Game Frame

Game Frame
Author: Aaron Dignan
Publsiher: Simon and Schuster
Total Pages: 224
Release: 2011-03-08
Genre: Business & Economics
ISBN: 1451611072

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Ever wonder why teens can spend entire weekends playing video games but struggle with just one hour of homework? Why we’re addicted to certain websites and steal glances at our smartphones under the dinner table? Or why some people are able to find joy in difficult or repetitive jobs while others burn out? It’s not the experiences themselves but the way they’re structured that matters. All our lives we’ve been told that games are distractions—playful pastimes, but unrelated to success. In Game Frame, Aaron Dignan shows us that the opposite is true: games produce peak learning conditions and accelerated achievement. Here, the crucial connection between the games we love to play and the everyday tasks, goals, and dreams we have trouble realizing is illuminated. Aaron Dignan is the thirty-something founder of a successful digital strategy firm that studies the transformative power of technology in culture. He and his peers were raised on a steady diet of games and gadgets, ultimately priming them to challenge the status quo of the modern workplace. What they learned from games goes deeper than hand-eye coordination; instead, this generation intrinsically understands the value of adding the elements of games into everyday life. Game Frame is the first prescriptive explanation of what games mean to us, the human psychology behind their magnetic pull, and how we can use the lessons they teach as a framework to achieve our potential in business and beyond. Games are a powerful way to influence and change behavior in any setting. Here, Dignan outlines why games and play are such important trends in culture today, and how our technology, from our iPhones to our hybrid cars, primes us to be instinctive players. Game Frame tackles the challenging task of defining games and the mechanics that make games work from several perspectives, then explores these ideas through the lens of neuroscience. Finally, Dignan provides practical tips for using basic game mechanics in a variety of settings, such as motivating employees at work or encouraging children at home, giving readers the tools to develop their own games to solve problems in their everyday lives. Illuminated throughout with a series of real-world examples and hypothetical scenarios, Game Frame promises a crash course in game design and behavioral psychology that will leave the reader—and, by extension, the world itself—more productive. Revolutionary, visionary, practical, and time-tested, Game Frame will change the way you approach life.

Creating 3D Game Art for the IPhone with Unity

Creating 3D Game Art for the IPhone with Unity
Author: Wes McDermott
Publsiher: Taylor & Francis
Total Pages: 274
Release: 2010
Genre: Art
ISBN: 9780240815633

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With iPhone and Unity, game developers are empowered to create compelling games but they must be careful to specifically address the unique challenges of the iPhone hardware cpu and gpu requirements. This book teaches artists how to circumvent the potential pitfalls.

The Game Design Reader

The Game Design Reader
Author: Katie Salen Tekinbas,Eric Zimmerman
Publsiher: MIT Press
Total Pages: 955
Release: 2005-11-23
Genre: Computers
ISBN: 9780262195362

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Classic and cutting-edge writings on games, spanning nearly 50 years of game analysis and criticism, by game designers, game journalists, game fans, folklorists, sociologists, and media theorists. The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players. Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play? Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings. Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.

Current Practices in Workplace and Organizational Learning

Current Practices in Workplace and Organizational Learning
Author: Bente Elkjaer,Maja Marie Lotz,Niels Christian Mossfeldt Nickelsen
Publsiher: Springer Nature
Total Pages: 261
Release: 2022-01-01
Genre: Education
ISBN: 9783030850609

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The central assumption that guides this book is that research and practice about learning at the workplace has recently lost its critical edge. This book explores what has happened to workplace learning and organizational learning and studies what has replaced it. In addition, the book discusses to what extend there are reasons to revitalize it. Today, themes such as ‘innovation’, ‘co-creation’ and ‘knowledge sharing’ seem to have become preferred and referred to as theoretical fields as well as fields of practice. In several chapters of this book it is argued that the critical power of learning could be regained by starting a new discussion of how these new fields of practice can be substantiated by topics such as learning arrangements, learning mechanisms, and learning strategies. Hence, the aim of this book is to both advance and recapture our knowledge of learning in today’s increasingly complex world of work and organizing. The contributions in this work do so by revisiting classic research on workplace and organizational learning and discussing how insights from this body of literature evokes new meaning. It sets the stage for new agendas and rethinks current practices that are entangled in activities such as innovation, co-creation, knowledge sharing or other currently widespread fields of practice.

