The Feedback Games Manual
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Author | : Kyle Orland |
Publisher | : Lulu.com |
Total Pages | : 107 |
Release | : 2007 |
Genre | : Games & Activities |
ISBN | : 1430313056 |
Journalists, stop playing guessing games! Inside the answers to your most pressing questions await: Videogame, one word or two? Xbox, XBox or X-box? What defines a good game review? Fitting neatly between The AP Stylebook and Wired Style, The Videogame Style Guide and Reference Manual is the ultimate resource for game journalists and the first volume to definitively catalogue the breathtaking multibillion-dollar game industry from A to Z. Includes official International Game Journalists Association rules for grammar, spelling, usage, capitalization and abbreviations, plus proven tips and guidelines for producing polished, professional prose about the world's most exciting entertainment biz. Exploring the field from yesterday's humble origins to tomorrow's hottest trends, The Videogame Style Guide and Reference Manual contains all the tools you need to realize a distinguished career in game journalism.
Author | : Steve Horowitz |
Publisher | : CRC Press |
Total Pages | : 401 |
Release | : 2014-03-05 |
Genre | : Computers |
ISBN | : 1134595441 |
The Essential Guide to Game Audio: The Theory and Practice of Sound for Games is a first of its kind textbook and must-have reference guide for everything you ever wanted to know about sound for games. This book provides a basic overview of game audio, how it has developed over time, and how you can make a career in this industry. Each chapter gives you the background and context you will need to understand the unique workflow associated with interactive media. The practical, easy to understand interactive examples provide hands-on experience applying the concepts in real world situations.
Author | : Peter A. Sammons |
Publisher | : Gower Publishing, Ltd. |
Total Pages | : 260 |
Release | : 2000 |
Genre | : Research |
ISBN | : 0566083140 |
Research and Development (R&D) is a key 'factor of production' in the global business environment and yet there can be no doubt that research budgets are under attack as never before. International competitive pressure means that companies, and countries, must innovate or die even though funding is often decreasing. The answer to this dichotomy is to ensure better value for money - and this toolkit will lead you towards that goal. The Outsourcing R&D Toolkit comprehensively covers the strategic and tactical issues necessary for a company to decide whether, and to what extent, to buy in their knowledge-based services. Having done this it then goes on to provide a toolbox of commercial materials to enable better control of external R&D projects. It consists of two main Parts: [ Part I: Buying Research Services - this provides an up-to-date briefing on contract R&D, practices, procedures and pitfalls. It includes 70] learning points which highlight issues particularly important to companies buying-in R&D services. [ Part II: Contract Research Toolbox of template contract and contract management documents including instructions for use: these materials are subtly tailored to the commercial interests of the knowledge buyer and form a contracting system in their own right. They may also be used to benchmark existing company practices and procedures. Buying in R&D services is undoubtedly the way of the future and a core management competence across all industrial sectors. The Outsourcing R&D Toolkit will stop you from being left behind!
Author | : Steve Blank |
Publisher | : John Wiley & Sons |
Total Pages | : 579 |
Release | : 2020-03-17 |
Genre | : Business & Economics |
ISBN | : 1119690722 |
More than 100,000 entrepreneurs rely on this book. The National Science Foundation pays hundreds of startup teams each year to follow the process outlined in the book, and it's taught at Stanford, Berkeley, Columbia and more than 100 other leading universities worldwide. Why? The Startup Owner's Manual guides you, step-by-step, as you put the Customer Development process to work. This method was created by renowned Silicon Valley startup expert Steve Blank, co-creator with Eric Ries of the "Lean Startup" movement and tested and refined by him for more than a decade. This 608-page how-to guide includes over 100 charts, graphs, and diagrams, plus 77 valuable checklists that guide you as you drive your company toward profitability. It will help you: Avoid the 9 deadly sins that destroy startups' chances for success Use the Customer Development method to bring your business idea to life Incorporate the Business Model Canvas as the organizing principle for startup hypotheses Identify your customers and determine how to "get, keep and grow" customers profitably Compute how you'll drive your startup to repeatable, scalable profits. The Startup Owners Manual was originally published by K&S Ranch Publishing Inc. and is now available from Wiley. The cover, design, and content are the same as the prior release and should not be considered a new or updated product.
