What's in a Game?

What's in a Game? PDF Author: United States. Congress. Senate. Committee on the Judiciary. Subcommittee on the Constitution, Civil Rights, and Property Rights
Publisher:
ISBN:
Category : Games & Activities
Languages : en
Pages : 240

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What's in a Game?

What's in a Game? PDF Author: United States. Congress. Senate. Committee on the Judiciary. Subcommittee on the Constitution, Civil Rights, and Property Rights
Publisher:
ISBN:
Category : Games & Activities
Languages : en
Pages : 240

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What Is a Game?

What Is a Game? PDF Author: Gaines S. Hubbell
Publisher: McFarland
ISBN: 147666837X
Category : Games & Activities
Languages : en
Pages : 292

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Book Description
What is a videogame? What makes a videogame "good"? If a game is supposed to be fun, can it be fun without a good story? If another is supposed to be an accurate simulation, does it still need to be entertaining? With the ever-expanding explosion of new videogames and new developments in the gaming world, questions about videogame criticism are becoming more complex. The differing definitions that players and critics use to decide what a game is and what makes a game successful, often lead to different ideas of how games succeed or fail. This collection of new essays puts on display the variety and ambiguity of videogames. Each essay is a work of game criticism that takes a different approach to defining the game and analyzing it. Through analysis and critical methods, these essays discuss whether a game is defined by its rules, its narrative, its technology, or by the activity of playing it, and the tensions between these definitions. With essays on Overwatch, Dark Souls 3, Far Cry 4, Farmville and more, this collection attempts to show the complex changes, challenges and advances to game criticism in the era of videogames.

What a Game They Played

What a Game They Played PDF Author: Richard Whittingham
Publisher: U of Nebraska Press
ISBN: 9780803298194
Category : Sports & Recreation
Languages : en
Pages : 262

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Book Description
In their own words, the pioneers and legends of professional football tell of the early glory yearsøof the National Football League. From the 1920s through the 1940s, pro football players were paid only hundreds of dollars per game and rarely had substitutes. The conditions and times of this era are vividly recalled by such players as Red Grange, Johnny Blood, Clarke Hinkle, Ace Parker, Shipwreck Kelly, Mel Hein, Sammy Baugh, Don Hutson, and Sid Luckman. The players also reveal personal glimpses of how they got started in football, the conditions on the field, their life away from it, and their memories of outstanding games and competing against such giants as Jim Thorpe. Full of wry and wonderful anecdotes, What A Game They Played invites sports fans to experience the fresh and inventive early years of pro football, a game played in an America quite different from what it is today.

What Game?

What Game? PDF Author: Dave Hilley
Publisher: Roundtuit Publishing
ISBN: 1904499198
Category : Soccer matches
Languages : en
Pages : 63

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Book Description
In 1962, a group of Scottish professional players were fined by the SFA for participating in an illegal football match on Spain's Costa Brava. The game was described by the secretary of the Catalan federation as 'without precedence in the history of Spanish football. Several of the players involved were famous at the time including Alex Harley, Matt Gray and Dave Hilley, all of Third Lanark, Billy McNeill and Mick Jackson of Celtic and Jim McFadzean of St. Mirren. What Game? tells the story of other illegal matches played by the players whilst on holiday in Lloret De Mar from 1959-1961 which were unknown to the authorities and until now have gone unreported.

Gamer Nation

Gamer Nation PDF Author: Eric Geissinger
Publisher: Prometheus Books
ISBN: 1633883809
Category : Games & Activities
Languages : en
Pages : 329

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Book Description
A tech-industry insider takes a critical look at the effect games are having on our short- and long-term happiness and assesses the cultural prospects of a society increasingly obsessed with gaming. The American "game economy" has become an enormous enterprise, devouring roughly one-ninth of America's entire economic output. This overview of arguably the most influential segment of the entertainment industry examines the perspectives of gaming enthusiasts, addicts, designers, arcade owners, psychologists, philosophers, and more. Weighing the positive and negative aspects of games, the author considers their effect not only upon the players but upon culture and society. What trade-offs are being made when people play games for twenty-plus hours a week? The author puts particular emphasis on Candy Crush, whose enormous popularity has left all other games far behind. Since 2013 it has been installed over a billion times and its simplicity has disrupted previous game-design assumptions, proving new games don't have to be sophisticated and graphically immersive. He also offers insights from interviews with experts on the mechanics of manipulation. Sophisticated psychological tools are used to design games that are compelling, irresistible, and possibly addicting. In a few case, obsessive game-playing has been the cause of death. Whether you enjoy games as a harmless pastime or are suspicious of their effects on the quality of your family's life, you'll want to read this wide-ranching exploration of the growing game phenomenon.

What's the Difference?

What's the Difference? PDF Author: Jeff Rovin
Publisher:
ISBN: 9780345378279
Category : Language Arts & Disciplines
Languages : en
Pages : 196

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Making Democracy Fun

Making Democracy Fun PDF Author: Josh A. Lerner
Publisher: MIT Press
ISBN: 0262026872
Category : Games & Activities
Languages : en
Pages : 285

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Book Description
Drawing on the tools of game design to fix democracy. Anyone who has ever been to a public hearing or community meeting would agree that participatory democracy can be boring. Hours of repetitive presentations, alternatingly alarmist or complacent, for or against, accompanied by constant heckling, often with no clear outcome or decision. Is this the best democracy can offer? In Making Democracy Fun, Josh Lerner offers a novel solution for the sad state of our deliberative democracy: the power of good game design. What if public meetings featured competition and collaboration (such as team challenges), clear rules (presented and modeled in multiple ways), measurable progress (such as scores and levels), and engaging sounds and visuals? These game mechanics would make meetings more effective and more enjoyable—even fun. Lerner reports that institutions as diverse as the United Nations, the U.S. Army, and grassroots community groups are already using games and game-like processes to encourage participation. Drawing on more than a decade of practical experience and extensive research, he explains how games have been integrated into a variety of public programs in North and South America. He offers rich stories of game techniques in action, in children's councils, social service programs, and participatory budgeting and planning. With these real-world examples in mind, Lerner describes five kinds of games and twenty-six game mechanics that are especially relevant for democracy. He finds that when governments and organizations use games and design their programs to be more like games, public participation becomes more attractive, effective, and transparent. Game design can make democracy fun—and make it work.

The Cambridge Freshman

The Cambridge Freshman PDF Author: James Rice
Publisher:
ISBN:
Category : Cambridge (England)
Languages : en
Pages : 416

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The Life and Adventures of Valentine Vox the Ventriloquist

The Life and Adventures of Valentine Vox the Ventriloquist PDF Author: Henry Cockton
Publisher:
ISBN:
Category :
Languages : en
Pages : 166

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The enquirer's oracle: or, What to do and how to do it

The enquirer's oracle: or, What to do and how to do it PDF Author: Enquirer
Publisher:
ISBN:
Category :
Languages : en
Pages : 458

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