The Player of Games

The Player of Games

Author: Iain M. Banks

Publisher: Orbit

Published: 2009-12-01

Total Pages: 281

ISBN-13: 0316095869

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The Culture — a human/machine symbiotic society — has thrown up many great Game Players, and one of the greatest is Gurgeh Jernau Morat Gurgeh. The Player of Games. Master of every board, computer and strategy. Bored with success, Gurgeh travels to the Empire of Azad, cruel and incredibly wealthy, to try their fabulous game. . . a game so complex, so like life itself, that the winner becomes emperor. Mocked, blackmailed, almost murdered, Gurgeh accepts the game, and with it the challenge of his life — and very possibly his death. The Culture Series Consider Phlebas The Player of Games Use of Weapons The State of the Art Excession Inversions Look to Windward Matter Surface Detail The Hydrogen Sonata


The Game-Players of Titan

The Game-Players of Titan

Author: Philip K. Dick

Publisher: Vintage

Published: 1992

Total Pages: 249

ISBN-13: 0679740651

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Having just lost Berkeley and his wife in a game of Bluff, a bizarre game that has become a blinding obsession for the last inhabitants of Earth, Pete Garden prepares to play his next opponent, who isn't even human, for stakes that are much higher


Game Usability

Game Usability

Author: Katherine Isbister

Publisher: CRC Press

Published: 2008-08-12

Total Pages: 392

ISBN-13: 0080922422

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Computers used to be for geeks. And geeks were fine with dealing with a difficult and finicky interface--they liked this--it was even a sort of badge of honor (e.g. the Unix geeks). But making the interface really intuitive and useful--think about the first Macintosh computers--took computers far far beyond the geek crowd. The Mac made HCI (human c


How Video Games Impact Players

How Video Games Impact Players

Author: Ryan Rogers

Publisher: Lexington Books

Published: 2016-05-17

Total Pages: 173

ISBN-13: 1498513085

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How Video Games Impact Players provides a balanced and nuanced look at the complex role that video games play in society through an analysis of the positive and negative effects of game rules, feedback, and self-presentation. Rogers examines the positive aspects of video games like their use in education, encouragement of prosocial behaviors, and enablement of mood management, as well as the negative aspects like their association with violence and diversity issues, promotion of substance use behaviors, and their role as an outlet for harassment behaviors.


The Complete Wordbook for Game Players

The Complete Wordbook for Game Players

Author: Mike Baron

Publisher: Sterling Publishing Company, Inc.

Published: 2004

Total Pages: 344

ISBN-13: 9781402709470

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Lovers of Scrabble[registered] and other language-based games will boost their chances to win with these huge, incredibly thorough word lists. Study it to increase your vocabulary, especially of words with hard-to-use J, Q, X, and Z; to understand the different letter combinations that frequently come up; and to get more hooks, those letters that can extend words already on the board for extra points. There's a cheat sheet that includes 2 and 3 letter words and their hooks; vowel dumps; and more. Load up on vowel-heavy words, including ones with multiple i and u. Find out which short words don't take s endings, or which finish in a surprise s. Get the best of the bingos, as well as alphagrams. The introduction comes from World Scrabble[registered] Champion Brian Cappelletto.


Professional Online Game Players as New Media Workers, digital original edition

Professional Online Game Players as New Media Workers, digital original edition

Author: Dal Yong Jin

Publisher: MIT Press

Published: 2014-01-10

Total Pages: 32

ISBN-13: 0262316382

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In South Korea, online gaming is a cultural phenomenon. Games are broadcast on television, professional gamers are celebrities, and youth culture is often identified with online gaming. This BIT examines the working conditions of professional gamers in the high-pressure world of the Korean online gaming industry.


The Video Game Debate

The Video Game Debate

Author: Rachel Kowert

Publisher: Routledge

Published: 2015-08-27

Total Pages: 204

ISBN-13: 131756717X

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Do video games cause violent, aggressive behavior? Can online games help us learn? When it comes to video games, these are often the types of questions raised by popular media, policy makers, scholars, and the general public. In this collection, international experts review the latest research findings in the field of digital game studies and weigh in on the actual physical, social, and psychological effects of video games. Taking a broad view of the industry from the moral panic of its early days up to recent controversies surrounding games like Grand Theft Auto, contributors explore the effects of games through a range of topics including health hazards/benefits, education, violence and aggression, addiction, cognitive performance, and gaming communities. Interdisciplinary and accessibly written, The Video Game Debate reveals that the arguments surrounding the game industry are far from black and white, and opens the door to richer conversation and debate amongst students, policy makers, and scholars alike.


Game Design

Game Design

Author: Lewis Pulsipher

Publisher: McFarland

Published: 2012-08-08

Total Pages: 277

ISBN-13: 0786491051

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Many aspiring game designers have crippling misconceptions about the process involved in creating a game from scratch, believing a "big idea" is all that is needed to get started. But game design requires action as well as thought, and proper training and practice to do so skillfully. In this indispensible guide, a published commercial game designer and longtime teacher offers practical instruction in the art of video and tabletop game design. The topics explored include the varying types of games, vital preliminaries of making a game, the nuts and bolts of devising a game, creating a prototype, testing, designing levels, technical aspects, and assessing nature of the audience. With practice challenges, a list of resources for further exploration, and a glossary of industry terms, this manual is essential for the nascent game designer and offers food for thought for even the most experienced professional.


Serious Games

Serious Games

Author: Ute Ritterfeld

Publisher: Routledge

Published: 2009-09-10

Total Pages: 553

ISBN-13: 1135848912

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The central purpose of this book is to examine critically the claim that playing games can provide learning that is deep, sustained and transferable to the "real world."