Author: Philip H. Young
Publisher: University Press
ISBN: 9780880938631
Category : Fiction
Languages : en
Pages : 260
Book Description
The author follows a well-known literary tradition of combining the genres of lyric and prose, a tradition that reached its peak in the Romantic period but has since fallen into some disfavor. This nowadays-unusual combination allows him to circle around his dual theme -anticipating manhood from a boy's perspective, or revisiting boyhood from the perspective of middle age- in a fresh and productive manner.
Sandbox World
Author: Philip H. Young
Publisher: University Press
ISBN: 9780880938631
Category : Fiction
Languages : en
Pages : 260
Book Description
The author follows a well-known literary tradition of combining the genres of lyric and prose, a tradition that reached its peak in the Romantic period but has since fallen into some disfavor. This nowadays-unusual combination allows him to circle around his dual theme -anticipating manhood from a boy's perspective, or revisiting boyhood from the perspective of middle age- in a fresh and productive manner.
Publisher: University Press
ISBN: 9780880938631
Category : Fiction
Languages : en
Pages : 260
Book Description
The author follows a well-known literary tradition of combining the genres of lyric and prose, a tradition that reached its peak in the Romantic period but has since fallen into some disfavor. This nowadays-unusual combination allows him to circle around his dual theme -anticipating manhood from a boy's perspective, or revisiting boyhood from the perspective of middle age- in a fresh and productive manner.
The Sandbox Revolution
Author: Lydia Wylie-Kellermann
Publisher: Broadleaf Books
ISBN: 1506466451
Category : Family & Relationships
Languages : en
Pages : 259
Book Description
It is a complex time to be a parent. Our climate is in crisis, and economic inequality is deepening. Racialized violence is spreading, and school shootings are escalating. How do we, as parents, cultivate in our children a love of the earth, a cry for justice, and a commitment to nonviolence? Where do we place our bodies so we teach our kids that resistance is crucial and change is possible? What practices do we hold as a family to encourage them to work with their hands, honor their hearts, and nurture their spirits? The Sandbox Revolution calls upon our collective wisdom to wrestle with the questions, navigate the challenges, offer concrete practices, and remind parents of the sacredness of the work. Written by parents who are also writers, pastors, teachers, organizers, artists, gardeners, and activists, this anthology offers a diversity of voices and experiences on topics that include education, money, anti-racism, resistance, spirituality, disability justice, and earth care.
Publisher: Broadleaf Books
ISBN: 1506466451
Category : Family & Relationships
Languages : en
Pages : 259
Book Description
It is a complex time to be a parent. Our climate is in crisis, and economic inequality is deepening. Racialized violence is spreading, and school shootings are escalating. How do we, as parents, cultivate in our children a love of the earth, a cry for justice, and a commitment to nonviolence? Where do we place our bodies so we teach our kids that resistance is crucial and change is possible? What practices do we hold as a family to encourage them to work with their hands, honor their hearts, and nurture their spirits? The Sandbox Revolution calls upon our collective wisdom to wrestle with the questions, navigate the challenges, offer concrete practices, and remind parents of the sacredness of the work. Written by parents who are also writers, pastors, teachers, organizers, artists, gardeners, and activists, this anthology offers a diversity of voices and experiences on topics that include education, money, anti-racism, resistance, spirituality, disability justice, and earth care.
HCI in Games
Author: Xiaowen Fang
Publisher: Springer
ISBN: 3030226026
Category : Computers
Languages : en
Pages : 475
Book Description
This book constitutes the refereed proceedings of the First International Conference on HCI in Games, HCI-Games 2019, held in July 2019 as part of HCI International 2019 in Orlando, FL, USA. HCII 2019 received a total of 5029 submissions, of which 1275 papers and 209 posters were accepted for publication after a careful reviewing process. The 34 papers presented in this volume are organized in topical sections named: Game Design; Gaming Experience; Serious Games; and Gamification.
