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Uncertainty in Games

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

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: 0262018969
Category : Computers
Languages : en
Pages : 150

Book Description
How uncertainty in games -- from Super Mario Bros. to Rock/Paper/Scissors -- engages players and shapes play experiences.

Winning the Uncertainty Game

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

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.

Uncertainty in Games

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

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.

Locally Played

Locally Played PDF Author: Benjamin Stokes
Publisher: MIT Press
ISBN: 0262356937
Category : Games & Activities
Languages : en
Pages : 287

Book Description
How games can make a real-world difference in communities when city leaders tap into the power of play for local impact. In 2016, city officials were surprised when Pokémon GO brought millions of players out into the public space, blending digital participation with the physical. Yet for local control and empowerment, a new framework is needed to guide the power of mixed reality and pervasive play. In Locally Played, Benjamin Stokes describes the rise of games that can connect strangers across zip codes, support the “buy local” economy, and build cohesion in the fight for equity. With a mix of high- and low-tech games, Stokes shows, cities can tap into the power of play for the good of the group, including healthier neighborhoods and stronger communities. Stokes shows how impact is greatest when games “fit” to the local community—not just in terms of culture, but at the level of group identity and network structure. By pairing design principles with a range of empirical methods, Stokes investigates the impact of several games, including Macon Money, where an alternative currency encouraged people to cross lines of socioeconomic segregation in Macon, Georgia; Reality Ends Here, where teams in Los Angeles competed to tell multimedia stories around local mythology; and Pokémon GO, appropriated by several cities to serve local needs through local libraries and open street festivals. Locally Played provides game designers with a model to strengthen existing networks tied to place and gives city leaders tools to look past technology trends in order to make a difference in the real world.

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.

Understanding Uncertainty

Understanding Uncertainty PDF Author: Dennis V. Lindley
Publisher: John Wiley & Sons
ISBN: 0470055472
Category : Mathematics
Languages : en
Pages : 268

Book Description
A lively and informal introduction to the role of uncertainty and probability in people's lives from an everyday perspective From television game shows and gambling techniques to weather forecasting and the financial markets, virtually every aspect of modern life involves situations in which the outcomes are uncertain and of varying qualities. But as noted statistician Dennis Lindley writes in this distinctive text, "We want you to face up to uncertainty, not hide it away under false concepts, but to understand it and, moreover, to use the recent discoveries so that you can act in the face of uncertainty more sensibly than would have been possible without the skill." Accessibly written at an elementary level, this outstanding text examines uncertainty in various everyday situations and introduces readers to three rules--craftily laid out in the book--that prove uncertainty can be handled with as much confidence as ordinary logic. Combining a concept of utility with probability, the book insightfully demonstrates how uncertainty can be measured and used in everyday life, especially in decision-making and science. With a focus on understanding and using probability calculations, Understanding Uncertainty demystifies probability and: * Explains in straightforward detail the logic of uncertainty, its truths, and its falsehoods * Explores what has been learned in the twentieth century about uncertainty * Provides a logical, sensible method for acting in the face of uncertainty * Presents vignettes of great discoveries made in the twentieth century * Shows readers how to discern if another person--whether a lawyer, politician, scientist, or journalist--is talking sense, posing the right questions, or obtaining sound answers Requiring only a basic understanding of mathematical concepts and operations, Understanding Uncertainty is useful as a text for all students who have probability or statistics as part of their course, even at the most introductory level.

Finite and Infinite Games

Finite and Infinite Games PDF Author: James Carse
Publisher: Simon and Schuster
ISBN: 1451657293
Category : Philosophy
Languages : en
Pages : 155

