission—are both conscious and unconscious. They can and should be effectively minimized. In Games at Work, the authors offer tools to diagnose the most common games that people play and outline a three-step process to effectively deal with them. Some of the games they explore include: GOTCHA: identifying and communicating others' mistakes in an effort to win points from higher-ups GOSSIP: engaging in the classic rumor mill to gain political advantage SANDBAGGING: purposely low-balling sales forecasts as a negotiating ploy GRAY ZONE: deliberately fostering ambiguity or lack of clarity about who should do what to avoid accountability Filled with real-world, entertaining examples of games in action, Games at Work is an invaluable resource for managers and all professionals who want to substitute straight talk for games in their organizations and boost productivity, commitment, innovation, and—ultimately—the bottom line.

Persuasive Games

Persuasive Games PDF Author: Ian Bogost
Publisher: MIT Press
ISBN: 0262261944
Category : Games & Activities
Languages : en
Pages : 463

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Book Description
An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.

Uncertainty

Uncertainty PDF Author: Jonathan Fields
Publisher: Penguin
ISBN: 1591845661
Category : Business & Economics
Languages : en
Pages : 241

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Book Description
Jonathan Fields knows the risks-and potential power-of uncertainty. He gave up a six-figure income as a lawyer to make $12 an hour as a personal trainer. Then, married with a 3-month old baby, he signed a lease to launch a yoga center in the heart of New York City. . . the day before 9/11. But he survived, and along the way he developed a fresh approach to transforming uncertainty, risk of loss, and exposure to judgment into catalysts for innovation, creation, and achievement. In business, art, and life, creating on a world-class level demands bold action and leaps of faith in the face of great uncertainty. But that uncertainty can lead to fear, anxiety, paralysis, and destruction. It can gut creativity and stifle innovation. It can keep you from taking the risks necessary to do great work and craft a deeply-rewarding life. And it can bring companies that rely on innovation grinding to a halt. That is, unless you know how to use it to your advantage. Fields draws on leading-edge technology, cognitive science, and ancient awareness-focusing techniques in a fresh, practical, nondogmatic way. His approach enables creativity and productivity on an entirely different level and can turn the once-tortuous journey into a more enjoyable quest.

Glued to Games

Glued to Games PDF Author: Scott Rigby
Publisher: Bloomsbury Publishing USA
ISBN: 0313362254
Category : Social Science
Languages : en
Pages : 201

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Book Description
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.

How Games Move Us

How Games Move Us PDF Author: Katherine Isbister
Publisher: MIT Press
ISBN: 0262534452
Category : Games & Activities
Languages : en
Pages : 187

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Book Description
An engaging examination of how video game design can create strong, positive emotional experiences for players—with examples from popular, indie, and art games. This is a renaissance moment for video games—in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples—drawn from popular, indie, and art games—that unpack the gamer’s experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players’ emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony’s Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero’s Train. Isbister’s analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.

Sources of Uncertainty, digital original edition

Sources of Uncertainty, digital original edition PDF Author: Greg Costikyan
Publisher: MIT Press
ISBN: 0262316420
Category : Games & Activities
Languages : en
Pages : 35

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Book Description
Uncertainty in games—from Super Mario Bros. to Rock/Paper/Scissors—engages players and shapes play experiences. This BIT examines the sources of that uncertainty, from doubts about performance to a game's elements of randomness.

Managing the Mental Game

Managing the Mental Game PDF Author: Jeff Boss
Publisher: Tier 1 Publishing
ISBN: 9780990670346
Category :
Languages : en
Pages :

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Book Description
In this concise guide to mental management, executive leadership and team coach and former Navy SEAL, Jeff Boss, teaches a blend of unique mental training methodologies that will enhance your self-belief, self-confidence, and mental fortitude to help you reach new levels of success no matter what your profession is. Jeff's unique WYSIWYG (what you see is what you get) style of writing makes the science of mental toughness easy to read and relatable. With a client list that ranges from high potentials to top executives, Jeff demonstrates how to pave the way for breakthrough potential by sharing over 23 mental exercises for dealing with overwhelm. Specifically, you'll learn: 1. Why understanding the mind is the smartest thing you can do 2. Learn the 4 Mental Traps and How To Avoid Them 3. The 3 types of focus and why mastering them is fundamental to success 4. Learn how to deal with uncertainty and not by stymied by fear 5. Learn the 3 pitfalls of uncertainty so you can anticipate and avoid them 6. The truth about managing uncertainty 7. Learn the neuroscience of change 8. Become proficient in replacing negative thoughts with positive ones 9. Create more productive thinking habits by understanding thought architecture 10. 23 exercises for dealing with overwhelming pressure 11. Learn the most effective path to building mental fortitude This book is powerful-but only to the degree that you are willing to proactively put forth the focus to be the person you want to be. The lessons and techniques presented in this book are essential reading for anyone seeking greater success and peak performance, whether it be on the playing field, in business, or life in general. Whatever your personal endeavor may be, whatever challenge you may be facing, these lessons will prepare you to move forward and excel. Reach new levels of personal success and performance as you learn, practice, and apply these powerful concepts and proven techniques.

Man, Play, and Games

Man, Play, and Games PDF Author: Roger Caillois
Publisher: University of Illinois Press
ISBN: 9780252070334
Category : Games & Activities
Languages : en
Pages : 228

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Book Description
According to Roger Caillois, play is an occasion of pure waste. In spite of this - or because of it - play constitutes an essential element of human social and spiritual development. In this study, the author defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life.