Author | : Danny Saunders |
Publisher | : Psychology Press |
Total Pages | : 306 |
Release | : 1996 |
Genre | : Education |
ISBN | : 9780749418663 |
Author | : Clark Aldrich |
Publisher | : John Wiley & Sons |
Total Pages | : 578 |
Release | : 2009-09-17 |
Genre | : Business & Economics |
ISBN | : 0470506741 |
"Ready to blow your mind? Spend 15 seconds reading Clark Aldrich's The Complete Guide to Simulations and Serious Games. Witty, fast-paced, and non-linear -- it's Spock meets Alton Brown." -- Lynne Kenney, Psy.D., The Family Coach This exciting work offers designers a new way to see the world, model it, and present it through simulations. A groundbreaking resource, it includes a wealth of new tools and terms and a corresponding style guide to help understand them. The author -- a globally recognized industry guru -- covers topics such as virtual experiences, games, simulations, educational simulations, social impact games, practiceware, game-based learning/digital game based learning, immersive learning, and serious games. This book is the first of its kind to present definitions of more than 600 simulation and game terms, concepts, and constructs.
Author | : Jean Brittain Leslie |
Publisher | : Center for Creative Leadership |
Total Pages | : 632 |
Release | : 2013-08-19 |
Genre | : Business & Economics |
ISBN | : 1604918357 |
Feedback is a rare commodity in day-to-day organizational life, but it is a key to ongoing effectiveness.One popular vehicle for getting feedback from one's boss, peers, subordinates, and customers is the multiple-perspective or 360-degree-feedback instrument. Whether part of a management-development course or used alone, this kind of instrument can enhance self-awareness by highlighting a leader's strengths and areas in need of further development.Selecting the right instrument from among the dozens that are available can be difficult, however.This new edition of Feedback to Managers, the fourth, updates and expands the popular 1998 edition.It guides the selection process with an in-depth analysis of 32 publicly available instruments that relate self-view to the views of others on multiple management or leadership domains. Each of the instrument reports includes descriptive information, a look at the research behind the instrument, and descriptions of support materials.
Author | : Ernest Adams |
Publisher | : New Riders |
Total Pages | : 577 |
Release | : 2013-12-19 |
Genre | : Computers |
ISBN | : 0133435717 |
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 | : |
Publisher | : |
Total Pages | : 900 |
Release | : 1971 |
Genre | : Education |
ISBN | : |
Author | : Panos Markopoulos |
Publisher | : Springer Science & Business Media |
Total Pages | : 214 |
Release | : 2008-10-08 |
Genre | : Computers |
ISBN | : 3540883215 |
The use of computing technology for entertainment purposes is not a recent p- nomenon. Video game consoles, home computers and other entertainment media have been used widely for more than three decades, and people of all ages are spe- ing an increasing amount of time and money on these technologies. More recent is the rise of a vibrant research community focusing on gaming and entertainment applications. Driven by the growth and the coming of age of the g- ing industry, and by its increasing recognition in the media and the minds of the broader public, the study of computer games, game development and experiences is attracting the interest of researchers from very diverse fields: social sciences, comp- ing, electrical engineering, design, etc. Research of this kind looks to extend the boundaries of gaming technologies. In a relentless drive for innovation, it looks to create and understand an ever increasing range of experiences, and examine how games can provide value for educational, therapeutic and other ‘serious’ purposes. These themes were reflected in the call for participation and eventually the papers accepted for presentation. The Fun n’ Games conference was the second event of a bi-annual series of c- ferences. The first event of the series was held in Preston in 2006 organized by the University of Central Lancashire. Following the success of this event it was decided to run a follow up.