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Tabletop Game Accessibility

Tabletop Game Accessibility PDF Author: Michael James Heron
Publisher: CRC Press
ISBN: 1040011322
Category : Games & Activities
Languages : en
Pages : 292

Book Description
This foundational resource on the topic of tabletop game accessibility provides actionable guidelines on how to make games accessible for people with disabilities. This book contextualises this practical guidance within a philosophical framework of how the relatively abled can ethically address accessibility issues within game design. This book helps readers to build understanding and empathy across the various categories of accessibility. Chapters on each category introduce ‘the science’, outline the game mechanics and games that show exemplar problems, relate these to the real-world situations that every player may encounter, and then discuss how to create maximally accessible games with reference to the accessibility guidelines and specific games that show ‘best-in-class’ examples of solutions. This book will be of great interest to all professional tabletop and board game designers as well as digital game designers and designers of other physical products.

Tabletop Game Accessibility

Tabletop Game Accessibility PDF Author: Michael James Heron
Publisher: CRC Press
ISBN: 1040011322
Category : Games & Activities
Languages : en
Pages : 292

Book Description
This foundational resource on the topic of tabletop game accessibility provides actionable guidelines on how to make games accessible for people with disabilities. This book contextualises this practical guidance within a philosophical framework of how the relatively abled can ethically address accessibility issues within game design. This book helps readers to build understanding and empathy across the various categories of accessibility. Chapters on each category introduce ‘the science’, outline the game mechanics and games that show exemplar problems, relate these to the real-world situations that every player may encounter, and then discuss how to create maximally accessible games with reference to the accessibility guidelines and specific games that show ‘best-in-class’ examples of solutions. This book will be of great interest to all professional tabletop and board game designers as well as digital game designers and designers of other physical products.

Tabletop Gaming Manual

Tabletop Gaming Manual PDF Author: Matt Thrower
Publisher: Haynes Publishing UK
ISBN: 9781785211492
Category : Games & Activities
Languages : en
Pages : 0

Book Description
Tabletop gaming is enjoying a huge renaissance. Sales of hobby board games have risen in double digits yearly for the past decade, with more people enjoying the physical, non-digital aspects of playing, along with the social interaction. It's one of the biggest sectors in crowd-funding platform Kickstarter.

Gaming Disability

Gaming Disability PDF Author: Katie Ellis
Publisher: Taylor & Francis
ISBN: 1000830047
Category : Games & Activities
Languages : en
Pages : 246

Book Description
This book explores the opportunities and challenges people with disabilities experience in the context of digital games from the perspective of three related areas: representation, access and inclusion, and community. Drawing on key concerns in disability media studies, the book brings together scholars from disability studies and game studies, alongside game developers, educators, and disability rights activists, to reflect upon the increasing visibility of disabled characters in digital games. Chapters explore the contemporary gaming environment as it relates to disability on platforms such as Twitch, Minecraft, and Tingyou, while also addressing future possibilities and pitfalls for people with disabilities within gaming given the rise of virtual reality applications, and augmented games such as Pokémon Go. The book asks how game developers can attempt to represent diverse abilities, taking games such as BlindSide and Overwatch as examples. A significant collection for scholars and students interested in the critical analysis of digital games, this volume will be of interest across several disciplines including game studies, game design and development, internet, visual, cultural, communication and media studies, as well as disability studies.

It's All a Game

It's All a Game PDF Author: Tristan Donovan
Publisher: Macmillan
ISBN: 1250082730
Category : Games & Activities
Languages : en
Pages : 296

Book Description
"[A] timely book...It’s All a Game provides a wonderfully entertaining trip around the board, through 4,000 years of game history."—The Wall Street Journal Board games have been with us longer than even the written word. But what is it about this pastime that continues to captivate us well into the age of smartphones and instant gratification? In It’s All a Game, British journalist and renowned games expert Tristan Donovan opens the box on the incredible and often surprising history and psychology of board games. He traces the evolution of the game across cultures, time periods, and continents, from the paranoid Chicago toy genius behind classics like Operation and Mouse Trap, to the role of Monopoly in helping prisoners of war escape the Nazis, and even the scientific use of board games today to teach artificial intelligence how to reason and how to win. With these compelling stories and characters, Donovan ultimately reveals why board games--from chess to Monopoly to Settlers of Catan, and more--have captured hearts and minds all over the world for generations.

Tabletop Game Design for Video Game Designers

Tabletop Game Design for Video Game Designers PDF Author: Ethan Ham
Publisher: CRC Press
ISBN: 1317536037
Category : Computers
Languages : en
Pages : 349

Book Description
Learn the mechanics that take your game from an idea to a playable product. Do you aspire to be a game designer but aren’t sure where to begin? Tabletop Game Design for Video Game Designers guides you through your initial attempts to design game mechanics. It goes beyond simple description and definition to explore in detail the issues that designers grapple with for every game they create. Learning to design tabletop games builds a solid foundation for game designers and provides methods that can be applied towards creating paper prototypes of computer-targeted games. Presented in a step-by-step format, Tabletop Game Design for Video Game Designers helps the reader understand how the game design skills that are acquired through creating tabletop games can be used when designing video games. Fully playable games accompany every topic so you can truly understand and experience each component that goes into game creation. Tabletop Game Design for Video Game Designers includes: Simple, highly focused games that can be played, analyzed, improved, and/or modified in conjunction with a particular topic in the book. Integrated game design exercises, chapter learning objectives, and in-text sidebars to provide further examples to apply directly to your game creation process. A companion website (www.funmines.com) which includes: "print & play" tabletop games, links to online games, game design resources, and articles about designing and developing games.

