Game On

Game On

Author: Jon Radoff

Publisher: John Wiley & Sons

Published: 2011-03-16

Total Pages: 311

ISBN-13: 1118089308

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A never-before published look at the many possibilities of social game development As one of the few entrepreneurs in the world with expertise building both social media and games, author Jon Radoff brings a one-of-a-kind perspective to this unique book. He shows that games are more than a profitable form of entertainment?the techniques of social games can be used to enhance the quality of online applications, social media and a wide range of other consumer and business experiences. With this book, you?ll explore how social games can be put to work for any business and examine why they work at all. The first part of explains what makes games fun, while the second part reviews the process and details of game design. Looks at how games are the basis for many everyday functions and explains how techniques of social games can be used by businesses as money-making tools Drills down the process of game design while focusing on the design, analysis, and creation of games Features screen shots, diagrams and explanations to illuminate key concepts, accessible to anyone regardless of game playing or design experience Reviews what works and what doesn?t using a range of real-world scenarios as examples Author Jon Radoff has a unique blend of experiences creating games, Internet-based social media, and Web technology. Game On is not playing around. Discover how social media games make money?and how you can enhance your business using games.


Multiplayer

Multiplayer

Author: Thorsten Quandt

Publisher: Routledge

Published: 2013-10-30

Total Pages: 271

ISBN-13: 1134092199

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In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market. With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the past decade, many aspects of social gaming still remain unexplored, especially from a media and communication studies perspective. Multiplayer: Social Aspects of Digital Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games, providing an overview of debates, past and present. The book is divided into five sections that explore the following areas: Social Aspects of Digital Gaming Social Interactions in Virtual Worlds Online Gaming Co-located and Console Gaming Risks and Challenges of Social Gaming This engaging interdisciplinary book will appeal to upper level students, postgrads and researchers in games research, specifically those focusing on new media and digital games, as well as researchers in media studies and mass communication.


Games We Should Play in School

Games We Should Play in School

Author: Frank Aycox

Publisher: Front Row Experience

Published: 1985

Total Pages: 168

ISBN-13: 9780915256167

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This comprehensive social game book is an eye-opening analysis of the behavioral dynamics of children in the contemporary classroom. It includes over 75 interactive, fun, social games and shows you how to effectively lead Social Play sessions in the classroom. Research has proven that this method of improving social skills actually increases test scores by 30%, because students become less antagonistic, more cooperative and more capable of increased attentiveness. Contains the secrets to enriching the entire school environment.


Computer Games and the Social Imaginary

Computer Games and the Social Imaginary

Author: Graeme Kirkpatrick

Publisher: Polity

Published: 2013-10-07

Total Pages: 229

ISBN-13: 0745641105

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Computer games have fundamentally altered the relation of self and society in the digital age. Analysing topics such as technology and power, the formation of gaming culture and the subjective impact of play with computer games, this text will be of great interest to students and scholars of digital media, games studies and the information society.


101 Games for Social Skills

101 Games for Social Skills

Author: Jenny Mosley

Publisher: Didax Educational Resources

Published: 2003

Total Pages: 144

ISBN-13: 9781855033702

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This invaluable book for parents and teachers is packed with creative and dynamic games that will help children to develop positive relationships. Part 1: Games that teach looking, listening, speaking, thinking and concentration skills. Part 2: Consolidating the 5 skills area and opportunities for children to apply them in different social contexts. * Collection of inventive games that will enable you to have a positive influence on a child's complex social journey through life. * All activities have been tried, tested and thoroughly enjoyed!


Doing Things with Games

Doing Things with Games

Author: Lindsay D. Grace

Publisher: CRC Press

Published: 2019-07-01

Total Pages: 183

ISBN-13: 0429771304

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The book provides a contemporary foundation in designing social impact games. It is structured in 3 parts: understanding, application, and implementation. The book serves as a guide to designing social impact games, particularly focused on the needs of, media professionals, indie game designers and college students. It serves as a guide for people looking to create social impact play, informed by heuristics in game design. Key Features Provides contemporary guide on the use of games to create social impact for beginner to intermediate practitioners o Provides design and implementation strategies for social impact games Provides wide ranging case studies in social impact games Provides professional advice from multiple social impact industry practitioners via sidebar interviews, quotes, and postmortems Provides a quick start guide on creating a variety of social impact engagements across a wide variety of subjects and aims


Online Games, Social Narratives

Online Games, Social Narratives

Author: Esther MacCallum-Stewart

Publisher: Routledge

Published: 2014-06-13

Total Pages: 211

ISBN-13: 1317652223

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The study of online gaming is changing. It is no longer enough to analyse one type of online community in order to understand the plethora of players who take part in online worlds and the behaviours they exhibit. MacCallum-Stewart studies the different ways in which online games create social environments and how players choose to interpret these. These games vary from the immensely popular social networking games on Facebook such as Farmville to Massively Multiplayer Online Roleplaying Games to "Free to Play" online gaming and console communities such as players of Xbox Live and PS3 games. Each chapter deals with a different aspect of social gaming online, breaking down when games are social and what narrative devices make them so. This cross-disciplinary study will appeal to those interested in cyberculture, the evolution of gaming technology, and sociologies of media.


Gamers

Gamers

Author: Garry Crawford

Publisher: Routledge

Published: 2013-03

Total Pages: 313

ISBN-13: 113527505X

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This book explores patterns of gameplay and sociality afforded by online gaming. Bringing together essays from leading and emerging academics, this book explores key issues in understanding online gaming, including: patterns of play, legality, production, identity, gamer communities, communication, social exclusion and inclusion, and considers future directions in online gaming.


Narrative Tactics for Mobile and Social Games

Narrative Tactics for Mobile and Social Games

Author: Toiya Kristen Finley

Publisher: CRC Press

Published: 2018-07-24

Total Pages: 236

ISBN-13: 1351651250

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Despite its significant growth over the past five years, the mobile and social videogame industry is still maturing at a rapid rate. Due to various storage and visual and sound asset restrictions, mobile and social gaming must have innovative storytelling techniques. Narrative Tactics grants readers practical advice for improving narrative design and game writing for mobile and social games, and helps them rise to the challenge of mobile game storytelling. The first half of the book covers general storytelling techniques, including worldbuilding, character design, dialogue, and quests. In the second half, leading experts in the field explore various genres and types of mobile and social games, including educational games, licensed IP, games for specific demographics, branding games, and free to play (F2P). Key Features The only book dedicated to narrative design and game writing in social and mobile games, an explosive market overtaking the console gaming market. Provides tips for narrative design and writing tailored specifically for mobile and social game markets. Guides readers along with conclusions that include questions to help the reader in narrative design and/or writing. Explores real games to illustrate theory and best practices with analyses of game case studies per chapter, covering indie, social/mobile, and AAA games. Includes checklists to help readers critique their own narrative design/writing.