A Game Apart
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Author | : Neal Collins |
Publisher | : AuthorHouse |
Total Pages | : 213 |
Release | : 2009 |
Genre | : Hosting of sporting events |
ISBN | : 1449057489 |
The greatest football tournament on earth will take place in Africa for the first time next year, with the World Cup kicking off in Johannesburg on June 11. A GAME APART tries to explain just how miraculous that simple fact is. Based largely on what I witnessed myself as a student, footballer and sports journalist, this is an honest - but fictional - account of what it was like to play football in South Africa before democracy came rolling in with Nelson Mandela in 1993. There was trouble on the pitch, trouble on the streets, trouble on the beaches. Apartheid and trouble went hand in hand. A lot of the publicity surrounding the upcoming World Cup has been negative, with the focus on crime and corruption. My perception is very different. I believe the country has changed massively for the better in 16 short years. I've waited all that time to let my memories loose, and the World Cup seems an appropriate time to write a novel that, I hope, will help people to remember exactly what the Rainbow Nation has been through. This novel will annoy some, please others. All I ask is that the reader recognizes this is how a young Englishman might have viewed the South Africa I grew up in. A strange but beautiful country riven by cruelty and mistrust and headed for a bloody revolution... until the release of Mandela in 1990. For those who visit the country, for those who view it on a television screen, for those who read about it in the newspapers, I hope to offer some perspective. Apartheid should never be forgotten. Otherwise somebody will repeat the process. And that must never be allowed to happen.
Author | : Ernest Adams |
Publisher | : Pearson Education |
Total Pages | : 577 |
Release | : 2014 |
Genre | : Computers |
ISBN | : 0321929675 |
Now in its third edition, the classic book on game design has been completely revised to include the latest developments in the game industry. Readers will learn all the fundamentals of concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. They'll be introduced to designing for mobile devices and touch screens, as well as for the Kinect and motion-capture gameplay. They'll learn how indie developers are pushing the envelope and how new business models such as free-to-play are influencing design. In an easy-to-follow approach, Adams offers a first-hand look into the process of designing a game, from initial concept to final tuning. This in-depth resource also comes with engaging end-of-chapter exercises, design worksheets, and case studies.
Author | : Thorwald Lorenzen |
Publisher | : Wipf and Stock Publishers |
Total Pages | : 369 |
Release | : 2004-01-30 |
Genre | : Religion |
ISBN | : 1592445179 |
The authority of the Bible in the Gospel narratives and Paul's impassioned epistles revolve around the factual basis and foundational nature of Christ's resurrection for Christianity. The question is: how can the resurrection best be understood? In 'Resurrection and Discipleship', Thorwald Lorenzen provides a balanced and nuanced investigation of this question.
Author | : Rachel Kowert |
Publisher | : Routledge |
Total Pages | : 160 |
Release | : 2020-11-29 |
Genre | : Philosophy |
ISBN | : 1000224287 |
This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years. Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy. This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate.
Author | : Michelle Herte |
Publisher | : Routledge |
Total Pages | : 436 |
Release | : 2020-09-16 |
Genre | : Games & Activities |
ISBN | : 1000172767 |
This book looks closely at the endings of narrative digital games, examining their ways of concluding the processes of both storytelling and play in order to gain insight into what endings are and how we identify them in different media. While narrative digital games share many representational strategies for signalling their upcoming end with more traditional narrative media – such as novels or movies – they also show many forms of endings that often radically differ from our conventional understanding of conclusion and closure. From vast game worlds that remain open for play after a story’s finale, to multiple endings that are often hailed as a means for players to create their own stories, to the potentially tragic endings of failure and "game over", digital games question the traditional singularity and finality of endings. Using a broad range of examples, this book delves deeply into these and other forms and their functions, both to reveal the closural specificities of the ludonarrative hybrid that digital games are, as well as to find the core elements that characterise endings in any medium. It examines how endings make themselves known to players and raises the question of how well-established closural conventions blend with play and a player’s effort to achieve a goal. As an interdisciplinary study that draws on game studies as much as on transmedial narratology, Forms and Functions of Endings in Narrative Digital Games is suited for scholars and students of digital games as well as for narratologists yet to become familiar with this medium.