Games in Libraries

Games in Libraries PDF Author: Breanne A. Kirsch
Publisher: McFarland
ISBN: 0786474912
Category : Language Arts & Disciplines
Languages : en
Pages : 247

Book Description
Librarians are beginning to see the importance of game based learning and the incorporation of games into library services. This book is written for them--so they can use games to improve people's understanding and enjoyment of the library. Full of practical suggestions, the essays discuss not only innovative uses of games in libraries but also the game making process. The contributors are all well versed in games and game-based learning and a variety of different types of libraries are considered. The essays will inspire librarians and educators to get into this exciting new area of patron and student services.

Universal Access in Human-Computer Interaction

Universal Access in Human-Computer Interaction PDF Author: Margherita Antona
Publisher: Springer Nature
ISBN: 3031608755
Category :
Languages : en
Pages : 378

Book Description


Fate

Fate PDF Author: Leonard Balsera
Publisher:
ISBN: 9781613170298
Category : Fantasy games
Languages : en
Pages : 308

Book Description
Grab your plasma rifles, spell components, and jetpacks! Name your game; Fate Core is the foundation that can make it happen. Fate Core is a flexible system that can support whatever worlds you dream up. Have you always wanted to play a post-apocalyptic spaghetti western with tentacle monsters? Swords and sorcery in space? Wish there was a game based on your favorite series of books, film, or television, but it never happened? Fate Core is your answer. Fate Core is a tabletop roleplaying game about proactive, capable people who lead dramatic lives. The type of drama they experience is up to you. But wherever they go, you can expect a fun storytelling experience full of twists...of fate. GAME INFORMATION Number of players: 3-6 Age of players: 12+ Length: 2-8 hours Type of Game: Roleplaying Game Languages Available: English Suggested Retail: $25.00 Game Designers: Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson

Recent Advances in Technologies for Inclusive Well-Being

Recent Advances in Technologies for Inclusive Well-Being PDF Author: Anthony Lewis Brooks
Publisher: Springer Nature
ISBN: 3030596087
Category : Technology & Engineering
Languages : en
Pages : 551

Book Description
In a time of ongoing pandemic when well-being is a priority this volume presents latest works across disciplines associated to Virtual Patients, Gamification and Simulation. Chapters herein present international perspectives with authors from around the globe contributing to this impactful third edition to the series following a 2014 Springer book on Technologies for Inclusive Well-Being and a 2017 Springer book Recent Advances in Technologies for Inclusive Well-Being. Digital technologies are pervasive in life and the contributions herein focus on specific attributes and situations, especially in training and treatment programmes spanning across ranges of diagnosis, conditions, ages, and targeted impacts. This volume purposefully does not cover all (even if that was possible) aspects on how virtual interactive space can align to statial computing, which in turn can align with related embodied entities (whatever the terms used e.g. Virtual, Augmented, Extended, Mixed Realities) along with AI, Deep Learning etc. It also doesn’t cover what some may refer to as ‘trendy terms’ such as 360 degree, video, WebXR, cryptocurrency, blockchain, virtual goods, AR museums, travel and teleportation...however, what is covered in this book, and the prior volumes it builds upon (as above), is a sharing and questioning of advancing technologies for inclusive well-being through research and practices from an avant-garde perspective.

User-Centric Studies in Game Translation and Accessibility

User-Centric Studies in Game Translation and Accessibility PDF Author: Mikołaj Deckert
Publisher: Taylor & Francis
ISBN: 1040130674
Category : Language Arts & Disciplines
Languages : en
Pages : 165

Book Description
This innovative collection makes the case for a push within the discipline to adopt user-centric perspectives on translated video games and their corresponding accessibility features. The volume demonstrates how audiovisual translation (AVT) and media accessibility (MA) involve decisions that can re-shape the gaming experience of players and other audiences. Contributions in the book outline this in two ways. First, they collectively provide an account of the prospects and challenges that come with user-centric scholarly inquiry in game translation and accessibility. Second, complementarily, they report on original studies and new, exciting findings while adopting the perspective of global users. Taken together, the collection serves as a call to action to systematically advance research eliciting variable types of input from users who take advantage of translation and accessibility services. Such research will facilitate a clearer understanding of how the particular decisions of translators and other relevant agents shape game reception. This book will be of interest to scholars in both translation studies and video game research, as well as those interested in media accessibility and media studies more broadly.