The Feedback Game

The Feedback Game

Author: Peter Gerrickens

Publisher: Gower Publishing Company, Limited

Published: 1999-12-31

Total Pages: 4

ISBN-13: 9780566081996

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Game Feel

Game Feel

Author: Steve Swink

Publisher: CRC Press

Published: 2008-10-13

Total Pages: 377

ISBN-13: 1482267330

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"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe


The Feedback Games Manual

The Feedback Games Manual

Author: Peter Gerrickens

Publisher: Gower Publishing Company

Published: 1999

Total Pages: 150

ISBN-13: 9780566082610

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The manual is, in part, a collection of 20 ways of playing the original game, many of them developed with the help of the thousands of trainers and educators who were using the game. It is also a manual that uses a variety of techniques (and supplementary


Thanks for the Feedback

Thanks for the Feedback

Author: Douglas Stone

Publisher: Penguin

Published: 2015-03-31

Total Pages: 370

ISBN-13: 0143127136

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The coauthors of the New York Times–bestselling Difficult Conversations take on the toughest topic of all: how we see ourselves Douglas Stone and Sheila Heen have spent the past fifteen years working with corporations, nonprofits, governments, and families to determine what helps us learn and what gets in our way. In Thanks for the Feedback, they explain why receiving feedback is so crucial yet so challenging, offering a simple framework and powerful tools to help us take on life’s blizzard of offhand comments, annual evaluations, and unsolicited input with curiosity and grace. They blend the latest insights from neuroscience and psychology with practical, hard-headed advice. Thanks for the Feedback is destined to become a classic in the fields of leadership, organizational behavior, and education.


Handbook of Game-Based Learning

Handbook of Game-Based Learning

Author: Jan L. Plass

Publisher: MIT Press

Published: 2020-02-04

Total Pages: 601

ISBN-13: 0262356546

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A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan


The Ultimate Book of Family Card Games

The Ultimate Book of Family Card Games

Author: Oliver Ho

Publisher: Puzzlewright

Published: 2024-09-03

Total Pages: 0

ISBN-13: 9781454953753

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Pick a card game--any card game! Everyone loves to play cards, and this ultimate collection has all the fun favorites (including rummy, spades, war, old maid, go fish, snip snap snorem, and hearts), plus some similar but less widely known games that families will love exploring. There are over 50 games in all, organized by type and difficulty, complete with instructions, rules, strategies, color illustrations, and a brief note on each game's origins. This is an active backlist title and will be refreshed with a new cover and interior design, as well as the Puzzlewright branding.


Game Design Deep Dive: Horror

Game Design Deep Dive: Horror

Author: Joshua Bycer

Publisher: CRC Press

Published: 2021-10-07

Total Pages: 145

ISBN-13: 1000451011

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The Game Design Deep Dive series examines a specific game system or mechanic over the course of the history of the industry. This entry will examine the history and design of the horror genre and elements in video games. The author analyzes early video game examples, including the differences between survival, action-horror, and psychological horror. Thanks to recent hits like Five Night’s at Freddy’s, Bendy and the Ink Machine, and recent Resident Evil titles, the horror genre has seen a strong resurgence. For this book in the Game Design Deep Dive series, Joshua Bycer will go over the evolution of horror in video games and game design, and what it means to create a terrifying and chilling experience. FEATURES • Written for anyone interested in the horror genre, anyone who wants to understand game design, or anyone simply curious from a historical standpoint • Includes real game examples to highlight the discussed topics and mechanics • Explores the philosophy and aspects of horror that can be applied to any medium • Serves as a perfect companion for someone building their first game or as part of a game design classroom Joshua Bycer is a game design critic with more than eight years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He also strives to raise awareness about the importance of studying game design by giving lectures and presentations. His first book was 20 Essential Games to Study. He continues to work on the Game Design Deep Dive series.


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.


Theory of Fun for Game Design

Theory of Fun for Game Design

Author: Raph Koster

Publisher: "O'Reilly Media, Inc."

Published: 2005

Total Pages: 259

ISBN-13: 1932111972

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Discusses the essential elements in creating a successful game, how playing games and learning are connected, and what makes a game boring or fun.


Learning by Playing

Learning by Playing

Author: Fran Blumberg

Publisher: Oxford University Press, USA

Published: 2014

Total Pages: 386

ISBN-13: 019989664X

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There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.