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Author
Summary
Visionary game designer Jane McGonigal reveals how we can harness the power of games to solve real-world problems and boost global happines. Furthermore, her research suggests that gamers are expert problem solvers and collaborators because they regularly cooperate with other players to overcome daunting virtual challenges.
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Presents over 100 sets of questions, or different lenses, for viewing a game's design. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. New to this edition: many great examples...
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"This is a renaissance moment for video games--in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister...
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Science, technology, engineering, art, and math each play an important part in the gaming industry. This volume takes a look at various gaming industry jobs, discussing what it takes to obtain these jobs and what types of tasks each job entails. Includes before and after reading activities.
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A math manual designed specifically for game developers. This volume uses extensive examples to cover important math basics like vectors and matrices as well as more advanced, unique math solutions for game programming problems and how to leverage software to help solve algebraic equations.
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Reference book that helps guide development of games that will run on almost any operating system. Specifically, the focus is on three compilers - Visual C++, Dev-C++, and KDevelop - and the sample programs featured are written using both Windows and Linux, with screenshots taken from both operating systems.
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"Tetris is perhaps the most instantly recognizable, popular video game ever made. Sales of authorized copies total near $1 billion to date, and that is just a fraction of the money made from knockoffs and pirated versions. Based on an obscure board game, it was designed for early computers, became a hit on TV consoles, and soared in popularity with handheld devices like the Game Boy. Today it lives on in smartphones, tablets, and laptops. All this...
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Reference book about how a small team of developers can build a computer game using practices that are fostered by software engineering. It takes you through the major phases of the software engineering lifecycle and introduces you to the subjects named in the Software Engineering Body of Knowledge (SWEBOK).
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"This book examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It explores how the Semantic Web will impact education and how games and simulations can evolve to become robust teaching resources"--Provided by publisher.
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In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated....
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"This book explores how different gaming techniques can be used and harnessed within education to make learning activities more enjoyable and achievable. These approaches will provide an educational support network to reinforce the learner's behavior and encourage self-acceptance when problem solving. It covers topics such as social gaming elements, community of practice, connective knowledge, and personalization"--
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