Publisher: Springer
ISBN: 3030226026
Category : Computers
Languages : en
Pages : 475
Book Description
This book constitutes the refereed proceedings of the First International Conference on HCI in Games, HCI-Games 2019, held in July 2019 as part of HCI International 2019 in Orlando, FL, USA. HCII 2019 received a total of 5029 submissions, of which 1275 papers and 209 posters were accepted for publication after a careful reviewing process. The 34 papers presented in this volume are organized in topical sections named: Game Design; Gaming Experience; Serious Games; and Gamification.
Comics for Film, Games, and Animation
Author: Tyler Weaver
Publisher: Taylor & Francis
ISBN: 1136145737
Category : Computers
Languages : en
Pages : 290
Book Description
In recent years, a new market of convergence culture has developed. In this new market, one story, idea, concept, or product can be produced, distributed, appreciated, and understood by customers in a variety of different media. We are at the tipping point of this new convergence culture, and comics is a key area affected by this emerging model. In Comics for Film, Games, and Animation Tyler Weaver teaches you how to integrate comics storytelling into your own work by exploring their past, present, and future. You will explore the creation of the unique mythologies that have endured for more than seventy years, and dig into the nitty gritty of their creation, from pacing and scripting issues to collaboration. Finally, you'll gain a love and appreciation of the medium of comics, so much so that you won't be able to wait to bring that medium into your story toolbox.
Publisher: Taylor & Francis
ISBN: 1136145737
Category : Computers
Languages : en
Pages : 290
Book Description
In recent years, a new market of convergence culture has developed. In this new market, one story, idea, concept, or product can be produced, distributed, appreciated, and understood by customers in a variety of different media. We are at the tipping point of this new convergence culture, and comics is a key area affected by this emerging model. In Comics for Film, Games, and Animation Tyler Weaver teaches you how to integrate comics storytelling into your own work by exploring their past, present, and future. You will explore the creation of the unique mythologies that have endured for more than seventy years, and dig into the nitty gritty of their creation, from pacing and scripting issues to collaboration. Finally, you'll gain a love and appreciation of the medium of comics, so much so that you won't be able to wait to bring that medium into your story toolbox.
Sandbox Wisdom
Author: Tom Asacker
Publisher: CreateSpace
ISBN: 9781497554979
Category :
Languages : en
Pages : 168
Book Description
"A smart, warm-hearted and winning book. A must read!" -The New York Times "This is not another formulaic business book written with perfect hindsight about some increasingly irrelevant business model. The lessons here are fast, timeless and under your nose." -Scott Bedbury, author of A Brand New World "An insightful little book!" -Fred Smith, founder, chairman, president, and CEO of FedEx "What people think about you or your business is unimportant. What matters is how you make them feel about themselves and their decisions in your presence." That's just one of the startling insights revealed in this heartwarming story about a confused and disillusioned CEO whose encounter with an amiable mechanic and an adorable little girl changes his business-and his life-forever. This timely story reveals the timeless principles of business and organizational success in a way that goes straight to the heart of 21st century marketing, branding, selling and leadership. You'll discover the simple truths of influencing others, managing failure, strategic thinking, conflict resolution and much more. Forget business as usual. Sandbox Wisdom is a new way to awaken the subconscious wisdom of your childhood and revitalize your business, and your life.
Publisher: CreateSpace
ISBN: 9781497554979
Category :
Languages : en
Pages : 168
Book Description
"A smart, warm-hearted and winning book. A must read!" -The New York Times "This is not another formulaic business book written with perfect hindsight about some increasingly irrelevant business model. The lessons here are fast, timeless and under your nose." -Scott Bedbury, author of A Brand New World "An insightful little book!" -Fred Smith, founder, chairman, president, and CEO of FedEx "What people think about you or your business is unimportant. What matters is how you make them feel about themselves and their decisions in your presence." That's just one of the startling insights revealed in this heartwarming story about a confused and disillusioned CEO whose encounter with an amiable mechanic and an adorable little girl changes his business-and his life-forever. This timely story reveals the timeless principles of business and organizational success in a way that goes straight to the heart of 21st century marketing, branding, selling and leadership. You'll discover the simple truths of influencing others, managing failure, strategic thinking, conflict resolution and much more. Forget business as usual. Sandbox Wisdom is a new way to awaken the subconscious wisdom of your childhood and revitalize your business, and your life.
