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How Games Move Us

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

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.

How Games Move Us

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

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.

Creating Emotion in Games

Creating Emotion in Games PDF Author: David Freeman
Publisher: New Riders Publishing
ISBN:
Category : Computers
Languages : en
Pages : 596

Book Description
Master the future in game development and design by learning how to create emotional immersion in games, known as emotioneering. - Packed with 150 hands-on techniques that can be applied immediately to any game in development. - Author is highly sort after and works with companies including Microsoft, Sony, Activision, and Midway and also speaks regularly at the Game Developers Conference and DICE. - Foreword by Wil Wright, the creator of The Sims.

It's an Emotional Game

It's an Emotional Game PDF Author: Lionel F. Stapley
Publisher: Routledge
ISBN: 9781855759909
Category : Sports & Recreation
Languages : en
Pages : 249

Book Description
Based on work in the environment of professional football, this book explores the effect emotions have on team members.This leads to a different way of viewing leadership, one which has at its core the need for a high degree of emotional awareness.

The Emotional Life of Your Brain

The Emotional Life of Your Brain PDF Author: Richard J. Davidson
Publisher: Penguin
ISBN: 0452298881
Category : Psychology
Languages : en
Pages : 303

Book Description
What is your emotional fingerprint? Why are some people so quick to recover from setbacks? Why are some so attuned to others that they seem psychic? Why are some people always up and others always down? In his thirty-year quest to answer these questions, pioneering neuroscientist Richard J. Davidson discovered that each of us has an Emotional Style, composed of Resilience, Outlook, Social Intuition, Self-Awareness, Sensitivity to Context, and Attention. Where we fall on these six continuums determines our own “emotional fingerprint.” Sharing Dr. Davidson’s fascinating case histories and experiments, The Emotional Life of Your Brain offers a new model for treating conditions like autism and depression as it empowers us all to better understand ourselves—and live more meaningful lives.

Couples

Couples PDF Author: John Updike
Publisher: Random House
ISBN: 0679645721
Category : Fiction
Languages : en
Pages : 577

Book Description
“Trapped in their cozy catacombs, the couples have made sex by turns their toy, their glue, their trauma, their therapy, their hope, their frustration, their revenge, their narcotic, their main line of communication and their sole and pitiable shield against the awareness of death.”—Time One of the signature novels of the American 1960s, Couples is a book that, when it debuted, scandalized the public with prose pictures of the way people live, and that today provides an engrossing epitaph to the short, happy life of the “post-Pill paradise.” It chronicles the interactions of ten young married couples in a seaside New England community who make a cult of sex and of themselves. The group of acquaintances form a magical circle, complete with ritualistic games, religious substitutions, a priest (Freddy Thorne), and a scapegoat (Piet Hanema). As with most American utopias, this one’s existence is brief and unsustainable, but the “imaginative quest” that inspires its creation is eternal. Praise for Couples “Couples [is] John Updike’s tour de force of extramarital wanderlust.”—The New York Times Book Review “Ingenious . . . If this is a dirty book, I don’t see how sex can be written about at all.”—Wilfrid Sheed, The New York Times Book Review

Fair Play

Fair Play PDF Author: Eve Rodsky
Publisher: Penguin
ISBN: 0525541942
Category : Social Science
Languages : en
Pages : 385

Book Description
AN INSTANT NEW YORK TIMES BESTSELLER • A REESE'S BOOK CLUB PICK Tired, stressed, and in need of more help from your partner? Imagine running your household (and life!) in a new way... It started with the Sh*t I Do List. Tired of being the “shefault” parent responsible for all aspects of her busy household, Eve Rodsky counted up all the unpaid, invisible work she was doing for her family—and then sent that list to her husband, asking for things to change. His response was...underwhelming. Rodsky realized that simply identifying the issue of unequal labor on the home front wasn't enough: She needed a solution to this universal problem. Her sanity, identity, career, and marriage depended on it. The result is Fair Play: a time- and anxiety-saving system that offers couples a completely new way to divvy up domestic responsibilities. Rodsky interviewed more than five hundred men and women from all walks of life to figure out what the invisible work in a family actually entails and how to get it all done efficiently. With 4 easy-to-follow rules, 100 household tasks, and a series of conversation starters for you and your partner, Fair Play helps you prioritize what's important to your family and who should take the lead on every chore, from laundry to homework to dinner. “Winning” this game means rebalancing your home life, reigniting your relationship with your significant other, and reclaiming your Unicorn Space—the time to develop the skills and passions that keep you interested and interesting. Stop drowning in to-dos and lose some of that invisible workload that's pulling you down. Are you ready to try Fair Play? Let's deal you in.

