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The Gamer's Brain

The Gamer's Brain PDF Author: Celia Hodent
Publisher: CRC Press
ISBN: 1351650769
Category : Computers
Languages : en
Pages : 383

Book Description
Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.

The Gamer's Brain

The Gamer's Brain PDF Author: Celia Hodent
Publisher: CRC Press
ISBN: 1351650769
Category : Computers
Languages : en
Pages : 383

Book Description
Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.

Challenges for Games Designers

Challenges for Games Designers PDF Author: Brenda Brathwaite
Publisher: Createspace Independent Publishing Platform
ISBN: 9781542453318
Category :
Languages : en
Pages : 340

Book Description
Welcome to a book written to challenge you, improve your brainstorming abilities, and sharpen your game design skills! Challenges for Game Designers: Non-Digital Exercises for Video Game Designers is filled with enjoyable, interesting, and challenging exercises to help you become a better video game designer, whether you are a professional or aspire to be. Each chapter covers a different topic important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the material, explore the topic, and expand your knowledge in that area. Each chapter also includes 10 "non-digital shorts" to further hone your skills. None of the challenges in the book require any programming or a computer, but many of the topics feature challenges that can be made into fully functioning games. The book is useful for professional designers, aspiring designers, and instructors who teach game design courses, and the challenges are great for both practice and homework assignments. The book can be worked through chapter by chapter, or you can skip around and do only the challenges that interest you. As with anything else, making great games takes practice and Challenges for Game Designers provides you with a collection of fun, thought-provoking, and of course, challenging activities that will help you hone vital skills and become the best game designer you can be.

Concepts, Techniques, and Models of Computer Programming

Concepts, Techniques, and Models of Computer Programming PDF Author: Peter Van Roy
Publisher: MIT Press
ISBN: 9780262220699
Category : Computers
Languages : en
Pages : 944

Book Description
Teaching the science and the technology of programming as a unified discipline that shows the deep relationships between programming paradigms. This innovative text presents computer programming as a unified discipline in a way that is both practical and scientifically sound. The book focuses on techniques of lasting value and explains them precisely in terms of a simple abstract machine. The book presents all major programming paradigms in a uniform framework that shows their deep relationships and how and where to use them together. After an introduction to programming concepts, the book presents both well-known and lesser-known computation models ("programming paradigms"). Each model has its own set of techniques and each is included on the basis of its usefulness in practice. The general models include declarative programming, declarative concurrency, message-passing concurrency, explicit state, object-oriented programming, shared-state concurrency, and relational programming. Specialized models include graphical user interface programming, distributed programming, and constraint programming. Each model is based on its kernel language—a simple core language that consists of a small number of programmer-significant elements. The kernel languages are introduced progressively, adding concepts one by one, thus showing the deep relationships between different models. The kernel languages are defined precisely in terms of a simple abstract machine. Because a wide variety of languages and programming paradigms can be modeled by a small set of closely related kernel languages, this approach allows programmer and student to grasp the underlying unity of programming. The book has many program fragments and exercises, all of which can be run on the Mozart Programming System, an Open Source software package that features an interactive incremental development environment.

The Choice of Magic

The Choice of Magic PDF Author: Michael G. Manning
Publisher: Michael Manning
ISBN: 1943481318
Category : Young Adult Fiction
Languages : en
Pages : 393

Book Description
The ancient magic of wizards was anything but dark. It was the enlightenment that lifted humanity from the squalor of superstition, and the worship of fell spirits and capricious gods, but those days are gone. The shining glory of the sorcerers burned away the subtlety of wisdom, replacing it with easy power, held only in the hands of the elite—a new age built upon the elemental supremacy of aristocrats and the ignorance of the masses. But this will change, for the greatest power comes with knowledge, and the deeper teachings of wizardry have not been utterly lost. The last wizard of the old tradition still survives in solitude, nursing tired grudges and waiting for death. His passing might have gone unnoticed, but for the imposition of a youth too stubborn to accept his refusal to take an apprentice. With a new student comes new hope, and that hope has caused old powers to stir again. That the world will change is inevitable, but the shape of the future is anything but certain.

Normal Instructor and Teachers World

Normal Instructor and Teachers World PDF Author:
Publisher:
ISBN:
Category : Education
Languages : en
Pages : 438

Book Description


The Saturday Evening Post

The Saturday Evening Post PDF Author:
Publisher:
ISBN:
Category : Periodicals
Languages : en
Pages : 742

Book Description


Treating Trauma in Adolescents

Treating Trauma in Adolescents PDF Author: Martha B. Straus
Publisher: Guilford Publications
ISBN: 1462536166
Category : Psychology
Languages : en
Pages : 303

Book Description
This book presents an innovative and empathic approach to working with traumatized teens. It offers strategies for getting through to high-risk adolescents and for building a strong attachment relationship that can help get development back on track. Martha B. Straus draws on extensive clinical experience as well as cutting-edge research on attachment, developmental trauma, and interpersonal neurobiology. Vivid case material shows how to engage challenging or reluctant clients, implement interventions that foster self-regulation and an integrated sense of identity, and tap into both the teen's and the therapist's moment-to-moment emotional experience. Essential topics include ways to involve parents and other caregivers in treatment. ÿ

The Gameful World

The Gameful World PDF Author: Steffen P. Walz
Publisher: MIT Press
ISBN: 026202800X
Category : Computers
Languages : en
Pages : 687

Book Description
What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society and individuals, or will algorithmic incentive systems become our new robot overlords? In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture—including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media.

Demystifying Creativity

Demystifying Creativity PDF Author: Fawzi Mesmar
Publisher: CRC Press
ISBN: 1040257038
Category : Computers
Languages : en
Pages : 200

Book Description
This book is a study of the psychology, neuroscience, and philosophy of creativity, originality, and inspiration viewed from the lens of a seasoned game developer. It introduces the concept of creative sobriety—a practice that advocates better understanding our own sources of inspiration so that we can intellectually drive our creative voice closer to originality. The creative process is an improvised dance between the conscious and the subconscious mind, where knowledge, experience, intuition, observation, imagination, and projection meet in ways that are completely unique to each person. Presenting practical and theoretical approaches to originality and game concept generation, this book explores the notion of creative sobriety before moving to chapters that blend theory and practice, covering topics such as innovation, the creative process, auteurship, collaboration, and creative vision. This book will be of great interest to students of game design and creative professionals working within the industry as well as those looking to learn more about the creative process.

I'm in Love with the Villainess (Light Novel) Vol. 2

I'm in Love with the Villainess (Light Novel) Vol. 2 PDF Author: Inori
Publisher: Seven Seas Entertainment
ISBN: 1648270069
Category : Young Adult Fiction
Languages : en
Pages : 399

Book Description
Together, Rei and Claire have endured love, loss, and ridicule. Now, they face a challenge that will shake the foundations of the kingdom--revolution. When the dust settles, will commoner Rei and noble-born Claire still stand side by side? And will fate permit their love to survive?