Play, Performance, and Identity
Author: Matt Omasta
Publisher: Routledge
ISBN: 1317703235
Category : Art
Languages : en
Pages : 185
Book Description
Play helps define who we are as human beings. However, many of the leisurely/ludic activities people participate in are created and governed by corporate entities with social, political, and business agendas. As such, it is critical that scholars understand and explicate the ideological underpinnings of played-through experiences and how they affect the player/performers who engage in them. This book explores how people play and why their play matters, with a particular interest in how ludic experiences are often constructed and controlled by the interests of institutions, including corporations, non-profit organizations, government agencies, religious organizations, and non-governmental organizations (NGOs). Each chapter explores diverse sites of play. From theme parks to comic conventions to massively-multiplayer online games, they probe what roles the designers of these experiences construct for players, and how such play might affect participants' identities and ideologies. Scholars of performance studies, leisure studies, media studies and sociology will find this book an essential reference when studying facets of play.
Publisher: Routledge
ISBN: 1317703235
Category : Art
Languages : en
Pages : 185
Book Description
Play helps define who we are as human beings. However, many of the leisurely/ludic activities people participate in are created and governed by corporate entities with social, political, and business agendas. As such, it is critical that scholars understand and explicate the ideological underpinnings of played-through experiences and how they affect the player/performers who engage in them. This book explores how people play and why their play matters, with a particular interest in how ludic experiences are often constructed and controlled by the interests of institutions, including corporations, non-profit organizations, government agencies, religious organizations, and non-governmental organizations (NGOs). Each chapter explores diverse sites of play. From theme parks to comic conventions to massively-multiplayer online games, they probe what roles the designers of these experiences construct for players, and how such play might affect participants' identities and ideologies. Scholars of performance studies, leisure studies, media studies and sociology will find this book an essential reference when studying facets of play.
Move the World
Author: Dean M. Brenner
Publisher: John Wiley & Sons
ISBN: 0470073187
Category : Business & Economics
Languages : en
Pages : 24
Book Description
Someone who writes a book about persuasive communication should be able to present information in a masterful, engaging style. Dean M. Brenner saw this challenge and conquered it. His book is a pleasure to read, thanks to his first-rate writing and valuable ideas. To add to the fun, he peppers his chapters with many witty quotes about public speaking, like this from Mark Twain: "It usually takes more than three weeks to prepare a good impromptu speech." Brenner's top-notch book will teach you how to influence others with your communication and presentation skills. And if he repeats himself a little, it's just so you'll know what to emphasize. getAbstract recommends this book to salespeople, coaches, politicians and managers, and to anyone else who must stand up and speak. Start reading now if you want to emulate the smooth-talking guy Twain once praised by saying, "He could persuade a fish to come and take a walk with him."
Publisher: John Wiley & Sons
ISBN: 0470073187
Category : Business & Economics
Languages : en
Pages : 24
Book Description
Someone who writes a book about persuasive communication should be able to present information in a masterful, engaging style. Dean M. Brenner saw this challenge and conquered it. His book is a pleasure to read, thanks to his first-rate writing and valuable ideas. To add to the fun, he peppers his chapters with many witty quotes about public speaking, like this from Mark Twain: "It usually takes more than three weeks to prepare a good impromptu speech." Brenner's top-notch book will teach you how to influence others with your communication and presentation skills. And if he repeats himself a little, it's just so you'll know what to emphasize. getAbstract recommends this book to salespeople, coaches, politicians and managers, and to anyone else who must stand up and speak. Start reading now if you want to emulate the smooth-talking guy Twain once praised by saying, "He could persuade a fish to come and take a walk with him."
