Redesigning the Games? PDF Download

Are you looking for read ebook online? Search for your book and save it on your Kindle device, PC, phones or tablets. Download Redesigning the Games? PDF full book. Access full book title Redesigning the Games? by Jan Andre Lee Ludvigsen. Download full books in PDF and EPUB format.

Redesigning the Games?

Redesigning the Games? PDF Author: Jan Andre Lee Ludvigsen
Publisher:
ISBN:
Category :
Languages : en
Pages : 13

Book Description
More than a year into the pandemic, scholars and practitioners have highlighted several of the organizational implications of coronavirus-disease 2019 (COVID-19) on worldwide cultural festivals and sporting events. Following COVID-19, numerous major sporting events, including the 2020 Tokyo Summer Olympics, were postponed in February and March 2020. As the new dates of many rescheduled sporting events approach in time, the article discusses pressing questions related to sporting event risk, safety and security.

Redesigning the Games?

Redesigning the Games? PDF Author: Jan Andre Lee Ludvigsen
Publisher:
ISBN:
Category :
Languages : en
Pages : 13

Book Description
More than a year into the pandemic, scholars and practitioners have highlighted several of the organizational implications of coronavirus-disease 2019 (COVID-19) on worldwide cultural festivals and sporting events. Following COVID-19, numerous major sporting events, including the 2020 Tokyo Summer Olympics, were postponed in February and March 2020. As the new dates of many rescheduled sporting events approach in time, the article discusses pressing questions related to sporting event risk, safety and security.

Re-designing Youth Sport

Re-designing Youth Sport PDF Author: John McCarthy
Publisher: Psychology Press
ISBN: 9781138852198
Category : Sports
Languages : en
Pages : 0

Book Description
Cover -- Title -- Copyright -- CONTENTS -- Preface -- Acknowledgements -- Introduction: Changing the Game -- 1 What Is Sport System Re-Design? -- 2 The Five Domains of Sport System Re-Design -- 3 Why Change the Game ... and Why Now? -- 4 Sources of Inspiration -- 5 Case Studies -- 6 The Sport System Re-Design Toolkit: Part One -- 7 The Sport System Re-Design Toolkit: Part Two -- 8 Conclusion -- Appendix A: Sport System Re-Design: Historical Timelines of Popular Sports -- Appendix B: Examples of Invented and Adapted Sports -- Appendix C: Matrix of Sport System Re-Designs -- Index

Games, Design and Play

Games, Design and Play PDF Author: Colleen Macklin
Publisher: Addison-Wesley Professional
ISBN: 0134392221
Category : Computers
Languages : en
Pages : 372

Book Description
The play-focused, step-by-step guide to creating great game designs This book offers a play-focused, process-oriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen Macklin and John Sharp link the concepts and elements of play to the practical tasks of game design. Using full-color examples, they reveal how real game designers think and work, and illuminate the amazing expressive potential of great game design. Focusing on practical details, this book guides you from idea to prototype to playtest and fully realized design. You’ll walk through conceiving and creating a game’s inner workings, including its core actions, themes, and especially its play experience. Step by step, you’ll assemble every component of your “videogame,” creating practically every kind of play: from cooperative to competitive, from chance-based to role-playing, and everything in between. Macklin and Sharp believe that games are for everyone, and game design is an exciting art form with a nearly unlimited array of styles, forms, and messages. Cutting across traditional platform and genre boundaries, they help you find inspiration wherever it exists. Games, Design and Play is for all game design students, and for beginning-to-intermediate-level game professionals, especially independent game designers. Bridging the gaps between imagination and production, it will help you craft outstanding designs for incredible play experiences! Coverage includes: Understanding core elements of play design: actions, goals, rules, objects, playspace, and players Mastering “tools” such as constraint, interaction, goals, challenges, strategy, chance, decision, storytelling, and context Comparing types of play and player experiences Considering the demands videogames make on players Establishing a game’s design values Creating design documents, schematics, and tracking spreadsheets Collaborating in teams on a shared design vision Brainstorming and conceptualizing designs Using prototypes to realize and playtest designs Improving designs by making the most of playtesting feedback Knowing when a design is ready for production Learning the rules so you can break them!

Making Deep Games

Making Deep Games PDF Author: Doris C. Rusch
Publisher: CRC Press
ISBN: 1317607708
Category : Computers
Languages : en
Pages : 206

Book Description
Like movies, television, and other preceding forms of media, video games are undergoing a dynamic shift in its content and perception. While the medium can still be considered in its infancy, the mark of true artistry and conceptual depth is detectable in the evolving styles, various genres and game themes. Doris C. Rusch’s, Making Deep Games, combines this insight along with the discussion of the expressive nature of games, various case studies, and hands-on design exercises. This book offers a perspective into how to make games that tackle the whole bandwidth of the human experience; games that teach us something about ourselves, enable thought-provoking, emotionally rich experiences and promote personal and social change. Grounded in cognitive linguistics, game studies and the reflective practice of game design, Making Deep Games explores systematic approaches for how to approach complex abstract concepts, inner processes, and emotions through the specific means of the medium. It aims to shed light on how to make the multifaceted aspects of the human condition tangible through gameplay experiences.

