A Whole New Game

A Whole New Game
Author :
Publisher : McFarland
Total Pages : 265
Release :
ISBN-10 : 9780786406517
ISBN-13 : 0786406518
Rating : 4/5 (17 Downloads)

Book Synopsis A Whole New Game by : John P. Rossi

Download or read book A Whole New Game written by John P. Rossi and published by McFarland. This book was released on 1999-04-15 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: Bismarck once said that God looked after drunkards, children and the U.S. of A. Some say that baseball should be added to the list. It must have been divine intervention that led the sport through a series of transformative challenges from the end of World War II to the game's first expansion in 1961. During this period baseball was forced to make a number of painful choices. From 1949 to 1954, attendance dropped more than 30 percent, as once loyal fans turned to other activities, started going to see more football, and began watching television. Also, the sport had to wrestle with racial integration, franchise shifts and unionization while trying to keep a firm hold on the minds and emotions of the public. This work chronicles how baseball, with imagination and some foresight, survived postwar challenges. Some of the solutions came about intelligently, some clumsily, but by 1960 baseball was a stronger, healthier and better balanced institution than ever before.

The New Game Makers Bible

The New Game Makers Bible
Author :
Publisher : Adam Jeremy Capps
Total Pages : 322
Release :
ISBN-10 :
ISBN-13 :
Rating : 4/5 ( Downloads)

Book Synopsis The New Game Makers Bible by : Adam Jeremy Capps

Download or read book The New Game Makers Bible written by Adam Jeremy Capps and published by Adam Jeremy Capps. This book was released on 2021-08-25 with total page 322 pages. Available in PDF, EPUB and Kindle. Book excerpt: The New Game Makers Bible is the premier book for helping game makers make the best games possible. It teaches good game making in many forms, whatever the genre, whatever the topic, it is covered here. It goes over good ideas, bad ideas, different kinds of games, story development, particular elements such as game mechanics, and much more. Table of Contents: The Most Important Elements In Games - Page 6. The Best Ideas I’ve Seen Used - Page 12. Obscure but Good Ideas For Games - Page 14. Ideas For Video Games (New) (Contains: Character Ideas, The Possible Setting/Story, Possible Power Ups and Items, Tools/Effects, Weapons and Similar Things, Powers and Magic, Abilities, Other Things, Nice Touches, and Possible Enemies.) - Page 17. Good Ideas for Games - Page 37. Bad Ideas for Games - Page 39. The Success or Failure of a Game - Page 40. Contrasting Old Ideas - Page 43. Game Making Tactics - Page 44. Having the Most Fun in a Game - Page 50. Developing a Theme and World - Page 57. Developing a Story - Page 58. Ideas for Story Development - Page 59. Types of Characters and Their Motives - Page 62. The Enemies Motives - Page 68. The Actual Player’s Motives - Page 69. The Most Important Questions For A Game Maker To Find Answers For - Page 73. The Best Ways to Place Secrets - Page 85. The Best Things… Page 86. The History of Some Major Games - Page 88. Two Player Elements in Different Games - Page 97. Choosing a System to Create For - Page 100. History and Facts About Old Consoles - Page 101. Neat Game Things - Page 109. Choosing a Peripheral to Create For - Page 112. On Doing Things That Have Never Been Done Before - Page 113. A Brief History of Early Video Games - Page 114. The Gaming Community - Page 118. The Joy of Game Making - Page 120. The 75 Rules of Good Games - Page 121. The 75 Sins of Game Making - Page 124. In Book Two: Part One: An Effective Philosophy of Game Making. This contains many numbered lists helpful for game making. - Page 128. Part Two: Frequently Used Ideas (The Best of Them) - Page 171. Part Three: Some Free Ideas Technology-Wise And Game-Wise - Page 241. Part Four: Creating From Different Genres - Page 248. A formula for a good side scrolling game - Page 251. The best platformers - Page 253. Adventure Games - Page 254. About Simulation Games - Page 260. 3D Games - Page 261. Odds and ends of other genres - Page 264. Educational Games - Page 267. Casino Games - Page 269. Games of Lesser Tech - Page 270. Games that are stylized after their own world - Page 270. A Mental Hospital Simulator - Page 272. Part Five: Miscellaneous Things and Additions to the Previous Things - Page 273. Different ways a game can start - Page 276. Frequently/ Traditionally used Ideas - Page 278. Retro Video Game History - Page 284. More About Making Good Games - Page 286. Part Six: New And Free Video Game Ideas - Page 293.

The New Game

The New Game
Author :
Publisher : Kirk Gee
Total Pages : 102
Release :
ISBN-10 : 9781478389361
ISBN-13 : 1478389362
Rating : 4/5 (61 Downloads)

Book Synopsis The New Game by : Kirk William Gee

Download or read book The New Game written by Kirk William Gee and published by Kirk Gee. This book was released on 2012-08-23 with total page 102 pages. Available in PDF, EPUB and Kindle. Book excerpt: World Peace and the very survival of humanity depends on understanding the concepts in this book! The "New Game" is a movement to shift a paradigm. From "Monetary Consumerism" to "Great Life Experience". Please Click "About" Description 2012 Is a scary time! There is more social unrest, financial instability and concern about our future than ever around the globe. The concepts in this book will help you to understand why we are experiencing life the way that we are, how we can achieve World Peace and have a great life! - It all begins with you right now! Like the game Monopoly, the goal in the game of life that the world is playing is: To acquire as much money and material wealth as possible. The result of humanity playing this game is going to be our own extinction! The NEW GAME is a paradigm where the goal is for everyone to have a great life experience! The New Game life experience is built on first understanding that Monetary Consumerism is at the root of most of the worlds problems. It is a game that enslaves humanity, stifles progress and benefits only a few. We fight wars because of this paradigm, we starve millions of people around the world every month, we waste limited resources, pollute our planet and destroy hope! What we need to realize is that this "game" of monetary consumerism really is just a game and we don't have to play this game. Humanity can simply change the game! Money is made up! You have only to look around you to see that the monetary consumerism system is not working very well even for those who cannot imagine any other way. Banks are collapsing, virtually every country on earth is experiencing social unrest and most countries are so indebted that they have no hope of ever being financially sound again. Meanwhile, the earth itself is under severe climatic stress and we just keep consuming as if our resources will never run out. There is only one word that describes our current way of life and that word is INSANE! Humanity is at a crossroad and there is great HOPE! We now have the opportunity to play a whole New Game!

