Ancient Games

Ancient Games
Author: Iris Volant
Publisher: Ancient Series
Total Pages: 61
Release: 2020-03-25
Genre: Games
ISBN: 9781912497348

From the birth of the Olympics to the deadly sports of the Mayans, find out the history of the games that have kept people amused for thousands of years in this beautifully illustrated and informative guide. Find out about how people such as the Vikings entertained themselves, and how sumo wrestlers win their matches, with fascinating facts and detailed pictures.

Fundamentals of Sports Game Design

Fundamentals of Sports Game Design
Author: Ernest W. Adams
Publisher: Pearson Education
Total Pages: 51
Release: 2014
Genre: Computer games
ISBN: 013381193X

You understand the basic concepts of game design: gameplay, user interfaces, core mechanics, character design, and storytelling. Now you want to know how to apply them to the sports game genre. This focused guide gives you exactly what you need. It walks you through the process of designing for the sports game genre and shows you how to use the right techniques to create fun and challenging experiences for your players.

Win The Youth Sports Game

Win The Youth Sports Game
Author: John Yeigh
Publisher: Simon and Schuster
Total Pages: 203
Release: 2022-01-11
Genre: Sports & Recreation
ISBN: 1683584317

How to Ensure That Your Children Are Given The Opportunity to Succeed at Sports Win The Youth Sports Game objectively narrates how ordinary kids can progress, survive, and thrive within today's $20 billion, youth-sports industrial complex. The sixteen-year developmental trek from toddler to collegiate athlete is chronicled while juxtaposing the real-life challenges that athletes in all sports must endure and overcome. Win The Youth Sports Game is the first title ever to provide an honest reality-check for parents—a What to Expect When You are Expecting for youth sports. Fifty incredibly common, adult-imposed obstacles are exposed so that parents can help their athletes navigate and overcome these challenges along their own sports journeys. Fifty million parents may be hopeful their young athletes are on track to play college sports and win a scholarship, but only about 2 percent of elite high school athletes receive even a partial sports scholarship. Share this book's table of contents with any sports parent, and they'll immediately identify with some of the seemingly outrageous storylines. The unfortunate outcome is that more than 75 percent of kids quit sports by age fourteen, with over-zealous adults being a big contributor. The author will donate half of any profits to Project Play's youth-sports advocacy programs.

Good Game

Good Game
Author: Shirl J. Hoffman
Publisher:
Total Pages: 368
Release: 2010
Genre: Religion
ISBN:

Good Game retells numerous fascinating stories from the world of ancient and contemporary sports and draws on the history of the Christian tradition to answer "What would it really mean to think Christianly about sport?" --from publisher description.

Sports and Identity

Sports and Identity
Author: Barry Brummett
Publisher: Routledge
Total Pages: 329
Release: 2013-12-13
Genre: Language Arts & Disciplines
ISBN: 131791838X

This volume of essays examines the ways in which sports have become a means for the communication of social identity in the United States. The essays included here explore the question, How is identity engaged in the performance and spectatorship of sports? Defining sports as the whole range of mediated professional sports, and considering actual participation in sports, the chapters herein address a varied range of ways in which sports as a cultural entity becomes a site for the creation and management of symbolic components of identity. Originating in the New Agendas in Communication symposium sponsored by the University of Texas College of Communication, this volume provides contemporary explorations of sports and identity, highlighting the perspectives of up-and-coming scholars and researchers. It has much to offer readers in communication, sociology of sport, human kinetics, and related areas.