Author | : Clara Fernández-Vara |
Publisher | : Taylor & Francis |
Total Pages | : 351 |
Release | : 2024-06-03 |
Genre | : Social Science |
ISBN | : 1040033814 |
This accessible, third edition textbook gives students the tools they need to analyze games, using strategies borrowed from textual analysis. As game studies has become an established academic field, writing about games needs the language and methods that allow authors to reflect the complexity of a game and how it is played in a cultural context. This volume provides readers with an overview of the basic building blocks of game analysis—examination of context, content and distinctive features, and formal qualities—as well as the vocabulary necessary to talk about the distinguishing characteristics of a game. Examples are drawn from a range of games, non-digital and digital, and across history—from Pong to Fortnite—and the book includes a variety of examples and sample analysis, as well as a wealth of additional sources to continue exploring the field of game studies. This third edition revision brings the book firmly up to date, pulling in new examples and sources, and incorporating current key topics in this dynamic field, such as artificial intelligence and game streaming. Introduction to Game Analysis remains an essential practical tool for students who want to become fluent writers and informed critics of games, as well as digital media in general.
Author | : Simon Egenfeldt-Nielsen |
Publisher | : Routledge |
Total Pages | : 414 |
Release | : 2019-09-11 |
Genre | : Social Science |
ISBN | : 0429777043 |
From Pong to virtual reality, Understanding Video Games, 4th Edition, takes video game studies into the next decade of the twenty-first century, highlighting changes in the area, including mobile, social, and casual gaming. In this new edition of the pioneering text, students learn to assess the major theories used to analyze games, such as ludology and narratology, and gain familiarity with the commercial and organizational aspects of the game industry. Drawing from historical and contemporary examples, the student-friendly text also explores the aesthetics of games, evaluates the cultural position of video games, and considers the potential effects of both violent and "serious" games. Extensively illustrated and featuring discussion questions, a glossary of key terms, and a detailed video game history timeline, this new edition is an indispensable resource for students, scholars, and teachers interested in examining the ways video games continue to reshape entertainment and society.
Author | : |
Publisher | : |
Total Pages | : 1138 |
Release | : 2002 |
Genre | : Trademarks |
ISBN | : |
Author | : Kidd, Terry T. |
Publisher | : IGI Global |
Total Pages | : 1110 |
Release | : 2008-10-31 |
Genre | : Computers |
ISBN | : 1599048663 |
"This book provides information on different styles of instructional design methodologies, tips, and strategies on how to use technology to facilitate active learning and techniques to help faculty and researchers develop online instructional and teaching materials. It enables libraries to provide a foundational reference for researchers, educators, administrators, and others in the context of instructional systems and technology"--Provided by publisher.
Author | : Tom Smith |
Publisher | : CRC Press |
Total Pages | : 262 |
Release | : 2024-10-31 |
Genre | : Art |
ISBN | : 1040148956 |
People have played games forever, but it’s only in the past few decades that people really started thinking about what games are, how they work, and how to make them better. Anatomy of Game Design takes some of the most popular and beloved games of all time and dissects them to see what makes them tick. By breaking down the systems and content of each game, the underlying systems of game design are laid bare. Eight games are analyzed – including Settlers of Catan; Centipede; Candy Crush Saga; Papers, Please; Magic: The Gathering; and more – each representing a different genre or era of game design. Each game is discussed in detail, using the same methods for each game. What are the verbs of the game that give the player agency? How do those verbs fit together to form a core loop that makes the game engaging? What are the systems that power the gameplay? What is the larger flow that makes the game interesting over and over again? Each game is then used as an example to tie back to one or more larger topics in game design, such as systems design, randomness, monetization, game theory, and iterative approaches to game development. Key Features: Uses well-known games to provide specific, discrete examples of broader game design theory Discusses eight popular games using the same methodology to allow comparison of different types of games Includes both high-level theory and academic perspective and practical, real-world guidance from a working game designer who has created these games for commercial release Provides clear direction for deeper inquiry into game design or related fields such as psychology, anthropology, game development, or systems thinking