Fundamentals of Sports Game Design

Fundamentals of Sports Game Design PDF Author: Ernest W. Adams
Publisher: Pearson Education
ISBN: 013381193X
Category : Computer games
Languages : en
Pages : 51

Book Description
You understand the basic concepts of game design: gameplay, user interfaces, core mechanics, character design, and storytelling. Now you want to know how to apply them to the sports game genre. This focused guide gives you exactly what you need. It walks you through the process of designing for the sports game genre and shows you how to use the right techniques to create fun and challenging experiences for your players.

The Educator's Guide to Designing Games and Creative Active-Learning Exercises

The Educator's Guide to Designing Games and Creative Active-Learning Exercises PDF Author: Joe Bisz
Publisher: Teachers College Press
ISBN: 0807767727
Category : Education
Languages : en
Pages : 289

Book Description
Every educator's imaginative instincts will be guided by this book's practical design method, which harnesses the power of play for student learning. Teachers from all disciplines and levels can create a full spectrum of engaging exercises through the authors' six accessible ALLURE steps: Ask where to apply the play. List the mental moves. Link the mental moves to the play. Understand how the learning principles operate. Run the activity-game. Evaluate the learner experience. Along with principles from game-based learning pedagogy, readers will explore a framework of original complex mechanic teaching templates, which will help their fledgling instructional activities cross the bridge into fully formed games. Beginners and veterans will find multiple entry points, from adding a single playful element (student roles to discussions) to more elaborate designs (riddles and simulations). They will also learn different levels of producing physical tabletop components (cards, boards, plastic pieces) or light digital options (discussion board riddles, Google Slides games). Born from the authors' extensive experiences running professional development workshops, this guide has been frequently requested by teachers at the secondary school and college levels, librarians, instructional designers, and others caught by the allure of educational games and play. Book Features: Offers hands-on, practical advice about how to be more playful with your students, with a focus on nondigital activities and games. Written in the language of instructional design, so advanced knowledge about games or technology is not required. Provides creative instructional techniques that will boost student engagement for both in-person and online instruction. Includes more than two dozen original illustrations and designs to aid understanding. Addresses the need for accessible, inclusive learning environments.

Game Design Theory

Game Design Theory PDF Author: Keith Burgun
Publisher: CRC Press
ISBN: 1466554215
Category : Computers
Languages : en
Pages : 187

Book Description
Despite the proliferation of video games in the twenty-first century, the theory of game design is largely underdeveloped, leaving designers on their own to understand what games really are. Helping you produce better games, Game Design Theory: A New Philosophy for Understanding Games presents a bold new path for analyzing and designing games.

Elements of Game Design

Elements of Game Design PDF Author: Robert Zubek
Publisher: MIT Press
ISBN: 0262362872
Category : Computers
Languages : en
Pages : 251

Book Description
An introduction to the basic concepts of game design, focusing on techniques used in commercial game production. This textbook by a well-known game designer introduces the basics of game design, covering tools and techniques used by practitioners in commercial game production. It presents a model for analyzing game design in terms of three interconnected levels--mechanics and systems, gameplay, and player experience--and explains how novice game designers can use these three levels as a framework to guide their design process. The text is notable for emphasizing models and vocabulary used in industry practice and focusing on the design of games as dynamic systems of gameplay.

The Pyramid of Game Design

The Pyramid of Game Design PDF Author: Nicholas Lovell
Publisher: CRC Press
ISBN: 0429815662
Category : Computers
Languages : en
Pages : 303

Book Description
Game design is changing. The emergence of service games on PC, mobile and console has created new expectations amongst consumers and requires new techniques from game makers. In The Pyramid of Game Design, Nicholas Lovell identifies and explains the frameworks and techniques you need to deliver fun, profitable games. Using examples of games ranging from modern free-to-play titles to the earliest arcade games, via PC strategy and traditional boxed titles, Lovell shows how game development has evolved, and provides game makers with the tools to evolve with it. Harness the Base, Retention and Superfan Layers to create a powerful Core Loop. Design the player Session to keep players playing while being respectful of their time. Accept that there are few fixed rules: just trade-offs with consequences. Adopt Agile and Lean techniques to "learn what you need you learn" quickly Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games. Adapt your marketing techniques to the reality of the service game era Consider the ethics of game design in a rapidly changing world. Lovell shows how service games require all the skills of product game development, and more. He provides a toolset for game makers of all varieties to create fun, profitable games. Filled with practical advice, memorable anecdotes and a wealth of game knowledge, the Pyramid of Game Design is a must-read for all game developers.

Designing Games

Designing Games PDF Author: Tynan Sylvester
Publisher: O'Reilly Media
ISBN: 1449338038
Category : Computers
Languages : en
Pages : 415

Book Description
Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of today’s hit video games. You’ll learn principles and practices for crafting games that generate emotionally charged experiences—a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players. In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design. Create game mechanics to trigger a range of emotions and provide a variety of play Explore several options for combining narrative with interactivity Build interactions that let multiplayer gamers get into each other’s heads Motivate players through rewards that align with the rest of the game Establish a metaphor vocabulary to help players learn which design aspects are game mechanics Plan, test, and analyze your design through iteration rather than deciding everything up front Learn how your game’s market positioning will affect your design