Game Jams – History, Technology, and Organisation

Game Jams – History, Technology, and Organisation

Author: Allan Fowler

Publisher: Springer Nature

Published: 2022-12-07

Total Pages: 136

ISBN-13: 3031151879

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This book will provide a comprehensive guide to creating and managing a game jam. The book will also provide an overview of how and where game jams have been held, the type of game jams, the tools and technologies used in organising and participating in game jams.


Game Jams - History, Technology, and Organisation

Game Jams - History, Technology, and Organisation

Author: Allan Fowler (Professor)

Publisher:

Published: 2023

Total Pages: 0

ISBN-13: 9788303115188

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This book will provide a comprehensive guide to creating and managing a game jam. The book will also provide an overview of how and where game jams have been held, the type of game jams, the tools and technologies used in organising and participating in game jams. .


The Video Games Textbook

The Video Games Textbook

Author: Brian J Wardyga

Publisher:

Published: 2023

Total Pages: 0

ISBN-13: 9781003315759

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"The Video Games Textbook takes the history of video games to another level, with visually-stimulating, comprehensive, and chronological chapters that are relevant and easy to read for a variety of students"--


The History of Video Games

The History of Video Games

Author: Lydia Bjornlund

Publisher: Referencepoint Press

Published: 2014-08

Total Pages: 0

ISBN-13: 9781601527462

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Advances in video game technology have fueled a growing appetite for video games of all sorts. Gaming at its core is a form of entertainment but for some it has also become an obsession. Video Games and Society explores the highs and lows of this most ubiquitous technology-how video games have influenced people and daily life. Sidebars, direct quotes, and a list of organizations to contact add depth and information to the books in this series. Book jacket.


The Second Machine Age: Work, Progress, and Prosperity in a Time of Brilliant Technologies

The Second Machine Age: Work, Progress, and Prosperity in a Time of Brilliant Technologies

Author: Erik Brynjolfsson

Publisher: W. W. Norton & Company

Published: 2014-01-20

Total Pages: 320

ISBN-13: 0393239357

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The big stories -- The skills of the new machines : technology races ahead -- Moore's law and the second half of the chessboard -- The digitization of just about everything -- Innovation : declining or recombining? -- Artificial and human intelligence in the second machine age -- Computing bounty -- Beyond GDP -- The spread -- The biggest winners : stars and superstars -- Implications of the bounty and the spread -- Learning to race with machines : recommendations for individuals -- Policy recommendations -- Long-term recommendations -- Technology and the future (which is very different from "technology is the future").


Rules of Play

Rules of Play

Author: Katie Salen Tekinbas

Publisher: MIT Press

Published: 2003-09-25

Total Pages: 680

ISBN-13: 9780262240451

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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.


The Art of Computer Game Design

The Art of Computer Game Design

Author: Linda L Crawford

Publisher: McGraw-Hill/Glencoe

Published: 1984-01-01

Total Pages: 120

ISBN-13: 9780078811173

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Discusses the elements of games, surveys the various types of computer games, and describes the steps in the process of computer game development


Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond

Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond

Author: Karen Schrier

Publisher: Lulu.com

Published: 2019-11-18

Total Pages: 584

ISBN-13: 0359984010

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Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.