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"What do we think about when we think about play? A pastime? Games? Childish activities? The opposite of work? Think again: If we are happy and well rested, we may approach even our daily tasks in a playful way, taking the attitude of play without the activity of play. So what, then, is play? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human. We play games, but we also play with toys, on playgrounds, with technologies and design. Sicart proposes a theory of play that doesn't derive from a particular object or activity but is a portable tool for being--not tied to objects but brought by people to the complex interactions that form their daily lives. It is not separated from reality; it is part of it. It is pleasurable, but not necessarily fun. Play can be dangerous, addictive, and destructive. long the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play--instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty, the aesthetics of play through action; political play -- from Maradona's goal against England in the 1986 World Cup to the hactivist activities of Anonymous; the political, aesthetic, and moral activity of game design; and why play and computers get along so well."
Jeu --- Play --- Psychological aspects --- 527 --- gamedesign. --- Psychological aspects. --- Specifieke toepassingen van informatica. --- Jeu. --- gamedesign --- Specifieke toepassingen van informatica --- informatica - specifieke toepassingen
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Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it. * Jesse Schell is a highly recognizable name within the game industry - he is the former chair of the International Game Developer's Association, and has designed many successful games, including Disney's award-winning Toontown Online. * The book's design methodology was developed at Carnegie Mellon University's Entertainment Technology Center, co-founded by Dr. Randy Pausch of "Last Lecture" fame. * 100 'lenses' are scattered throughout the book. These are boxed sets of questions, each a different way of seeing a game that will inspire the creative process. * 500 pages of detailed, practical instruction on creating world-class games that will be played again and again.
Computer games --- 527 --- games --- leerprocessen --- Design --- informatica - specifieke toepassingen
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The only magazine in the UK totally dedicated to all aspects of retro gaming, containing exclusive interviews with classic developers, behind the scenes access to the biggest games of all time, and fascinating new facts about all of your favourite games.
527 --- gamedesign --- tijdschriften (serials) --- games --- informatica - specifieke toepassingen --- Periodicals
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A walkthrough of computer science concepts that you must know to program computers effectively. After a simple introduction to discrete math, it presents common algorithms and data structures. It also outlines the principles that make computers and programming languages work.
Computer algorithms --- Computer science --- 527 --- gamedesign --- programmeren --- Informatics --- Science --- Algorithms --- informatica - specifieke toepassingen --- Computer algorithms. --- Computer science. --- gamedesign. --- programmeren. --- Informatica - specifieke toepassingen. --- Informatica --- ICT
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"Carbon publishes papers that deal with original research on the chemistry, physics and technology of carbonaceous solids consisting essentially of aromatically or tetrahedrally bonded carbon atoms and the materials produced from them. These materials range through chars, activated and pyrolytic carbons (including carbon blacks and soot), graphites, diamond, carbon nanotubes, and the fullerenes."
Carbon --- Carbone --- Koolstof. --- Toepassingen. --- Périodiques. --- Group 14 elements --- Light elements
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More than 31 million people in the UK are gamers. The average young person in the UK will spend 10,000 hours gaming by the age of twenty-one. What's causing this mass exodus? According to world-renowned game designer Jane McGonigal the answer is simple: videogames are fulfilling genuine human needs. Drawing on positive psychology, cognitive science and sociology, Reality is Broken shows how game designers have hit on core truths about what makes us happy, and utilized these discoveries to astonishing effect in virtual environments. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? In this groundbreaking exploration of the power and future of gaming, she reveals how gamers have become expert problem solvers and collaborators, and shows how we can use the lessons of game design to socially positive ends, be it in our own lives, our communities or our businesses. Written for gamers and non-gamers alike, Reality is Broken sends a clear and provocative message: the future will belong to those who can understand, design and play games.
527 --- Games en maatschappij --- Games --- multimedia --- simulaties --- virtuele wereld --- informatica - specifieke toepassingen
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The play-focused, step-by-step guide to creating great game designs This book offers a play-focused, process-oriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen Macklin and John Sharp link the concepts and elements of play to the practical tasks of game design. Using full-color examples, they reveal how real game designers think and work, and illuminate the amazing expressive potential of great game design. Focusing on practical details, this book guides you from idea to prototype to playtest and fully realized design. You'll walk through conceiving and creating a game's inner workings, including its core actions, themes, and especially its play experience. Step by step, you'll assemble every component of your videogame, creating practically every kind of play: from cooperative to competitive, from chance-based to role-playing, and everything in between. Macklin and Sharp believe that games are for everyone, and game design is an exciting art form with a nearly unlimited array of styles, forms, and messages. Cutting across traditional platform and genre boundaries, they help you find inspiration wherever it exists. Games, Design and Play is for all game design students, and for beginning-to-intermediate-level game professionals, especially independent game designers. Bridging the gaps between imagination and production, it will help you craft outstanding designs for incredible play experiences! Coverage includes: Understanding core elements of play design: actions, goals, rules, objects, playspace, and players - Mastering tools such as constraint, interaction, goals, challenges, strategy, chance, decision, storytelling, and context. - Comparing types of play and player experiences. - Considering the demands videogames make on players. - Establishing a game's design values. - Creating design documents, schematics, and tracking spreadsheets. - Collaborating in teams on a shared design vision. - Brainstorming and conceptualizing designs. - Using prototypes to realize and playtest designs. - Improving designs by making the most of playtesting feedback. - Knowing when a design is ready for production. - Learning the rules so you can break them!
Video games --- Computer games --- 527 --- gamedesign --- Design --- informatica - specifieke toepassingen --- Design.
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De ontwikkeling van de meetkunde en haar relatie tot de kunst.
Art --- Geometry --- Geometry. --- Kunst --- Perspectief --- Toepassingen --- Wiskunde --- Dan Pedoe ; vert. door Nico Temme --- perspectief --- meetkunde --- kunst --- architectuur --- Vitruvius --- Dürer Albrecht --- da Vinci Leonardo --- Euclides --- Descartes rené --- cartesiaanse meetkunde --- projectieve meetkunde --- krommen --- 742 --- 514 --- Kunst. --- Perspectief. --- Toepassingen. --- Wiskunde.
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"Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes--to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. 'Game Art,' which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. 'Artgames,' created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, 'Artists' Games'--with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman--represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities."--Publisher description.
Video games --- Aesthetics --- Design --- Aesthetics. --- Design. --- 527 --- games --- gamedesign --- informatica - specifieke toepassingen --- Jeu vidéo --- Video games - Design
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519.67 --- Wiskunde en kunst --- Wiskunde ; kunstzinnige toepassingen --- Wiskunde ; machinale, grafische en andere methoden van rekenkundige wiskunde --- Mathematics --- Mathématiques --- Wiskunde --- Philosophy --- Art
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