Game Play

Game Play
Author :
Publisher : John Wiley & Sons
Total Pages : 251
Release :
ISBN-10 : 9781119553779
ISBN-13 : 1119553776
Rating : 4/5 (79 Downloads)

Book Synopsis Game Play by : Jessica Stone

Download or read book Game Play written by Jessica Stone and published by John Wiley & Sons. This book was released on 2019-10-24 with total page 251 pages. Available in PDF, EPUB and Kindle. Book excerpt: The essential guide to game play therapy for mental health practitioners The revised and updated third edition of Game Play Therapy offers psychologists and psychiatrists a guide to game play therapy’s theoretical foundations and contains the practical applications that are appropriate for children and adolescents. Game playing has proven to invoke more goal-directed behavior, has the benefit of interpersonal interaction, and can perform a significant role in the adaptation to one's environment. With contributions from noted experts in the field, the third edition contains information on the time-tested, classic games and the most recent innovations and advances in game play approaches. Game Play Therapy’s revised third edition (like the previous editions) continues to fill a gap in the literature by offering mental health practitioners the information needed to understand why and how to use this intervention effectively. The contributors offer advice for choosing the most useful games from the more than 700 now available and describe the fundamentals of administering the games. This important updated book: Contains material on the recent advances in the field including information on electronic games and disorder-specific games Includes illustrative case studies that explore the process of game therapy Reviews the basics of the underlying principles and applications of game therapy Offers a wide-range of games with empirical evidence of the effectiveness of game therapy Written for psychologists, psychiatrists, and other mental health clinicians, the revised third edition of Game Play Therapy offers a guide that shows how to apply game therapy techniques to promote socialization, encourage the development of identity and self-esteem, and help individuals master anxiety.

Twitch

Twitch
Author :
Publisher : John Wiley & Sons
Total Pages : 152
Release :
ISBN-10 : 9781509558605
ISBN-13 : 1509558608
Rating : 4/5 (05 Downloads)

Book Synopsis Twitch by : Mark R. Johnson

Download or read book Twitch written by Mark R. Johnson and published by John Wiley & Sons. This book was released on 2024-06-19 with total page 152 pages. Available in PDF, EPUB and Kindle. Book excerpt: Twitch is the leading live streaming platform in most of the world and an integral part of contemporary digital gaming culture. Millions of people broadcast their game play (as well as other activities) to over a hundred million people who regularly visit the site. In this accessible book, Mark R. Johnson offers both a synthesis of existing Twitch research and a new way to understand Twitch as a public forum for gaming. Drawing on ideas of the ancient Greek agora or public forum, Johnson demonstrates how Twitch has become the key location for game players looking to understand what is contemporary, relevant, and important in modern gaming culture. He argues that Twitch has constructed a particular kind of public forum for gaming, an understanding which emerges from analysing the platform through its technological infrastructure, its streamers and viewers, its broadcast content, and its tightly knit communities. While this forum helps shape gaming culture, it also exhibits many of gaming's existing problems with harassment and cultural exclusivity. Despite being the essential public space for contemporary gaming, Johnson shows that Twitch is far more complex than it first appears, and is currently expanding in ways that challenge this – until now – core focus. This book is essential reading for students and scholars of game studies, media studies, and anyone with an interest in the rapidly changing nature of online communication.

How to Play Video Games

How to Play Video Games
Author :
Publisher : NYU Press
Total Pages : 376
Release :
ISBN-10 : 9781479802142
ISBN-13 : 147980214X
Rating : 4/5 (42 Downloads)

Book Synopsis How to Play Video Games by : Matthew Thomas Payne

Download or read book How to Play Video Games written by Matthew Thomas Payne and published by NYU Press. This book was released on 2019-03-26 with total page 376 pages. Available in PDF, EPUB and Kindle. Book excerpt: Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.

The Tabletop Revolution

The Tabletop Revolution
Author :
Publisher : McFarland
Total Pages : 256
Release :
ISBN-10 : 9781476651934
ISBN-13 : 1476651930
Rating : 4/5 (34 Downloads)

Book Synopsis The Tabletop Revolution by : Marco Arnaudo

Download or read book The Tabletop Revolution written by Marco Arnaudo and published by McFarland. This book was released on 2023-12-15 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is an overview of the ongoing revolution in tabletop gaming design and culture, which exploded to unprecedented levels of vitality in the 21st century, leading to new ways of creating, marketing, and experiencing a game. Designers have become superstars, publishers have improved quality control, and the community of players is expanding. Most importantly, new and old players have started engaging with the games in a more meaningful way. The book explores the reasons for these changes. It describes how games have begun to keep players engaged until the end. It analyzes the ways in which traditional mechanics have been reimagined to give them more variety and complexity, and reviews the unprecedented mechanics found and perfected. Very interesting is the exploration of how games have performed novel tasks such as reducing conflict, fostering cooperation, creating aesthetic experiences, and telling stories. The book is aimed at scholars, dedicated and aspiring fans, and game designers who want to expand their toolbox with the most up-to-date innovations in the profession.