Book Description
“There are at least two kinds of games,” states James P. Carse as he begins this extraordinary book. “One could be called finite; the other infinite. A finite game is played for the purpose of winning, an infinite game for the purpose of continuing the play.” Finite games are the familiar contests of everyday life; they are played in order to be won, which is when they end. But infinite games are more mysterious. Their object is not winning, but ensuring the continuation of play. The rules may change, the boundaries may change, even the participants may change—as long as the game is never allowed to come to an end. What are infinite games? How do they affect the ways we play our finite games? What are we doing when we play—finitely or infinitely? And how can infinite games affect the ways in which we live our lives? Carse explores these questions with stunning elegance, teasing out of his distinctions a universe of observation and insight, noting where and why and how we play, finitely and infinitely. He surveys our world—from the finite games of the playing field and playing board to the infinite games found in culture and religion—leaving all we think we know illuminated and transformed. Along the way, Carse finds new ways of understanding everything, from how an actress portrays a role to how we engage in sex, from the nature of evil to the nature of science. Finite games, he shows, may offer wealth and status, power and glory, but infinite games offer something far more subtle and far grander. Carse has written a book rich in insight and aphorism. Already an international literary event, Finite and Infinite Games is certain to be argued about and celebrated for years to come. Reading it is the first step in learning to play the infinite game.

Skin in the Game

Skin in the Game PDF Author: Nassim Nicholas Taleb
Publisher: Random House
ISBN: 0425284638
Category : Philosophy
Languages : en
Pages : 305

Book Description
#1 NEW YORK TIMES BESTSELLER • A bold work from the author of The Black Swan that challenges many of our long-held beliefs about risk and reward, politics and religion, finance and personal responsibility In his most provocative and practical book yet, one of the foremost thinkers of our time redefines what it means to understand the world, succeed in a profession, contribute to a fair and just society, detect nonsense, and influence others. Citing examples ranging from Hammurabi to Seneca, Antaeus the Giant to Donald Trump, Nassim Nicholas Taleb shows how the willingness to accept one’s own risks is an essential attribute of heroes, saints, and flourishing people in all walks of life. As always both accessible and iconoclastic, Taleb challenges long-held beliefs about the values of those who spearhead military interventions, make financial investments, and propagate religious faiths. Among his insights: • For social justice, focus on symmetry and risk sharing. You cannot make profits and transfer the risks to others, as bankers and large corporations do. You cannot get rich without owning your own risk and paying for your own losses. Forcing skin in the game corrects this asymmetry better than thousands of laws and regulations. • Ethical rules aren’t universal. You’re part of a group larger than you, but it’s still smaller than humanity in general. • Minorities, not majorities, run the world. The world is not run by consensus but by stubborn minorities imposing their tastes and ethics on others. • You can be an intellectual yet still be an idiot. “Educated philistines” have been wrong on everything from Stalinism to Iraq to low-carb diets. • Beware of complicated solutions (that someone was paid to find). A simple barbell can build muscle better than expensive new machines. • True religion is commitment, not just faith. How much you believe in something is manifested only by what you’re willing to risk for it. The phrase “skin in the game” is one we have often heard but rarely stopped to truly dissect. It is the backbone of risk management, but it’s also an astonishingly rich worldview that, as Taleb shows in this book, applies to all aspects of our lives. As Taleb says, “The symmetry of skin in the game is a simple rule that’s necessary for fairness and justice, and the ultimate BS-buster,” and “Never trust anyone who doesn’t have skin in the game. Without it, fools and crooks will benefit, and their mistakes will never come back to haunt them.”

Hosting the Olympic Games

Hosting the Olympic Games PDF Author: Marie Delaplace
Publisher: Routledge
ISBN: 1000546772
Category : Business & Economics
Languages : en
Pages : 206

Book Description
Hosting the Olympic Games: Uncertainty, Debates and Controversy provides a broad and comprehensive analysis of past Olympic and Paralympic events, shedding critical light on the future of the Games with a specific look at the upcoming Paris 2024 Olympics. It draws attention to the debates and paradox that hosting the Games presents for the contemporary city. Employing a range of interdisciplinary theoretical and methodological approaches, individual chapters highlight the various controversies of the Games throughout the bidding process, the event itself and its aftermath. Social Science-based chapters place strong emphasis on the vital importance of sustainable strategy for contemporary host cities. Along with environmental concerns whether atmospheric, microbiological or otherwise, many other requirements, costs and risks involving security and public expenditure among others are explored throughout the book. Including a variety of international and comparative case studies from a range of contributing academics, this will be essential reading for students and researchers in the field of Event studies as well as various disciplines including Tourism, Heritage studies and Urban and Environmental studies.

Rules of Play

Rules of Play PDF Author: Katie Salen Tekinbas
Publisher: MIT Press
ISBN: 9780262240451
Category : Computers
Languages : en
Pages : 680

Book Description
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.