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Understanding Game Scoring

Understanding Game Scoring PDF Author: Mack Enns
Publisher: CRC Press
ISBN: 1000473643
Category : Computers
Languages : en
Pages : 187

Book Description
Understanding Game Scoring explores the unique collaboration between gameplay and composition that defines musical scoring for video games. Using an array of case studies reaching back into the canon of classic video games, this book illuminates the musical flexibility, user interactivity and sound programming that make game scoring so different from traditional modes of composition. Mack Enns explores the collaboration between game scorers and players to produce the final score for a game, through case studies of the Nintendo Entertainment System sound hardware configuration, and game scores, including the canonic scores for Super Mario Bros. (1985) and The Legend of Zelda (1986). This book is recommended reading for students and researchers interested in the composition and production of video game scores, as well as those interested in ludo-musicology.

Understanding Game Scoring

Understanding Game Scoring PDF Author: Mack Enns
Publisher: CRC Press
ISBN: 1000473643
Category : Computers
Languages : en
Pages : 187

Book Description
Understanding Game Scoring explores the unique collaboration between gameplay and composition that defines musical scoring for video games. Using an array of case studies reaching back into the canon of classic video games, this book illuminates the musical flexibility, user interactivity and sound programming that make game scoring so different from traditional modes of composition. Mack Enns explores the collaboration between game scorers and players to produce the final score for a game, through case studies of the Nintendo Entertainment System sound hardware configuration, and game scores, including the canonic scores for Super Mario Bros. (1985) and The Legend of Zelda (1986). This book is recommended reading for students and researchers interested in the composition and production of video game scores, as well as those interested in ludo-musicology.

Rules of Play

Rules of Play PDF Author: Katie Salen Tekinbas
Publisher: MIT Press
ISBN: 9780262240451
Category : Computers
Languages : en
Pages : 680

Book Description
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.

Playing to Win

Playing to Win PDF Author: David Sirlin
Publisher: Lulu.com
ISBN: 1411666798
Category : Games
Languages : en
Pages : 144

Book Description
Winning at competitive games requires a results-oriented mindset that many players are simply not willing to adopt. This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.

Teaching Games for Understanding

Teaching Games for Understanding PDF Author: Linda L. Griffin
Publisher: Human Kinetics
ISBN: 9780736045940
Category : Education
Languages : en
Pages : 252

Book Description
Presents a comprehensive guide for teachers and coaches that details the history, theory, research, and practice of the Teaching Games for Understanding model, and how to incorporate it in both elementary and secondary curriculum.

Understanding Video Game Music

Understanding Video Game Music PDF Author: Tim Summers
Publisher: Cambridge University Press
ISBN: 1108107761
Category : Music
Languages : en
Pages : 265

Book Description
Understanding Video Game Music develops a musicology of video game music by providing methods and concepts for understanding music in this medium. From the practicalities of investigating the video game as a musical source to the critical perspectives on game music - using examples including Final Fantasy VII, Monkey Island 2, SSX Tricky and Silent Hill - these explorations not only illuminate aspects of game music, but also provide conceptual ideas valuable for future analysis. Music is not a redundant echo of other textual levels of the game, but central to the experience of interacting with video games. As the author likes to describe it, this book is about music for racing a rally car, music for evading zombies, music for dancing, music for solving puzzles, music for saving the Earth from aliens, music for managing a city, music for being a hero; in short, it is about music for playing.

Card Games For Dummies

Card Games For Dummies PDF Author: Barry Rigal
Publisher: John Wiley & Sons
ISBN: 1118054768
Category : Games & Activities
Languages : en
Pages : 387

Book Description
Card games offer loads of fun and one of the best socializing experiences out there. But picking up winning card strategies is a bit of a challenge, and though your buddies may think that picking up the rules of the game is easy, winning is a totally different story. With Card Games For Dummies, Second Edition, you’ll not only be able to play the hottest card games around, you can also apply game-winning strategies and tips to have fun and beat your opponents. Now updated, this hands-on guide shows you everything you need to know—the basics, the tricks, and the techniques—to become a master card player, with expanded coverage on poker as well as online gaming and tournaments. Soon you will have the card-playing power to: Pin down your opponents in Texas Hold’em Show off your power in Stud Poker Hit wisely in Blackjack Break hearts ruthlessly in Hearts Mix up the night with Gin and Rummy Build yourself a victory in Bridge Send them fishing in Go Fish This straightforward, no-nonsense guide features great ways to improve your game and have more fun, as well as a list of places to find out more about your favorite game. It also profiles different variations of each game, making you a player for all seasons!

Critical Play

Critical Play PDF Author: Mary Flanagan
Publisher: MIT Press
ISBN: 0262518651
Category : Computers
Languages : en
Pages : 363

Book Description
An examination of subversive games like The Sims—games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists’ alternative computer-based games and explores games for change, considering the way activist concerns—including worldwide poverty and AIDS—can be incorporated into game design. Arguing that this kind of conscious practice—which now constitutes the avant-garde of the computer game medium—can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.

Global esports

Global esports PDF Author: Dal Yong Jin
Publisher: Bloomsbury Publishing USA
ISBN: 1501368761
Category : Social Science
Languages : en
Pages : 384

Book Description
Global esports explores the recent surge of esports in the global scene and comprehensively discusses people's understanding of this spectacle. By historicizing and institutionalizing esports, the contributors analyze the rapid growth of esports and its implications in culture and digital economy. Dal Yong Jin curates a discussion as to why esports has become a global phenomenon. From games such as Spacewar to Starcraft to Overwatch, a key theme, distinguishing this collection from others, is a potential shift of esports from online to mobile gaming. The book addresses why many global game players and fans play and enjoy online and mobile games in professional game competitions, and therefore, they investigate the manner in which the transfer to, from and between online and mobile gaming culture is occurring in a specific subset of global youth. The remaining focus identifies the major platforms used to enjoy esports, including broadcasting and smartphones. By analyzing these unexamined or less-discussed agendas, this book sheds light on the current debates on the growth of global esports culture.

Science and Football IV

Science and Football IV PDF Author: Aron Murphy
Publisher: Routledge
ISBN: 1317832884
Category : Science
Languages : en
Pages : 450

Book Description
This edited collection brings together the latest research into the range of sports known as football. With contributions by a large number of the leading international researchers in the field, the book aims to bridge the gap between theory and practice in football, and to raise the awareness of the value of a scientific approach to the various football codes. The book contains nearly seventy papers, examining aspects ranging from match analysis and medical aspects of football to metabolism and nutrition, psychology and behaviour, and management and organization. Containing a wealth of research data, and a huge range of examples of how science can be applied; this book represents an invaluable reference for coaches, trainers, managers, medical staff, and all those involved in supporting performers in the many football codes.

The Game Design Reader

The Game Design Reader PDF Author: Katie Salen Tekinbas
Publisher: MIT Press
ISBN: 0262195364
Category : Computers
Languages : en
Pages : 955

Book Description
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.