The Routledge Companion to Video Game Studies

The Routledge Companion to Video Game Studies
Author: Mark J.P. Wolf
Publisher: Routledge
Total Pages: 676
Release: 2014-01-03
Genre: Games & Activities
ISBN: 1136290508

The number of publications dealing with video game studies has exploded over the course of the last decade, but the field has produced few comprehensive reference works. The Routledge Companion to Video Game Studies, compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, aims to address the ongoing theoretical and methodological development of game studies, providing students, scholars, and game designers with a definitive look at contemporary video game studies. Features include: comprehensive and interdisciplinary models and approaches for analyzing video games; new perspectives on video games both as art form and cultural phenomenon; explorations of the technical and creative dimensions of video games; accounts of the political, social, and cultural dynamics of video games. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. Together, they provide an overview of the present state of game studies that will undoubtedly prove invaluable to student, scholar, and designer alike.

It's How You Play the Game

It's How You Play the Game
Author: Brian Kilmeade
Publisher: Harper Collins
Total Pages: 362
Release: 2009-10-13
Genre: Sports & Recreation
ISBN: 0061745529

In life as in sports, it's how you play the game that matters You don't have to be a star athlete to take away valuable lessons from the world of sports, whether it's learning how to get along with others, to never give up, or to be gracious in victory and defeat. In this companion volume to his New York Times bestseller, The Games Do Count, Brian Kilmeade reveals personal stories of the defining sports moments in the lives of athletes, CEOs, actors, politicians, and historical figures—and how what they learned on the field prepared them to handle life and overcome adversity with courage, dignity, and sportsmanship.

Game Misconduct

Game Misconduct
Author: Nathan Kalman-Lamb
Publisher: Fernwood Publishing
Total Pages: 193
Release: 2018-07-04T00:00:00Z
Genre: Sports & Recreation
ISBN: 1773630075

“‘You’re not a human being, you’re a number, a product, an asset as long as you can perform. If you can’t perform, then you’re a liability and they’ll drop you.’” Professional athletes suffer tremendous damage to their bodies over the course of their careers. Some literally lose years from their lives because of their injuries. Why do athletes sacrifice themselves? Is it the price of being a professional? Is it all for the fans, or the money? What’s clear is that the physical and emotional tolls of being a professional athlete may not be worthwhile. In Game Misconduct, Nathan Kalman-Lamb takes us into the world of professional hockey players to illustrate how money, consumerism and fandom contribute to the life-altering injuries of professional athletes. Unlike many critical takes on professional sports, Kalman-Lamb illustrates how the harm suffered by the athlete is a necessary part of what makes professional sport a desirable commodity for the consuming fan. In an economic system — capitalism — that deprives people of meaning because of its inherent drive to turn everyone into individuals and everything into commodities, sports fandom produces a feeling of community. But there is a cost to producing this meaning and community, and it is paid through the sacrifice of the athlete’s body. Drawing on extensive interviews with fans and former professional hockey players, Kalman-Lamb reveals the troubling dynamics and dangerous costs associated with the world of professional and semi-professional sport.

Fundamentals of Game Design

Fundamentals of Game Design
Author: Ernest Adams
Publisher: New Riders
Total Pages: 697
Release: 2010-04-07
Genre: Computers
ISBN: 013210475X

To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade

Crash Course in Gaming

Crash Course in Gaming
Author: Suellen S. Adams
Publisher: Bloomsbury Publishing USA
Total Pages: 276
Release: 2013-11-25
Genre: Language Arts & Disciplines
ISBN:

Video games aren't just for kids anymore. This book will describe the "why" and "how" to start or expand a video gaming program in the library, including some specific examples of how to target adult and female gamer patrons. Gaming supplies more than just visual stimulation and empty entertainment; it can also promote socialization as well as the learning of both traditional and new literacies required to succeed in the modern world. Problem-solving, multi-tasking, complex decision-making on the fly, and "reading" the combination of words and graphics are vital skills for the 21st century—all of which are required to play video games. Crash Course in Gaming discusses the pros and cons of gaming, the types of games and game systems, circulating collections, and game programs. It explains how a library's video game program can—and should—do much more than simply draw younger users to the library, providing examples of how everyone from parents to senior citizens can benefit from a patron-oriented computer gaming program. The appendices also include specific games, programs, review sources, and sources for further information.