Game Programming for Artists
Author: Jarryd Huntley
Publisher: CRC Press
ISBN: 1351856103
Category : Computers
Languages : en
Pages : 174
Book Description
Game Programming for Artists provides a foundation for artists and creatives to jumpstart learning to program their own games. It is an accessible and conversational guide focused on three areas: basic programming, understanding game engines, and practical code for commonly employed game systems. The best way to get into games is to make one, and this book will help artists do that!
Publisher: CRC Press
ISBN: 1351856103
Category : Computers
Languages : en
Pages : 174
Book Description
Game Programming for Artists provides a foundation for artists and creatives to jumpstart learning to program their own games. It is an accessible and conversational guide focused on three areas: basic programming, understanding game engines, and practical code for commonly employed game systems. The best way to get into games is to make one, and this book will help artists do that!
An Architectural Approach to Level Design
Author: Christopher W. Totten
Publisher: CRC Press
ISBN: 1351982923
Category : Computers
Languages : en
Pages : 474
Book Description
Explore Level Design through the Lens of Architectural and Spatial Experience Theory Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. Create Meaningful User Experiences in Your Games Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.
Publisher: CRC Press
ISBN: 1351982923
Category : Computers
Languages : en
Pages : 474
Book Description
Explore Level Design through the Lens of Architectural and Spatial Experience Theory Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. Create Meaningful User Experiences in Your Games Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.
Level Up! The Guide to Great Video Game Design
Author: Scott Rogers
Publisher: John Wiley & Sons
ISBN: 1118877195
Category : Computers
Languages : en
Pages : 567
Book Description
Want to design your own video games? Let expert Scott Rogers show you how! If you want to design and build cutting-edge video games but aren’t sure where to start, then the SECOND EDITION of the acclaimed Level Up! is for you! Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maximo and SpongeBob Squarepants, this updated edition provides clear and well-thought out examples that forgo theoretical gobbledygook with charmingly illustrated concepts and solutions based on years of professional experience. Level Up! 2nd Edition has been NEWLY EXPANDED to teach you how to develop marketable ideas, learn what perils and pitfalls await during a game’s pre-production, production and post-production stages, and provide even more creative ideas to serve as fuel for your own projects including: Developing your game design from the spark of inspiration all the way to production Learning how to design the most exciting levels, the most precise controls, and the fiercest foes that will keep your players challenged Creating games for mobile and console systems – including detailed rules for touch and motion controls Monetizing your game from the design up Writing effective and professional design documents with the help of brand new examples Level Up! 2nd Edition is includes all-new content, an introduction by David “God of War” Jaffe and even a brand-new chili recipe –making it an even more indispensable guide for video game designers both “in the field” and the classroom. Grab your copy of Level Up! 2nd Edition and let’s make a game!
Publisher: John Wiley & Sons
ISBN: 1118877195
Category : Computers
Languages : en
Pages : 567
Book Description
Want to design your own video games? Let expert Scott Rogers show you how! If you want to design and build cutting-edge video games but aren’t sure where to start, then the SECOND EDITION of the acclaimed Level Up! is for you! Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maximo and SpongeBob Squarepants, this updated edition provides clear and well-thought out examples that forgo theoretical gobbledygook with charmingly illustrated concepts and solutions based on years of professional experience. Level Up! 2nd Edition has been NEWLY EXPANDED to teach you how to develop marketable ideas, learn what perils and pitfalls await during a game’s pre-production, production and post-production stages, and provide even more creative ideas to serve as fuel for your own projects including: Developing your game design from the spark of inspiration all the way to production Learning how to design the most exciting levels, the most precise controls, and the fiercest foes that will keep your players challenged Creating games for mobile and console systems – including detailed rules for touch and motion controls Monetizing your game from the design up Writing effective and professional design documents with the help of brand new examples Level Up! 2nd Edition is includes all-new content, an introduction by David “God of War” Jaffe and even a brand-new chili recipe –making it an even more indispensable guide for video game designers both “in the field” and the classroom. Grab your copy of Level Up! 2nd Edition and let’s make a game!