Video Gamers

Video Gamers
Author :
Publisher : Routledge
Total Pages : 211
Release :
ISBN-10 : 9781135178864
ISBN-13 : 1135178860
Rating : 4/5 (64 Downloads)

Book Synopsis Video Gamers by : Garry Crawford

Download or read book Video Gamers written by Garry Crawford and published by Routledge. This book was released on 2011-08-04 with total page 211 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video gaming is economically, educationally, culturally, socially and theoretically important, and has, in a relatively short period of time, firmly cemented its place within contemporary life. It is fair to say, however, that the majority of research to date has focused most specifically on either the video games themselves, or the direct engagement of gamers with a specific piece of game technology. In contrast, Video Gamers is the first book to explicitly and comprehensively address how digital games are engaged with and experienced in the everyday lives, social networks and consumer patterns of those who play them. In doing so, the book provides a key introduction to the study of gamers and the games they play, whilst also reflecting on the current debates and literatures surrounding gaming practices.

Getting Gamers

Getting Gamers
Author :
Publisher : Rowman & Littlefield Publishers
Total Pages : 0
Release :
ISBN-10 : 1538121336
ISBN-13 : 9781538121337
Rating : 4/5 (36 Downloads)

Book Synopsis Getting Gamers by : Jamie Madigan

Download or read book Getting Gamers written by Jamie Madigan and published by Rowman & Littlefield Publishers. This book was released on 2019-01-15 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: A psychologist and life-long fan of video games helps you understand what psychology has to say about why video games and mobile game apps are designed the way they are, why players behave as they do, and the psychological tricks used to market and sell them.

Gamers for Good Presents Undertale

Gamers for Good Presents Undertale
Author :
Publisher :
Total Pages :
Release :
ISBN-10 : 0999663402
ISBN-13 : 9780999663400
Rating : 4/5 (02 Downloads)

Book Synopsis Gamers for Good Presents Undertale by : Liz Cooper

Download or read book Gamers for Good Presents Undertale written by Liz Cooper and published by . This book was released on 2017-09 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: Gamers for Good Presents: Undertale is a collaborative effort by artists around the world who have contributed their time and talent to create this beautiful Undertale inspired art book. You can expect to see a selection of these illustrations, paintings, 3D renders, cosplays, crafts, and photographs presented with custom artwork and beautiful page design layouts.

“Gamers,” Multiculturalists, and the Great Coming Apart

“Gamers,” Multiculturalists, and the Great Coming Apart
Author :
Publisher : TrineDay
Total Pages : 326
Release :
ISBN-10 : 9781634243384
ISBN-13 : 1634243382
Rating : 4/5 (84 Downloads)

Book Synopsis “Gamers,” Multiculturalists, and the Great Coming Apart by : Alfred Claassen

Download or read book “Gamers,” Multiculturalists, and the Great Coming Apart written by Alfred Claassen and published by TrineDay. This book was released on 2021-02-19 with total page 326 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gamers, Multiculturalists, and the Great Coming Apart is the first book to pull together the central features of the American society, character, and history of the global era and its immediate aftermath into a single, powerful, comprehensive, and coherent picture. Seamlessly interdisciplinary, it looks at all facets of recent American society and history as reflecting first the global liberal paradigm that reigned from 1965 until 2016, and then the incipient paradigms that have competed during the years of crisis since.It is the first book to pull together the central features of American society, character, and history since 1965 into a single comprehensive and coherent picture that dissents from key aspects of the long-dominant paradigm. Gamers, Multiculturalists, and the Great Coming Apart describes and extensively analyzes the gamers, the fascinating new upper class that has risen to dominance in this country as in most others during the last half century. It also analyzes the character and circumstances of the middle class, working class, and underclass, laying bare the profound, many-sided conflict between the gamers and the middle and working classes. It also examines the

Gamer Army

Gamer Army
Author :
Publisher : Scholastic Inc.
Total Pages : 267
Release :
ISBN-10 : 9781338045314
ISBN-13 : 1338045318
Rating : 4/5 (14 Downloads)

Book Synopsis Gamer Army by : Trent Reedy

Download or read book Gamer Army written by Trent Reedy and published by Scholastic Inc.. This book was released on 2018-11-27 with total page 267 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this timely and thrilling novel, Ender's Game meets Ready Player One and several terabytes of fast-paced video game action as five gamers are recruited into a tech giant's secret program. After Rogan Webber levels up yet again on his favorite video game, Laser Viper, the world-famous creator of the game invites him to join the five best players in the country for an exclusive tournament. The gamers are flown to the tech mogul's headquarters, where they stay in luxury dorms and test out cutting edge virtual-reality gaming equipment, doing digital battle as powerful fighting robots. It's the ultimate gaming experience.But as the contest continues, the missions become harder, losing gamers are eliminated, and the remaining contestants face the growing suspicion that the game may not be what it seems. Why do the soldiers and robots they fight in Laser Viper act so weird? What's behind the strange game glitches? And why does the game feel so... real?Rogan and his gamer rivals must come together, summoning the collective power of their Gamer Army to discover the truth and make things right... in a dangerous world where video games have invaded reality.

Working with Video Gamers and Games in Therapy

Working with Video Gamers and Games in Therapy
Author :
Publisher :
Total Pages : 198
Release :
ISBN-10 : 1138747122
ISBN-13 : 9781138747128
Rating : 4/5 (22 Downloads)

Book Synopsis Working with Video Gamers and Games in Therapy by : Anthony M. Bean

Download or read book Working with Video Gamers and Games in Therapy written by Anthony M. Bean and published by . This book was released on 2018-06-13 with total page 198 pages. Available in PDF, EPUB and Kindle. Book excerpt: What are video games? -- Video game genres -- Video games, relationships, and online interpersonal communication -- Society and video games -- Archetypes -- Video game archetypes -- The importance of play and imagination -- Understanding video gaming as immersive -- Working therapeutically with video gamers -- For the families : guiding ideas and resources for therapists and families

The Gamer's Brain

The Gamer's Brain
Author :
Publisher : CRC Press
Total Pages : 267
Release :
ISBN-10 : 9781498775526
ISBN-13 : 1498775527
Rating : 4/5 (26 Downloads)

Book Synopsis The Gamer's Brain by : Celia Hodent

Download or read book The Gamer's Brain written by Celia Hodent and published by CRC Press. This book was released on 2017-08-10 with total page 267 pages. Available in PDF, EPUB and Kindle. Book excerpt: Making a successful video game is hard. Even games that are well-received at launch may fail to engage players in the long term due to issues with the user experience (UX) that they are delivering. That’s why makers of successful video games like Fortnite and Assassin’s Creed invest both time and money perfecting their UX strategy. These top video game creators know that a bad user experience can ruin the prospects for any game, regardless of its budget, scope, or ambition. The game UX accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the optimal experience they want to deliver, including shipping higher quality games (whether indie, triple-A or "serious" games) and meeting business goals -- all while staying true to design vision and artistic intent. At its core, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with cognitive science knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. "The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design" Is written by Celia Hodent -- a UX expert with a PhD in psychology who has been working in the entertainment industry for over 10 years, including at prominent companies such as Epic Games (Fortnite), Ubisoft, and LucasArts. Major themes explored in this book: Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.