Are You Somebody?

Are You Somebody? PDF Author: Nuala O'Faolain
Publisher: Macmillan
ISBN: 0805056637
Category : Biography & Autobiography
Languages : en
Pages : 242

Book Description
Are You Somebody is a moving and fascinating portrait of both Ireland and one of its most popular and respected commentators. This gem of honesty and insight had its first life as the introduction to a collection of Nuala O'Faolain's Irish Times columns that became a number-one bestseller in Ireland. It now stands alone. Ireland has fallen in love with this memoir of an Irish woman of letters, and now this country will too.

Better Game Characters by Design

Better Game Characters by Design PDF Author: Katherine Isbister
Publisher: CRC Press
ISBN: 1000688860
Category : Art
Languages : en
Pages : 443

Book Description
Games are poised for a major evolution, driven by growth in technical sophistication and audience reach. Characters that create powerful social and emotional connections with players throughout the game-play itself (not just in cut scenes) will be essential to next-generation games. However, the principles of sophisticated character design and interaction are not widely understood within the game development community. Further complicating the situation are powerful gender and cultural issues that can influence perception of characters. Katherine Isbister has spent the last 10 years examining what makes interactions with computer characters useful and engaging to different audiences. This work has revealed that the key to good design is leveraging player psychology: understanding what's memorable, exciting, and useful to a person about real-life social interactions, and applying those insights to character design. Game designers who create great characters often make use of these psychological principles without realizing it. Better Game Characters by Design gives game design professionals and other interactive media designers a framework for understanding how social roles and perceptions affect players' reactions to characters, helping produce stronger designs and better results.

I Choose to Calm My Anger

I Choose to Calm My Anger PDF Author: Elizabeth Estrada
Publisher:
ISBN: 9781637312049
Category :
Languages : en
Pages : 36

Book Description
In this rhyming story, Jackson gets upset and doesn't understand how his emotions are controlling his behavior. Through colorful illustrations and rhythmic rhymes, he learns coping mechanisms on how to deal with big emotions like anger. Does your child get upset easily? Developing tools that help you cope with everyday struggles can lead to a calmer well-being. "I Choose to Calm My Anger" is a story with social emotional learning (SEL) in mind. It has been praised by teachers and therapists worldwide. This story told from Jackson's point of view will help open your child's mind to what it feels like to be angry and how to deal with it. Jackson will teach your child how we are empowered to change our mindset and how we deal with life's setbacks. With Jackson in real life examples, your child will learn to develop their understanding of their own emotions. Throughout the story, Jackson will show you how it feels to be angry and then how to cope. Teacher and Therapist Toolbox: I Choose is an empowering series curated to empower young children to become aware of big emotions. A new book series developed in tandem with teachers and therapists to help children cope with a range of emotions and teach them that they indeed hold the power to choose their actions and reactions. So Jackson thanked his friend for his help. He decided to be stronger than anger itself. He breathed in and out deeply, then counted to ten, And thought of a happy place to find his zen. "I Choose to Calm My Anger" was developed alongside counselors and parents to be used as a resource in a social emotional curriculum.

Play Your Bigger Game

Play Your Bigger Game PDF Author: Rick Tamlyn
Publisher: Hay House, Inc
ISBN: 1401943691
Category : Self-Help
Languages : en
Pages : 225

Book Description
Change the way you think about work, productivity, and creativity - and go from surviving to thriving! Play Your Bigger Game provides a philosophy and methodology that you can learn in just nine minutes, and it will serve you for the rest of your life. Self-empowerment expert Rick Tamlyn believes that life is all made up. So why not make it a game of your own design—one that excites, challenges, and allows you to fully express your talents and creativity? When you play your bigger game, you create a life that is dynamic, engaging, and wildly inspiring. This book is your antidote to inertia—you will never feel stuck again. Each and every day, it will motivate you to keep stretching, achieving, and thriving above and beyond any boundaries or limitations that might have held you back in the past. Play Your Bigger Game offers pathways, tools, and inspiring stories to feed the hunger in your soul, light the fires of your imagination, and build a fulfilling life and a lasting legacy. If you long to: • have a more positive impact within your family, your work, your community, or organization • make a change, but you aren’t sure what sort of change • create meaningful work • take responsibility and direct your destiny • make a difference or leave a legacy . . . then you should join thousands of others around the world and play your bigger game!