Windows Vista Ultimate Bible

Windows Vista Ultimate Bible
Author: Joel Durham, Jr.,Derek Torres
Publsiher: John Wiley & Sons
Total Pages: 794
Release: 2008-02-11
Genre: Computers
ISBN: 9780470377451

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The ultimate book on the ultimate Vista for gamers and digital media buffs. If you're the ultimate gamer and multimedia fan, Windows Vista Ultimate and this information-packed book are for you. Want to launch games with a single click? Share files with your Xbox 360? Try out new audio and media tools? It's all here and then some. You'll find step-by-step tutorials, techniques, and hacks-plus in-depth discussions of games, gaming, performance tips, and much more. Whether you're a veteran Windows gearhead or just getting started, this is the book you need! Try out the new Aero Glass user interface and new desktop features. Set up your graphics card, sound card, and speakers. Keep Vista secure with stronger firewall and family safety settings. Meet the new DirectX with 32-bit floating point audio and high-speed DLLs. Share multimedia across a network with ease. Enrich your audio with crossfade, shuffle, and volume leveling. Get up to speed on the new Media Center and Media Player 11. Use the Universal Controller and WinSAT for gaming. Find out how to run Windows(r) XP games on Vista. Edit video like a pro.

Adobe Animate 2022 for Creative Professionals

Adobe Animate 2022 for Creative Professionals
Author: Joseph Labrecque
Publsiher: Packt Publishing Ltd
Total Pages: 464
Release: 2022-01-14
Genre: Computers
ISBN: 9781803245973

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Step into the world of animation and go beyond the fundamentals of Adobe Animate to bring experiences to life with the help of expert-led content in this illustrated guide Key Features Produce rich motion graphics and interactive animations for multiple platforms Explore the key features and enhancements in the latest Adobe Animate release Take your Adobe Animate projects to the next level with creative workflows Book DescriptionAdobe Animate is platform-agnostic asset creation, motion design, animation, and interactivity software. Complete with explanations of essential concepts and step-by-step walkthroughs of practical examples, this book will guide you in using Adobe Animate to create immersive experiences by breaking through creative limitations across every medium. We begin by getting up to speed with all that you need to know about Adobe Animate. You'll learn how to get started with Animate as a creative platform and explore the features introduced in its most recent versions. The book will show you how to consume and produce media assets for multiple platforms through both the publish and export workflows. Following this, you’ll explore advanced rigging techniques and discover how to create more dynamic animation with advanced depth and movement techniques. You’ll also find out how to build projects such as games, virtual reality experiences, and apps for various platforms as the book demonstrates different ways to use Animate. Finally, it covers the different methods used to extend the software for various needs. By the end of this Adobe Animate book, you'll be able to produce a variety of media assets, motion graphic design materials, animated artifacts, and interactive content pieces for platforms such as HTML5 Canvas, WebGL, and mobile devices.What you will learn Gain a solid understanding of Adobe Animate foundations and new features Understand the nuances associated with publishing and exporting rich media content to various platforms Make use of advanced layering and rigging techniques to create engaging motion content Create dynamic motion using the camera and variable layer depth techniques Develop web-based games, virtual reality experiences, and multiplatform mobile applications Extend Animate with extensions, application-level scripting, and the creation of custom integrated tutorials Who this book is for This book is for web, graphic, and motion design professionals with basic experience in animation who want to take their existing skills to the next level. A clear understanding of fundamental animation concepts will help you to get the most out of this book and produce impressive results.

Official Gazette of the United States Patent Office

Official Gazette of the United States Patent Office
Author: USA Patent Office
Publsiher: Unknown
Total Pages: 2182
Release: 1895
Genre: Electronic Book
ISBN: DMM:057002656605

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Game Programming Patterns

Game Programming Patterns
Author: Robert Nystrom
Publsiher: Genever Benning
Total Pages: 354
Release: 2014-11-03
Genre: Computers
ISBN: 9780990582915

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The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.